r/IndieDev

AMA - Hi all, I'm Indie Game Joe

AMA - Hi all, I'm Indie Game Joe

who can name that action figure to my very right??

Right, so, fair warning before you read all this. This is a long one, like genuinely long, and I debated cutting it down and keeping it brief but honestly, if I'm going to do this properly then I want to do it properly, you know? So, if you don't like walls of text, this might not be for you haha. I also want to say that parts of this were actually quite difficult to write, and I caught myself getting quite emotional rereading certain bits of it, which I wasn't expecting if I'm being completely honest. But I hope that if you take the time to read it, and you've maybe been through something similar or you're going through something right now, that some of it lands in a way that feels useful or at least a bit less lonely. Okay. Here we go.

So who actually am I

My name is Joe Henson, I'm a video game marketing consultant, I helped co-start Digital Cybercherries, and I'm the person behind the Indie Game Joe Twitter account that some of you have been seeing pop up a lot lately. And I want to get one thing out of the way immediately because I mean this genuinely and I don't want it to come across the wrong way. I am not here with any kind of "YOU SHOULD KNOW WHO I AM" energy. I really, really am not. I'm just a bloke who has been on a bit of a journey and thought it was finally time to actually talk about it properly rather than in scattered interviews and tweets over the years.

I left school at 15, and no, not because I thought I was too cool for it or anything like that lol, more because school was genuinely awful for me in a way that I didn't really have the language to explain at the time. I was bullied quite badly, I struggled to make friends, I was in and out of special needs classes (it's what they called it back then), and I'd been tested for ADHD and other things so many times throughout the late 90s and early 2000s that it became almost a running joke, except it wasn't funny at all because every single time the answer came back as "borderline" or something along the lines of "we think there's something there but we can't formally say." Nobody ever just gave me a straight answer and I spent a lot of years carrying that uncertainty around without really knowing what to do with it. I'll come back to this because it becomes quite important later.

After school I went straight into the family painting and decorating business (this was around 2007) and honestly, for over 10 years, that was all I knew. It's an experience I'm forever grateful for, not just because I had the privilege of working alongside my dad and two brothers, but also because I learned a huge amount about dealing with people and managing customers, stuff that I actually still use every single day in what I do now, and I genuinely don't think I'd be half as good at the community side of things without those years of working face to face with real people who had real opinions about what you'd done to their living room haha. But since my teenage years I'd been obsessively building fansites for my favourite games, like genuinely obsessively, and I kept doing that all through those years too, and it was actually through those that by around 2013 I made some really amazing friendships with some guys who were actually inside the industry, which still kind of baffles me when I think about it. In 2015, with those guys, we decided to just go for it and start our own studio. That became Digital Cybercherries. Most of us were still working full time jobs when we started, I was still decorating, and it was this kind of chaotic brilliant terrifying thing where we were just figuring it all out as we went. It wasn't until 2020 that I finally left the family decorating business and went completely full time with the games and with Indie Game Joe, which honestly still feels like a bit of a pinch yourself moment when I think about how far we'd come from those early days.

The games

Our first game was Hypercharge: Unboxed and if you want the honest version of that story, the 2017 launch was a disaster. I've said this publicly before and I'll say it again because there's no point sugarcoating it. The game wasn't ready, the team wasn't in the right mindset, there was a lot of feature creeping and a lack of direction, and most of the team ended up leaving. The few of us who remained looked at each other and had a genuine conversation about whether to just walk away from it entirely, and we decided we weren't done, we didn't want to give up. We have a funny joke we always go back to where I said "you can't polish a turd, but you can roll it in diamonds" lol. So we rebuilt it, and I mean not tweaked it, not patched it, we stripped everything back and rebuilt it from scratch based almost entirely on community feedback, and the Early Access 2.0 version that came out in 2019 was a completely different game. It eventually hit #2 on Steam's top global sellers list and #2 on Xbox, which I still find kind of surreal to say, and we launched it on Nintendo Switch and PlayStation too with crossplatform support, all in house ourselves. That comeback is probably the thing I'm most proud of professionally, not because of the numbers, but because of what it required from us as people to not give up when it would have been so much easier to just move on.

Then there's Don't Scream, which is a bit of a different story because it was a challenge I decided to set myself. I led the design and did all the marketing myself, and I also want to be upfront here because I think it's important and also kind of funny in a self-aware way. I am not a game developer in the traditional sense. I cannot code, I am not technical, what I do is closer to game design in terms of thinking about mechanics and hooks and the experience of playing something, but the actual building of it, that's not me, that's genuinely (you guys) talented people who know what they're doing. I joke around and call myself a Temu game dev, at least rated 5 stars lol, and honestly when I first said that about myself I felt a bit offended for approximately two seconds before deciding it was completely accurate and actually quite funny. But I really wanted to push myself with Don't Scream. I hired a talented friend to handle the technical side of things while I led the whole direction, and I just really wanted to see if I could take everything I had learned about marketing and game design and lead something from start to finish entirely on my own terms. We got it done in five months, everything timed perfectly for Halloween, and it sold over 100,000 copies in less than a week, and I won a Shorty Award for Best Launch Campaign for the marketing behind it, which I'm super proud of. Looking back some of it still makes me go "how did that actually work" but I'm incredibly proud of it.

I'm also involved in Paranormal Tales, which was originally my game that I was leading the design of and did all the marketing for, its a bodycam horror game that's now being co-developed with Digital Cybercherries and got over 70,000 wishlists from its announcement alone.

The stuff that was harder to write

Okay so this is the part I mentioned at the start, the part that got a bit emotional when I was rereading it, so please bear with me and hopefully everything starts to make sense lol.

In 2024 I became a dad, and becoming a dad was and still is the single most incredible thing that has ever happened to me. My little boy is everything. But something happened alongside it that I wasn't prepared for and that I don't think I've talked about this openly before, so here goes.I want to be clear, being a parent is hard, like genuinely hard, and I knew that going in, but I remember thinking to myself, this feels like more than just the normal hard, this feels like something else entirely, like I was struggling in a way that didn't quite make sense even to me, and I couldn't figure out why.

I had, by any reasonable measure, built the life I had always dreamed of. Amazing wife, beautiful healthy baby, dream job, working every day with people who are genuinely my closest friends, making games for a living. And I remember sitting in my office one day thinking, I've reached the top of this mountain, the actual mountain I spent my whole life looking up at thinking I could never get there (oh man this is hard to write). And I have everything, I genuinely have everything, and I still felt completely and utterly alone. Not because I wanted more, not because anything was missing in an obvious way, just this horrible hollow feeling that I couldn't explain and couldn't shake and honestly couldn't justify to myself either. Because how do you sit there with all of that and still feel like something is wrong? It felt deeply selfish and felt like a betrayal of everything I'd worked for. I felt guilty about it constantly, which of course made it worse, and I got into a pretty dark place, probably the darkest I've been, and I've had some dark patches throughout my life.

So, with the support of my wife I eventually decided to go private and get properly tested for ADHD, because the "borderline, we're not sure" answer from my childhood had never really gone away and again, with becoming a dad I felt like it was time to actually know and see if there is support out there, because I really wanted to give my son the best shot at life without me messing him up. It was a lengthy process, and the result was, to put it plainly, full blown ADHD, depression, childhood trauma, traits of autism, and something called Rejection Sensitive Dysphoria which I had never even heard of until that point. The full load, as I now describe it, usually with a slightly hysterical laugh lol.

The ADHD diagnosis genuinely reframed my entire life. So much of what I'd spent years thinking was a personality flaw or a character weakness, or that I'm just stupid like I was always told, suddenly had an explanation. The hyperfocus, the impulsivity, the way I could put everything into something that excited me and then feel completely lost when there wasn't a clear next thing to move toward, all of it made sense in a way it just never had before.

Why I started sharing indie games, and why I don't charge for it (FINALLY)

So there I was, in the middle of all of this, and we (Digital Cybercherries) were in pre-production on a bunch of new projects (kinda still are) which meant things were naturally a lot quieter than usual. And I remember sitting at my desk one day feeling genuinely useless, genuinely low, and thinking, I know there is more in me than this, I know I have something to give, I just need to find a way to use it.

It may sound cringe or cliche but I literally just had a thought one day and went, I should start posting about indie games, it'll give me something to do, I'm good at marketing games, I love helping people, so why have I never tried this before? And honestly? Dopamine. That's the most accurate word for it and I'm not embarrassed to say it at all. It gave me a small goal each day, a little bit of purpose, something to wake up and work toward. And I genuinely love finding a game to put more eyeballs on it. I love the moment a developer messages me because their wishlists have spiked and they're completely in shock, that feeling, it's just amazing, it makes me so happy for them.

And honestly, seeing all my socials grow this fast, and the community that is being built aaround it, has made me realise that the bigger IndieGameJoe gets, the bigger the spotlight I can put on indie games, and that's become a proper goal for me now. More reach means more devs getting a chance they might not have had otherwise, which also means more dopamine for me, so really everyone wins lol.

I've now posted over 150 indie games and I have never charged a single penny for any of it, not once. And I want to be completely clear about this because I know it's something people have been wondering about and I want to put it to rest properly. I make the vast majority of my income from the games I make with Digital Cybercherries. The consultancy side of my work, which yes I do have a website for and yes it took me about two years to build and I am genuinely very proud of it haha, is honestly more of a portfolio and a confidence thing than a commercial thing. I barely do consultations and when I do it's either free or for genuinely significant projects. So there is no paid promotion scheme, there is no agency running quietly in the background, and honestly my ADHD brain would not physically allow me to create and manage an invoicing system for 150 developers anyway, so there's that. Although, if we're being technical about it, devs are absolutely paying me in dopamine, so maybe I'm not as generous as I make out haha.

And even setting all of that aside, if I WAS charging for promotional posts, which I want to be clear I am not, there would be nothing inherently wrong with that. Loads of people monetise their reach and their expertise and I'm not judging anyone who does. I'm just saying that's not what this is and it never has been.

On the skepticism, which I genuinely understand

A person doing nice things on the internet. How suspicious. How weird! Like, I get it, I really do, and I think healthy skepticism is a completely reasonable response to something that looks too good to be true. But I also want to say, and genuinely not in a braggy way at all, I haven't just spawned out of nowhere like a random Pokémon lol. I've been marketing games for over 10 years now and I've learned a crap ton along the way, mostly through mistakes if I'm being honest, but that experience is very real and it's what's behind everything I post. Simon Carless at GameDiscoverCo and Chris Zukowski at HowToMarketAGame have both (here and here) covered and recommended my work multiple times over the years, which I'm genuinely really proud of, and Chris recently did an independent data analysis of my posts, sampled 20 of them, tracked views and wishlists and likes, and found a Spearman correlation of 0.95 between views and wishlists. The results are real, they're consistent, and they didn't come from anything other than years of figuring out what makes content perform and genuinely caring about the games I post. There is no secret, there is no bot farm, no russian bots, there is just a lad from West Yorkshire with ADHD who gets a dopamine hit from helping indie devs and has spent a long time learning what works, mainly by getting things wrong first. That's actually all it is.

What I look for, and how to reach me

Just to make something else clear here as well. I am not a content creator, I am not an influencer, I don't think of myself that way at all and I never have. I'm a Temu game designer idea guy and marketing consultant who shares games because he genuinely enjoys it and finds it meaningful.

What I look for is honestly not that complicated. I look for games that make me feel something quickly, because if I feel something in the first couple of seconds then there's a good chance other people will too, and anything with a concept that makes someone go "wait, what, I need to know more" has a real shot. I also share games where I can just tell a dev is really trying, where I can feel the effort and the heart in what they're making even if it hasn't found its audience yet. I'm a massive empath, always have been, and I honestly just share what I feel like at the time.

Something I don't think people always realise is that I also don't just take an official trailer and post it. I re-edit the footage specifically for social media and specifically for the algorithm, starting with the strongest possible moment and cutting anything that doesn't immediately earn its place, and that can take me anywhere from 20 minutes to over an hour depending on the game. It's not as easy as it sounds and I really do care about devs getting the most out of each post, because the happier you are the happier I am, and the happier my dopamine is lol.

I'm also actively working on sharing more pixel art games. Historically 3D has been my natural comfort zone because of my background with Digital Cybercherries and the kinds of games we make, and I think that's created a bias I want to correct.

The best place to reach me is my Discord. I can scan through submissions much more easily there and I'm a lot less likely to miss things than in DMs where I can get pretty overwhelmed pretty quickly. I can't promise I'll post every game I receive but I read everything, and I genuinely mean that.

One more thing before you ask me stuff

I don't share any of this, the ADHD, the dark place after becoming a dad, any of it, for sympathy. I want to make that very very clear. I share it because I think it's important for people in this community to know that the person posting their games is not some untouchable success story who has had it all figured out the whole time. I've been scared, I've doubted myself constantly (I still do.) And I've had days where I genuinely didn't know how I was going to keep going, and I've spent more of my life surviving than actually living, and that's something I'm only really starting to understand and work through now. So if any of this resonates with you, if you're in a hard place right now or you've been through something similar, I just want you to know that it does get better and that reaching out, whether to someone you trust or to a professional, is genuinely worth it even when it feels impossible.

Oh, before I forget, I also want to say that making games is an incredibly vulnerable thing. It's like an extension of yourself, you're showing a part of who you are, something that you love to the world, and just hoping they might love a little bit of it too. And that is scary, like genuinely scary, and the fact that you guys are standing here doing that every day takes massive balls. Applaud yourselves honestly, because it really is not easy, making games in general is not easy, and you really do have my respect for it.

Right. BREATHS. That's me. I don't know what else I can say unless you want to know what I had for breakfast this morning lol. IT WAS 4 LARGE EGGS AND A SLICE OF WHOLEMEAL TOAST. But yeah, I've likely missed things out, my brain is absolutely fried now guys.

- Joe

reddit.com
u/IndieGameJoe — 2 hours ago
▲ 54 r/IndieDev+3 crossposts

Our rabbit enemy decided to just "nope" into the void... 🐇🕳

hey, we're making a horror slot-machine roguelike called Dead Spin, and just ran into this weird bug...

honestly, considering the weird, creepy PS2-era vibe we're going for, I'm half-tempted to just leave it in and call it a feature :D

so guys, would you keep it or fix it?

u/user_48736353001 — 1 hour ago
🔥 Hot ▲ 5.6k r/IndieDev+5 crossposts

I spent 6.5 years building an entire hand-drawn open world - Demo out now

I’m happy to share a demo for my game Sketchy Fables. I’ll post the link in the comments.

The voice acting is by Sarah Grayson, known for Hades II as Selene and Gone Home, with music by Leafcuts.

I spent 6.5 years building an entire hand-drawn open world by myself. The demo is only a small slice of the full game world.

Wander away, get lost, and enjoy Sketchy Fables!

u/Cheeky_comic — 10 hours ago
▲ 703 r/IndieDev+11 crossposts

Em Liber Magus, eu combinei coisas que raramente aparecem juntas: incursões perigosas em masmorras, magia, sobrevivência e vida na fazenda. Durante o dia, você explora masmorras, luta por recursos e tenta sair vivo. À noite, volta para a fazenda, cultiva ingredientes, prepara poções e se prepara para a próxima incursão.

Uma das partes importantes do jogo é o editor de feitiços. Eu quis dar ao jogador a possibilidade de experimentar com a magia e criar combinações próprias de acordo com seu estilo.

Mesmo após a morte, parte do progresso permanece, então o personagem vai ficando mais forte aos poucos e desbloqueando novas possibilidades.

Liber Magus ainda está em desenvolvimento, e recentemente lancei o primeiro trailer. Ficarei feliz com qualquer feedback.
https://store.steampowered.com/app/3284080/Liber_Magus/

u/CodeQuestors — 7 hours ago
▲ 561 r/IndieDev+6 crossposts

Mountain Home: mi juego artístico sobre belleza, miedo y soledad. ¡Primer playtest abierto!

Mountain Home es un pequeño proyecto artístico en 2D que llevo desarrollando desde hace varios años en mi tiempo libre. El juego está inspirado en la poesía japonesa, la estética budista y la figura del monje y poeta medieval Saigyō, quien abandonó la guerra para dedicarse a los viajes y a la búsqueda de la paz interior.

En la historia, un monje despierta en una cabaña de montaña y descubre que el valle al pie de la montaña está maldito. La gente ha desaparecido y la tierra ahora está habitada por espíritus y demonios. Mientras viaja por estos lugares, el protagonista realiza rituales, ayuda a las almas errantes e intenta comprender la causa de la catástrofe.

Una de las mecánicas principales está relacionada con la poesía. Al explorar el mundo, el monje observa pequeños momentos de belleza la luna creciente, las nubes sobre las cumbres, los cerezos en flor y compone poemas japoneses de cinco versos. Estos poemas le ayudan a conservar la calma interior y a resistir el miedo y la desesperación.
https://store.steampowered.com/app/3101120/Mountain_Home/

u/breakyouridea — 8 hours ago
▲ 88 r/IndieDev+2 crossposts

Sublight - Bullet-Heaven themed on large space combat.

Playable Link: https://store.steampowered.com/app/3829310/Sublight/

Platform: Steam - Pc/Linux/Steam deck

Description: Sublight is a bullet-heaven roguelite where you captain a warship through escalating waves of enemies across deadly sectors of space.

Every turret has a physical model mounted on your hull, its own firing arc, and tracks targets in real time. Placement and coverage actually matter, a more grounded take on the genre.

Salvage materials, level up mid-run, and stack turrets with passive upgrades to build something destructive. Between runs, unlock new ships, pick your captains, and equip unique abilities that change your playstyle entirely, with meta progression that compounds with every run.

Free to Play Status:

  • [ ] Free to play
  • [X] Demo available

Involvement: Solo developer. So uh everything.

u/Oh_noes_its_K — 6 hours ago
▲ 88 r/IndieDev+2 crossposts

After 2 years of evenings and weekends, I finally released my first game on Steam today

Honestly still feels unreal typing this. After two years of balancing work, late nights, and weekends, my first game Spherebuddie 64 is finally out on Steam. I learned a ton along the way and somehow made it to launch day.

For anyone that are interested: https://store.steampowered.com/app/3096350/Spherebuddie_64/

u/TibayanGames — 5 hours ago

NPCs in my game get annoyed when you waste their time

In my game Table of Fates, Karma is very valuable and heavily influences how a run plays out.

If you keep bothering NPCs without helping them or buying anything, they slowly start getting annoyed with you, causing you to lose Karma.

Your Karma affects how the tavern reacts to you: which NPCs are willing to help, how often events appear, and even how valuable certain offers become during a run.

Edit: I now see the concerns about discouraging interaction and immersion breaking. I appreciate the feedback and will definitely revisit how these interactions work.

u/MjGamesStudio — 4 hours ago

Released my first game (very niche) 10 days ago and these are the results.

A little context:

>I am an actual medical doctor. Had ZERO programming experience 6 months ago

>Learned Godot and developed this visual novel / point-and-click about real medical bioethics

>Completely hand-painted (from menus to characters) in 3 months.

>noticed most early wishlists were from Russia, so I decided to localize to Russian

>that Russian localization and community interaction brought in 60% of the total sales

>Highly engaged community: 17 positive reviews, 0 negative, and only a 3.4% refund rate. Grossed ~$500 so far. The most interesting data: once it hit 12 reviews, the Steam algorithm woke up and organic traffic tripled.

Dilemma

u/DrAxelDev — 5 hours ago

I listened to your feedback, here is how the menu looks now! There are still a few things that we'll change later, but for now I'll go back to working on the demo content 🐄

u/GoDorian — 3 hours ago
▲ 26 r/IndieDev+2 crossposts

What you think guys for this first person controller for my upcoming project ?

u/silestStudios — 8 hours ago
▲ 84 r/IndieDev+1 crossposts

Looking for feedback / gfx check from colour-blind people.

I've made a little match-3 type puzzle game, the default graphics use square blocks like a chocolate bar, but I've added these gem-like graphics as an alternate set for colour-blind people.

As someone with normal colour vision I find the shapes slightly harder to read than the square blocks of colour, and considering the people who use this set will also be without all the colour cues, I'm worried not all of these are going to be different enough from each other.

I'm hoping anyone here with colour blindness can let me know if any of these are are too close together for you to easily distinguish at first glance. Please also let me know the type of colour blindness you have too! Thank you!

edit to add: There is an additional constraint, the outer edge cant go near the inner 50%, as in if they are 64x64 pixels, they may have a 32x32 'X' 'O' or other shape carved into the center that also needs to be clear - so things like triangles and stars are out.

u/MonkeyMcBandwagon — 10 hours ago
▲ 8 r/IndieDev+1 crossposts

Is this annoying or fun ?

In my game if you throw a potion too little, there is a ~70% chance it will nothing happen. To actually break potion you need throw it harder.

I'm not sure should I leave it as it is or change it in some way, what do you think guys?

u/MistycznyArbuz — 2 hours ago
▲ 63 r/IndieDev+1 crossposts

The more "unique" or complicated your mechanics are, the more barriers you make the player have to clear to enjoy your game. -A Post-Mortem of my failed game demo.

Two months ago I released the demo for my game Paradox Patrol. I had worked on the game for about half a year and created everything except the model assets from scratch. The game started it's life as an entry into a month long game jam. To my surprise, the game won the jam and it gave me a boost of confidence that maybe the concept for the game was worth fleshing out and turning into a full game. The theme of the jam was Evolution, so I came up with the idea of creating a gameplay system that merges two different genres.

Two of my favorite games are Metroid Dread (a 2.5D Metroid) and Returnal (a 3rd person shooter) and so I developed a gameplay system where the camera always stays fixed to the character like a 2.5D sidescroller, but allows you to move around and shoot in 3D space like a 3rd person shooter. Something I eventually ended up calling an Omni-shooter.

So I created an hour long demo with fully fleshed out mechanics and two major boss fights, posted some videos about it on my youtube channel and released it onto Steam...

At the time of writing this, the demo has one single review. For the few people that have played it, they really struggled grasping the controls because they are different than most games. That and the majority of people could not figure out how to progress through a certain part of the level, even though there are bright pink glowing flowers acting as a waypoints of where to go.

There have been a couple people who have posted let's plays of it onto youtube, but they all get stuck at that point in the level and give up; never getting to experience the best parts of the demo which are the two bosses 😞 I think why this happens is that people aren't used to playing a game that looks like a side-scroller but gives full 3D movement. So they aren't accustomed to thinking things like "Oh, maybe I should move towards the camera to explore."

I believe in the indie dev spirit of risk taking and not being afraid to try something different. But what I think my game proves is that there IS such a thing as being too different. I spent months essentially re-inventing the wheel to create a new gameplay genre, but it alienated players because it wasn't what they were used to playing control-wise. I'm still very proud of the game and I still love the concept and story. But I think if I want players to actually enjoy it, I'll need to toss out my Omni-Shooter system and turn it into a regular old 3rd Person Shooter.

It sucks because I truly enjoy playing the game with the Omni-Shooter controls. Once you get a hang of the controls, there really isn't any other gaming experience like it. But it's too big of an ask of players to take the time to learn how to play it. Especially in a gaming space where things move at a break neck pace and hundreds of indie games are released every day. People would much rather play something that they're comfortable with.

So I share with you my story and say all of this not to dissuade developers from trying to come up with something original or different. But just be cognizant that the more "unique" or complicated your mechanics are, the more barriers you make the player have to clear to be able to enjoy it. Put up one too many barriers and they'll just simply walk away.

The silver lining is that there wasn't anyone who disliked the actual game. They really enjoyed the sci-fi setting, characters and over-all concept. They just couldn't enjoy it because of the controls. So although it pains me to hit reset and throw away months worth of work. I think that's what I'll ultimately have to do.

reddit.com
u/Big-Hold-7871 — 9 hours ago

After months of development, I made the first gameplay trailer for my Egyptian horror game in Godot 4

After months of development, I finally made the first gameplay trailer for my Egyptian horror game created in Godot 4.

Echoes Of The Dark Tomb is a first-person horror adventure focused on exploration, traps, cursed tombs, puzzles and dangerous enemies.

The game features:

- Mummies

- Scorpions

- Swarms

- Hidden areas

- Deadly traps

- Fireball weapons

- Quicksand

- Dark Egyptian environments

Still heavily in development, but I wanted to share the first gameplay trailer and get some feedback from other indie developers.

Steam page in comments if anyone is interested.

u/Alternative_Car895 — 7 hours ago

Demo kills my sales?

Help me out. I recently added free demo of my game on Steam, it's cool a lot of downloads but it basically killed wishlist / EA sells. WDYT? Keep the demo or burn it with fire and just lower the price of EA version?

reddit.com
u/SimonDeveloper — 8 hours ago
▲ 124 r/IndieDev

Zero Budget, 1M+ Views in 24 Hours, and Japanese Media: LEAFBORN'S GLOBAL SUCCESS. Thanks to the IndieGameJoe strategy, I got millions of views and sparked a brand new trend!

Hey everyone,

It’s been exactly one month since I published the Steam page for my game, Leafborn, and honestly, the last few days have been completely surreal.

A single tweet exploded, pulling in over 1M views in less than 24 hours. It caught the attention of major Japanese media outlets like Famitsu and Denfaminicogamer, alongside global platforms like 80Level. Japanese bloggers are literally analyzing how a lone developer from Turkey managed to break through their market so successfully with a $0 budget.

Since I see a lot of marketing discussions here, I wanted to share the exact framework I used to crack the algorithm. No corporate language, no expensive PR agencies. Just a specific framework.

The IndieGameJoe Strategy That Changed Everything

If you are an indie dev, you probably know the classic format popularized by IndieGameJoe. I structure my high performing tweets strictly around this hook and listicle formula combined with a well edited, fast-paced clip:

The Hook: "This indie dev is making a game where you control a character made up of thousands of leaves."

- Feature 1: Control a shapeless character made up of 10,000 leaves

- Feature 2: Discovering new forms and transforming

- Feature 3: Defeat the evil robots

- The CTA: "It's called Leafborn. Would you play this?"

Why did this work so well? Here is my breakdown:

1. The 3 Second Visual Hook

The core concept controlling a shapeless entity made of thousands of leaves fighting robots. Is weird but instantly understandable in a 3 second scroll. The contrast between organic leaves and mechanical robots creates immediate visual friction.

2. Deep Respect for the Local Market (Japan)

When I targeted the Japanese community, I didn't just use Google Translate. I approached them with genuine respect and used proper local gaming terminology. Starting the tweet respectfully actually became a talking point among Japanese gamers and media.

3. Raw Gameplay > Cinematic Hype

No overpromising, no cinematic trailers hiding the truth. Just raw, satisfying development clips showing exactly what the game feels like to play. Gamers are tired of cinematic lies; they want gamefeel.

The Result: Thousands of wishlists, international press coverage, and a global community growing by the hour.

Luck definitely opens the door, but a strong visual hook combined with a proven structural framework creates a wave that big marketing budgets often fail to buy.

u/East-Development473 — 10 hours ago