r/gameDevMarketing

Thoughts on "friendslop" as a marketing term? We jammed for 2 years on a Kaiju Party Battle game, should we use the term?

We've been making Gido Gido: Kaiju Battle Party for the past few years with our team of artists and game devs in Taiwan. It's a 4v4 game with matchmaking that's best when played with a group of friends. So it definitely sits pretty squarely in what's called "friendslop" now.

We are having some internal discussions of if maybe we should push the term or not so I was curious as to how people feel about "friendslop" as something you would say in marketing as opposed to something people say about you in conversation.

My instinct is that marketing is partly about going with what the terms that are out there and what's in the zeitgeist so it maybe is an angle we should push. The potential downsides is "slop" kind of brings with it low quality or AI vibes (neither of which apply to us, it's high effort and 100% human created).

If anyone here has thoughts or examples to share, I'd love for a few more minds on it. Thanks in advance for any thoughts you can provide!

reddit.com
u/entropyfails — 1 day ago
▲ 2 r/gameDevMarketing+1 crossposts

Is my game worth advertising? Or should i chalk it upto a good learning experience and go next?

**Game Title:**Snapshot Showdown

Playable Link: https://play.google.com/store/apps/details?id=com.kmgames.snapshotshowdown&hl=en_GB

snapshotshowdown.com

Platform: Mobile - free to play - no forced ads - no cash shop

Description: So im a solo dev and ive made an mobile game called snapshotshowdown

You turn your photos into cards gain random stats and abilities and then fight your other photos in 3v3 battles

you then level up the cards and improve stats, gain more random abilities and eventually you go to the gauntlet.
the gauntlet is a 5 layer game mode with a boss at the end. Each time you go through a layer you pick either a buff or a debuff for less enemy cards and these stay with you throughout the layers.
if you take damage in these fights the damage stays persistent.

ive made over 200 frames that randomly roll on cards
900 stickers that you can earn through sticker packs and apply to your cards
and thers over 400 abilities to build your cards perfectly

all photo data stays on the device unless you choose to export
you can then upload to the website snapshotshowdown.com and vote on aesthetics of cards and also compete in leaderboards for stats such as battles won, damage dealt and so on.

Free to Play Status:

  • [ ] Free to play - no forced ads - no cash shop

Involvement: solo dev first game

Do you think this will attract the right kind of player or do you think its doomed from the start?

Thanks 😄

u/kkwikmick — 1 day ago
▲ 9 r/gameDevMarketing+8 crossposts

My First Game ON Steam

My new game TANKLE is an action-packed top down shooter! 🎮

If you want to play or wishlist the game check out the steam page and sign up for the playtest! 🖊

The development team is hoping to get the game to at least 100 wishlists by the end of the month! 🎉

The game is going to come out some time in 2027 so be prepared! ⏳️

Thank You!

u/THEGAMERSTUDIOS — 1 day ago
▲ 272 r/gameDevMarketing+8 crossposts

I GOT -1 WISHLISTS IN 3 MONTHS!

I would like to proudly announce that my game TANKLE! had made it to -1 wishlists!

I would love to thank everyone for all the support so far! Thank you all and have an amazing day!

u/THEGAMERSTUDIOS — 2 days ago
▲ 4 r/gameDevMarketing+1 crossposts

Are there any Discord servers that actually drive wishlists for indie games?

I’ve been looking for Discord communities where indie devs can actually share their games without it just being a wall of self-promo.

I found a few servers with dedicated showcase/promo channels, but I’m curious if anyone here has actually gotten meaningful results from Discord.

Any servers you’d recommend for:

  • sharing a Steam page/trailer
  • getting wishlists or actual player traffic
  • finding horror/indie game communities
  • getting useful feedback

Especially interested in places where people actually check out the games being posted, not just other devs dropping links and leaving.

What’s worked for you?

reddit.com
u/ApartmentDev — 1 day ago
▲ 2 r/gameDevMarketing+3 crossposts

What’s the best way to get your first 1,000 players for an indie mobile game?

I recently released my first Android game, a 2D hide-and-seek game called Chameleon 2D,
where players camouflage themselves by matching the colors and patterns around them.

I’m currently trying to figure out how to get my first few hundred/thousand players without spending a ton on ads.

For those of you who have launched an indie/mobile game:

What actually worked for you when getting your first players?

Reddit, TikTok, YouTube Shorts, influencers, paid ads, Google Play optimization, something else?

Would really appreciate hearing what worked (and what was a complete waste of time 😅).

u/AirConfident755 — 1 day ago

Looking for feedback on the new trailer for my game

EDIT: New version on youtube (I couldn't replace the currently attached video)
https://www.youtube.com/watch?v=aE_HtNqO9BU&feature=youtu.be
Still looking for feedback though! :)

Hello!
Just finished creating a new trailer for my game. I'd love feedback on what I can improve, as I plan on making a marketing push in a couple of weeks and want everything to be as good as it can be by then.
Don't hold back, I appreciate honest feedback! :)

u/rufus1453 — 1 day ago
▲ 2 r/gameDevMarketing+3 crossposts

Is GamePix worth it? Seeing a massive discrepancy between estimated and actual revenue.

Hey everyone,

I recently published my HTML5 web game on GamePix and have been keeping an eye on the dashboard. At first, the stats looked decent—it was getting plays, and the "estimated revenue" seemed promising.

However, when I looked at the actual payable amount, there is a huge difference. The final payout number is just a fraction of what the dashboard estimated.

Has anyone else published on GamePix and experienced this? Is it normal to see such a massive drop-off between estimated and actual earnings? I’m trying to figure out if this is due to invalid traffic deductions, low ad fill rates, hidden fees, or if their dashboard estimations are just completely off.

Also, what are the best alternative platforms for hosting and monetizing web games right now? I know the big ones are Poki and CrazyGames, but I’d love to hear your personal experiences on which platforms actually pay out fairly and are worth the effort.

Thanks in advance!

reddit.com

Tips to expose your Demo

It's my first game and the demo is ready, it's time to release it and try to get people to notice.
I don't have the fund (or confidence) to approach big channels/streamers. what are the best value option I have to get some traction?

it's a tag-of-war strategy game with campaign(few levels in demo), PvE and PvP

reddit.com
u/solisol — 1 day ago

Where can i find indie games looking for advertisement?

I am not self promoting but i own large discord/groups 80k+ members mmorpg related communities & i want to work with indie games that are interested in promotion, is their a specific forum or website that you indie gamers use? I have searched and came up with nothing.

Thanks in advance.

reddit.com
u/Bulky-Intention-30 — 2 days ago
▲ 5 r/gameDevMarketing+1 crossposts

Took me 4 months to gain first 50 wishlists. Here's where I went wrong

  1. First mistake. I didn't have a trailer at all for the first 3 months. I quickly then scrambled one, with not enough content in the game, and it shows. It sucks, I want to remake it.

  2. My tags were all over the place. Last time today I tried fideling with them to see any if anything changes.

  3. Capsule is ok-ish, people have liked it when I've asked, but isn't on par with the competition. I paid an artist to do all the art and capsules, I wouldn't be too happy to pay another one double to get something better. BUT then again, just in the last month, my click-thru-rate has been less than 1% on basically every front, pure ass I could say.

  4. No demo (yet). I don't have enough content in-game and I'm probably going to need to remake most of the game.

What would you say? Why does it suck so much? link to steam page

u/Mountain-Smoke8826 — 2 days ago
▲ 11 r/gameDevMarketing+1 crossposts

Threads Account Disabled for no Reason ??

Trying to do some marketing on Threads. I just posted a friendly indie dev intro post and some replies. Then this happens... At least I got 5 wishlists... But still a bit frustrating. Anyone else experienced this?

u/drhindsightdev — 2 days ago
▲ 114 r/gameDevMarketing+7 crossposts

Bu sahne oyunumu temsil edecek kadar iyi görünüyor mu?

Sizce yeterince iyi ve tamamlanmış hissettiriyor mu? Eklememi, çıkarmamı veya geliştirmemi önerdiğiniz bir şey var mı?

u/Mikzmizah — 3 days ago
▲ 45 r/gameDevMarketing+15 crossposts

Mental Health x Idle Games = Another Stupid Monday

Another Stupid Monday is a simple mental health app / idle game where the player gets one doable task a week.

The tasks are based on principles from Cognitive Behavioral Therapy, but I tried not to overwhelm the user with overcomplicated terms from psychology books. However, the app's mascot, Charles, gives a simple explanation for every task about why it can improve one's well-being. If users want to learn more, they can click on the task name to explore why the task is helpful.

There are 100 tasks in total.

What problems does it solve ?

1. A lot of mental health apps overwhelm their users with features and to-do lists.
That's why Another Stupid Monday focuses on only one thing a week. It gives users space to let the task and its benefits sink in instead of spamming them with more to-dos.

2. A lot of people don't know what actions to take to improve their mental health.
Another Stupid Monday doesn't rely on the user's skill level to structure their own habits and goals. It offers low-threshold guidance to explore different activities users might not be used to.

3. Mental health is still a black box for many people (Accessibility Problem).
With Another Stupid Monday, I did my best to avoid overly complicated terms from psychology and psychotherapy to make it more approachable. Additionally, the app design aims to attract people who wouldn't normally use mental health apps. I also implemented more than 60 locales because many regions around the world are extremely underrepresented when it comes to localized mental health apps. Lastly, the app doesn't use a subscription model, so users who might already be skeptical of mental health apps aren't scared off.

Apple App Store: Download
Google Play Store: Download

Personal note:

Another Stupid Monday is my first app :) Feel free to leave any feedback.

u/AnotherStupidMonday — 3 days ago
▲ 144 r/gameDevMarketing+1 crossposts

2 months of slow wishlist growth and then 10x daily average! Here's what worked (detailed breakdown)

For context, this is our first game and a short ~5 month dev. Also I know these are small numbers! I made this post because our numbers were much smaller earlier.

We started in April and I made the mistake of making the page only in early June.

And the steam page was pretty lackluster:
- The capsule art was dull
- The first trailer (which we made in late July) really didn't hook players in the first few seconds. The rest of it was boring too
- Screenshots were mostly environment pictures

For two months we averaged 3 wishlists a day.

Here's what we changed:
- New trailer which starts off with 10 second action scene. Followed by 25 seconds of buildup. 25 seconds of action. Then 20 seconds of cool off.
- New capsule art
- New screenshots that show gameplay and characters

What we did after these changes:
- My new trailer post on twitter on twitter did well (3k+ impressions)
- A post about our game's "PS2 look" in ps2_graphics a smaller subreddit as well another in HorrorGames
- Trailer post in IndieDev
- Trailer post in HorrorGames

UNEXPECTED: a joke post I made for fun did really well in IndieDev sub and in ps2_graphics sub

***

Even though we've not got a LOT of wishlists, here's what I have learnt:
- The trailer best practices are truly worth following. Don't start with your logo or a slow intro. Fill the first few seconds with action.
- A lot of people will come across the trailer while on mute, so show a bunch of things at start
- Post and forget. I posted the joke post right before going to sleep. But for an hour I didn't see any response. It was actually downvoted. But I woke up to see it had crossed 300. Today it's 650+, my second most upvoted post.

In the end our posts got 160k impressions across Reddit and Twitter and resulted in ~200 wishlists in a week, 10x our average.

It might be a bad statistic to some but I think that's the brutality of conversion funnels? Some things I tell myself:
- Our game isn't exactly viral material
- All this came from our posts, not from a popular account or page boosting us. We're working on that now
- We've really just fallen into this by mistake. We really thought until last weekend we'll be launching with 400 wishlists or something. Now we're hoping for at least 1000.
- Some of the wishlist velocity probably comes from the fact we're <2 weeks from release and it's starting to show up

PS. Our game is SHOCKFACE on Steam: https://s.team/a/4705980

u/adrenak — 3 days ago

We localised four sub-hour games into 12 languages before release and I still can't tell if it was worth it

Four short games, all under an hour, all priced $1-3. All twelve languages went in before launch. Nothing has shipped yet, so I have no sales data to point at.
The reasoning was that at a dollar or three the store page does all the selling, and a page in someone's own language reads better than an English page they have to work through. Text volume on games this size is tiny, so cost per language stayed low. Felt obvious at the time.
What I can't work out is whether it moves anything at this price. Someone deciding on a $2 game decides in about four seconds. A Turkish or Portuguese page might change that. Or the wishlist was already coming and the language did nothing.

If you've shipped a short cheap game in more than five languages, did it show up in the regional split?

And did it land in wishlists before launch or only in units after?

u/Zvyaginsky — 2 days ago
▲ 4 r/gameDevMarketing+1 crossposts

What actually makes a game go viral?

Before you say focus on the story/visuals/gameplay/promotion, I've seen some games with the most primitive graphics, or no storyline, without any promotion pick up thousands of plays.

I am trying to build a personality based game (the ones that facebook was flooded with at some point where people click to find their persona), but its so hard to get people to play and actually share it.

With so many things to focus on in the development process, whats the one item on the to-do list will contribute most to the virality of the game?

reddit.com
u/BJGG69 — 4 days ago
▲ 123 r/gameDevMarketing+3 crossposts

Sneak peek at Combat, Quest and Talent systems in my RPG inspired by WoW Classic

Hi guys!

I want to share with you my progress on my solo project which is a single-player RPG game inspired by WoW Classic. I hope I'm not breaking any rules of this sub as I just want to showcase how my project looks like after recent updates and changes.

COMBAT SYSTEM

https://preview.redd.it/7az4hgmsd7ih1.png?width=1920&format=png&auto=webp&s=56e72c037d3a7e950432ed00b8c1e87fbf91d26c

I have made some significant changes to the combat system. In the initial version which I've showcased, only auto-attack was available at the time. As you can see on the action bar, there are now active abilities which you can press. Well, on the above snip you can see only one ability but we will discuss the Skill & Talent system in another part of this post. Currently there is only one class in the game - Warrior but obviously more will be added at a later stage, melee, ranged and magic classes. The point of the combat is that I want it to resemble what we have in WoW Classic so skills that can be used from action bars. Enemy NPCs, elite mobs and bosses will also have their skills which the player wll need to avoid.

QUEST SYSTEM

https://preview.redd.it/v85evsehe7ih1.png?width=1920&format=png&auto=webp&s=01e3a781173642325b108575187ae634e777f79b

A functional quest system is now in the game! You can see a descripton of the mission on the left and after you accept it, you get an interface pop-up on the right side of the screen which tells you the objective you need to complete. Additionally the mini-map highlights the area in which the objectives are located. Additionally an arrow on the mini-map tells you in which way you need to go. From your Quest Log you can stop tracking a quest and abandon it if you don't feel like completing it.

SKILL & TALENT SYSTEM

https://preview.redd.it/n4ndvjqve7ih1.png?width=1920&format=png&auto=webp&s=0e99009976966c38dde40558bdd54d26c3c59592

There is also a working Skill & Talent System in the game right now! Please note that all the graphics are still placeholder and will be improved in the future. As you can see on the screen, on the bottom there are 3 different specialisations. One is implemented right now and two will be added in the future. I want each class to have a choice of 3 separate skill trees. As a Warrior, one tree focuses on two-handed weapon, second one on dual wielding one-handed weapons and the third will focus on a shield + one-handed weapon combo. Each level you gain a point which you can spend on either an active or passive skill. It also costs you some gold coins to purchase a new talent. You will be able to mix the talents from separate trees so if you want to create a hybrid class then you can do it! The freedom is yours!

The game is called Warmongers: Empires Reborn and you can currently wishlist it on Steam: https://store.steampowered.com/app/3468800/Warmongers_Empires_Reborn/

I've also published a 30-minutes long Devlog in which I go more in detail about all of the updates: https://youtu.be/tUoaVLc5Tz0

Thank you all for supporting my passion project!

u/Arwo10 — 4 days ago

We're in top 40 upcoming survival horror. How do we keep the momentum?

As per this filtered page we're in the top 40 upcoming survival horrors.

Or at least that's what I think that page means. I'm surprised because we only have slightly 400 wishlists. Last 7 days we've averaged 30/day.

What we're doing:

* contacting youtubers, streamers, anyone with the right audience that could give us a boost

* trying to post things about the game

* going through steam curators list to contact

My questions:

* any tips on how we keep up the momentum and keep climbing?

* what's worked for you in the last 10 days before release?

* Lastly, is this a big deal? I'm not sure if being #39 on a subgenre is something to get excited about.

u/adrenak — 3 days ago