u/Goodenoughgamesltd

Hey everyone,

We recently launched our game Udder Invasion to Steam, and while it didn’t sell as well as we’d hoped, there’s a weird silver lining: the people who played it genuinely seem to enjoy it.

That’s what makes this more frustrating, we don’t think the core experience is the issue. It feels more like we failed to convince enough people to actually take the leap and buy it.

So we’ve been reflecting a lot on what went wrong and what we could’ve done better.

What we think we got wrong**:**

  • We didn’t start marketing early enough. We spent most of our time heads-down in development (9 months) and only really started posting close to launch. By then, we had no real audience or momentum.
  • Our game loop wasn’t communicated clearly. People who played the game get it and enjoy it, but our trailers/store page didn’t make that loop obvious. I think a lot of potential players just didn’t “get it” at a glance.
  • Inconsistent social posting. We posted, but not regularly enough to build visibility or anticipation.
  • We didn’t build enough trust before asking people to buy. In hindsight, we were asking people to “bite the bullet” and purchase without enough prior exposure or confidence in what they were getting.

Lastly, this was our Studios first commercial release, so i think alot of this was due to inexperience.

What we’d love advice on:

  • How do you make your game loop instantly understandable?
  • Any tips for improving conversion (wishlists → purchases)?
  • Has anyone managed to recover post-launch from a slow start? What helped?

Any advice would be really appreciated, we want to learn as much as we can from this, Thank you.

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u/Goodenoughgamesltd — 14 days ago