r/gameDevMarketing

▲ 107 r/gameDevMarketing+3 crossposts

What's a good price point for my game?

Hi, first time game dev here with an upcoming launch in a couple of weeks. Any thoughts around price just based on this trailer alone?

I asked around with other game devs I know and they suggested $10.99 USD with a 15% discount on launch week. I'm a little hesitant because similar games such as Teeworlds or Soldat is free on Steam, and ones more active such as Rounds is $6 USD. Those are older games though so I'm not sure at all, I imagine I could get away with a higher price point for the first year or 2 and then drop the price when it's considered "old"? How do others price games like this?

More screenshots and the older trailer on my steam page.

u/spixt — 3 days ago
▲ 3 r/gameDevMarketing+3 crossposts

I'm building a Rusty Lake inspired surreal puzzle game set in a desert hot spring resort. What do you think? [demo available]

Hi, everyone! I'm a solo developer working on a surreal eerie puzzle game inspired by Rusty Lake. Checkout the Steam page and the demo (also on itch.io) if you are interested.

Rattle Spring is a surreal, eerie, point-and-click puzzle game inspired by Rusty Lake. When your cousin vanishes from her family’s desert health resort, you must adventure into unsettling spaces, cryptic characters, and generational trauma to solve the interconnected puzzles and uncover the truth.

store.steampowered.com
u/OddGingerGames — 7 days ago
▲ 11 r/gameDevMarketing+1 crossposts

Husband made a game but how do we get people to know it exists?

So my husband has finally gotten his first game onto steam (early access). It's now the waiting period between when people can see it/wishlist it and when it is available to purchase. My brother and I worked on the art for the game so it's a sort family endeavor and I'm hoping I can help out with getting the game seen.

It's pretty niche and we are no experts on the advertising and outreach side of things. How do you/others get the word out? It's the more uncomfortable part for us because we want people to be excited with us and to enjoy the game but we also struggle with the "hey look at us!" part of it all.

Any tips would be much appreciated!

reddit.com
u/Marzaflay32 — 9 days ago
▲ 1 r/gameDevMarketing+1 crossposts

I made a mobile game. Took me 7 months of hard work. I've put a lot of love in the UI but It's not especially spectacular in terms of graphics. It's a party quizz game. Now I have no clue how to promote it.

So like i said, the game is not spectacular in terms of graphics. Although i've put a lot of love and was told that the UI is particularly clean and polished by people who tried it. The fun is in the social dynamics. The interactions between players, the shouts, the laughs etc. etc. Its a party game. Not a "mobile game“ per se.

Anyway i feel like i can't showcase it on places like r/indiedev etc. and have people be like "wow". Its more of a board/party game than a nice looking solo game. if that makes sense.

I have absolutely no clue how to promote this game.

Where would you start if you were me ?

reddit.com
u/monsieurninja — 10 days ago
▲ 10 r/gameDevMarketing+1 crossposts

4 months with only 266 wishlists. What can I improve?

Hi everyone, it's been 4 months since the Sovran's Crusade store page went live, and here are my metrics. So far, what has worked best is a couple of posts that got some traction in niche subreddits (which isn't something I can lean on much), plus participating in the festival that just ended (I updated the page with a new trailer and screenshots). I also post on my social media, but that only brings in around 10 wishlists at most, I'm tracking it as best I can with UTM.

Here's the page in case it helps.

What do you recommend to grow my wishlists? Should I improve the page? Is it the capsule image? Any advice would help a lot.

u/Flashy_Astronomer773 — 10 days ago
▲ 13 r/gameDevMarketing+3 crossposts

MarchMallows - A new trailer for my Lemmings-like co-op game with Party games. Does it seem like fun? How can I merge the two trailers together?

Hi all,

So last Friday I announced my game on Steam with a trailer. The old trailer really describes the game's aspects and gameplay and brings up features like a level editor well, in my opinion. Co-op aspects could be better, but I think it's "ok". However, it doesn't really send the message that it's fun, which is what it should do.

That is why I made this trailer. It's not so much about what the game is about, the co-op aspects and all that, but rather why it is fun. It also shows the minigames, which aren't in the old one. I don't think I can do it all in one trailer, so I think I'll use both.

  • I made this trailer in kid-safe mode. There is also a blood and gore mode. Is there a reason to have both? Does gore add something to it? (both versions on the website).
  • What do you think, looking at this trailer and the old one?
  • Which one is best, should I use both, or do you have an idea on how to bring them together in a format short enough for a trailer?
  • Most important: Does the game look like fun?

I'm going to launch a playtest soon and I am looking to get as many players as possible, so I really need the trailer to be engaging. If you want to join, fill in the form on my website :).

Steam: https://store.steampowered.com/app/5277220/MarchMallows/
Website: https://marchmallows.perfectexecutiongames.com/

u/ChaoticPromiseTFA — 11 days ago