- Mar 13, 2012
- Reaction score
- First Language
I wasn't really serious, just very surprised how much it sells for.
I'd say success = profitability.
I'd say success = profitability.
Generally when making a game, like all products you take a risk, the more you invest in it (time, money, people, etc...) the greater are your odds of success, but it is a gamble, you may have 90% chances of success but you also have 10% chances of failure and the die sometimes lands on those 10%. Well its not all doom and gloom because in practice there are different levels of success and failure and as old man Marcus Aurelius put it, it is all a matter of perspective.
It can be a real toss up these days, as it isn't like 2014 or so when you could break 200,000 sales if you were on Steam as people associated game on Steam with quality. Nowadays, the numbers have changed drastically and I'd say single digit sales might even occur, and I've heard of two cases where it has. For the first, I read an article on rockpapershotgun where they interviewed a dev who had sold 9 copies of their game on Steam. And it wasn't RPGMaker or an asset flip. 9 copies still. We had another post on here in September that they had sold 8 whole copies of their game. So single digit sales can occur now due to how flooded the market is.
I think you are right about this but I’m throwing some money towards Youtube ads for the holiday season and want to see how this translates to sales. I’m guessing it won’t help much but I want to get more data and will post back here with results for anyone who is interested.
The game “Don’t give up” in the other article looks straight up ugly. The pixel art is not well done and you can easily see it’s made by a complete amateur.
BUT, it’s actually more interesting. Yes, it looks bad but it has a somewhat unique style and it’s very colorful so it might still attract some attention. However problem is, since the art looks very amateurish many potential customers might assume the entire game is of similar low quality and simply move on.
he games from Bad Logic Games doesn’t look bad, but they don’t look good either. More importantly, the visuals are very bland and uninteresting to me. It looks... cheap, and quickly made. And in the trailer, the animations are very simple as well.
Fun fact: Those sprites actually remind me of some assets I’ve seen on sale on gamedevmarket and itch.io.
I would like to leave the game dev who has aspirations to make a commercial rm game with some positivity and hope. Generally I find most of the posts in the commercial forum are a total downer. Maybe we need more topics about success stories of indie developers.
- Attach a "name" to your project, if possible. Doesn't have to be someone huge. The best thing an indie project can do is team up with another fellow indie artist, musician, writer, etc. This way, you bring in another audience by association. I am very interested in working with an indie musician for my next project. And not only to bring that "indie" flavor to the project, but because it works in context with the game.
Oh WOW! And... It's one of the most interesting looking commercial Steam games! I've came across it a few times but never on steam, and never bought it. Now, I am still not going to buy it because I am currently in a R$10,000.00 debt....................... But I'll definitely keep an eye out, I'm legit surprised as this really seems like it has a lot of quality and personality. D:Darkblood Chronicles has sold 168 total units. Please excuse me for a moment as I into this bucket.
And this might be a game you released years prior.
Generally, more "steam lined" games do better. This goes for anything from graphics (think Stardew Value, that was a huge success on Steam, huge) to game systems. For my next project, even though it is still RPGMaker, I am eliminating battles completely, and focusing on story and exploration. Looking at Darkblood Chronicles, the battle system was a means to an end, it was there because supposedly "that's what makes an RPG".
Absolutely important! Crossovers with other indie games are a good way to do this, too. I mean, a good, fun way, but one that might not fit into every atmosphere.Attach a "name" to your project, if possible. Doesn't have to be someone huge. The best thing an indie project can do is team up with another fellow indie artist, musician, writer, etc. This way, you bring in another audience by association. I am very interested in working with an indie musician for my next project. And not only to bring that "indie" flavor to the project, but because it works in context with the game.
While this is a decent strategy, I definitely don't think it's what they meant, and especially so I don't think attaching your name to a publisher blocks you out of the benefit from affiliating yourself with other beloved creators, be it content creators or gamedevs/artists/etcLike...aldorlea?
Ah! Yes, the curators ... I still receive requests (they seem to trickle in every couple months) from curators for keys. I have responded to most, giving out 1 to 2 free keys per request. I haven't seen a bump in sales from doing so, even with the large numbers of followers that the curator groups have. Also, I poked around the comments, and there's at least a few negative comments in the groups from members around, "what's the point of said group when all they do is recommend every game?" I am not sure if these are a scam to then sell off the keys, or if these groups just want "free" games, but either way, it doesn't seem particularly fruitful since again, I did not see a single uptick in sales from any curator recommendation.
All this talk about curators peaked my interest. What is STEAM curators and are they useful / needed at all for your release? Sounds almost like you shouldn’t bother with them at all?