~30K Views across platforms but only around 60 wishlists? Are these normal numbers?

~30K Views across platforms but only around 60 wishlists? Are these normal numbers?

https://preview.redd.it/gip4zc8lubkh1.png?width=900&format=png&auto=webp&s=62558c4d9e3acd5be8a41a9447fbe896ccadd230

Recently did an initial marketing run for my game, made around 10 shorts, they all got between 1.5k-2k views on Youtube, and similar amounts of views on Insta. TikTok results were negligable. In total I'd say we got 30K views or so, along with a handful of comments (30 or so).

None of our shorts unfortunately went truly viral and kept hitting the ceiling. So I'm wondering if these are a normal amount of wishlists you would expect from these views, or am I doing something wrong? It feels like the conversion is quite low. I had UTM trackers on my Steam page links and saw that Instagram, by far did the best conversion. Youtube Shorts don't seem to have clickable links though so I assume people just search up the game seperately, so hard to track it.

The weakest part of my Steam page currently is its trailer, which is quite outdated and bad. This will be my first priority for the next marketing push.

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u/BlrdGrylls — 1 day ago

I've redone my capsule art and added to it many times, anything else you would add or change? What kind of game does it convey to you?

Top is one of the earliest versions I quickly made, middle is after many improvements, and the bottom one is the current version.

u/BlrdGrylls — 2 days ago
▲ 14 r/roguelites+1 crossposts

Making a roguelite where you are what you eat. The items in your stomach give you stat boosts and other effects.

Plume is a Twin-Stick Shooter Roguelite where what you eat shapes how you fight. Play as the lone survivor of a tribe of birds lost to volcanic fire, collect elemental seeds, crops and artifacts to create the ultimate build.

Been working on this game for the last couple of months now. The game has a heavy focus on making builds. Enemies drop seeds or items, seeds can even be grown into better crops. Items have elemental effects that give you certain elemental powers if you have a majority of one element. If you're lucky you'll find a strong artifact that completely switches up gameplay.

u/BlrdGrylls — 2 months ago

Recently did another visual overhaul of my game Plume

Recently did a full visual pass on my Godot 4 roguelike Plume. Reworked the UI, trees, foliage, shadows, and sprites for the third or fourth time now. Also getting more comfortable with Godot's particle system, added some nice touches like feathers flying out when the player gets hit and a fire effect.

Happy to say I've made so much progress and learned so much that it'd be hard to mention it all in one post, so I would like to suggest to try an early build of the game yourself on Itch.io, or check out the Steam page! Appreciate any feedback!

u/BlrdGrylls — 2 months ago
▲ 265 r/aigamedev

I cannot code, fortunately Claude can. Here is a short showcase of the early stages of my game: Plume.

TL;DR Basically 100% vibecoded by Claude. Anything visual is still 100% hand-made by me. An early demo is up on itch and the steam page is also up!

Making a game is something I always wanted to do, but always thought that learning to code was a daunting task. After messing around with vibecoding a bit, I figured that this could basically help me overcome that barrier, and allow me to focus on what I could do, like the art or sounds.

The game is made in Godot, and I was surprised to see that Claude can perfectly work with it. I recently even learnt that it can create scenes and nodes by itself. Along the way I do find myself learning a lot about the engine and GDscript, and I am constantly improving and able to give more precise instructions to CC.

A short alpha build is up on itch, which can be played in your browser for free.

I'm curious what people think here, and I hope this is still "AI enough" for everyone, given it's only the code that is AI.

u/BlrdGrylls — 2 months ago