u/Exphrasis
Hello!
I've been working on a game for a while, but I feel like I'm really struggling with building wishlists and a community.
I keep reading everywhere that it's a really bad idea releasing under X amount of wishlists, and feel like nothing I tend to post, or do in terms of marketing tends to stick.
Do any of y'all have any tips and tricks, or things you've noticed work better than others?
The main things I've done so far are trying to promote trailers through ads and posting on different kinds of social medias, or even posting funny tiktok "memes" about the game, but nothing seems to really convert to more wishlists which can be quite discouraging and always make me just want to not market and go back to just working on the game itself.
Events tend to be the only real thing that have had any kind of impacts, but "posting" never really seems to do much (for me at least!).
Would love to hear your thoughts. Thank you!
Hello!
I've been working on a deep sea roguelite, called "Tides of Tethys" and just updated the demo with a year's worth of QOL and feedback from the community.
I'd love to get feedback on both how the demo feels, but also if anybody has good recommendations for marketing and getting visibility on this kind of stuff...I feel like I tend to always miss the mark.
Thank you!
We released a demo last year for Next Fest and got a lot of feedback.
Finally updated it with all the feedback we received, but I feel like I never find the right way to advertise stuff and get more wishlists.
Does anybody have tips or feedback?
Does anybody have found a way to advertise stuff that works reliably?
Always seem like I get low visibility on any updates I do and almost no wishlists and it's slowly driving me crazy lol.
I guess all the memes about indie devs and marketing are right :p