One guy and a Game?

3itg3itg Member, PRO Posts: 382
I worry that after spending so much time on a game, that when I release it... no one will notice.
Anyone have any experience in how you can drum up some interest in your projects before they release?

edit: What was the name of the GS publishing arm? Anyone have any experience with them?

Comments

  • BazookaTimeBazookaTime Member Posts: 1,274
    edited January 2014
    Well, with so many games getting released, it is easy for even good games to go unnoticed. I sent an email to Ice Cap Games that was going to be doing GS publishing and it went to the GS Staff, who then forwarded it on and I never heard anything. I am not sure if they are doing any publishing or not.
  • imGuaimGua Member Posts: 1,089
    edited January 2014
    I worry that after spending so much time on a game, that when I release it... no one will notice.
    I'm sorry to say that, but I think that's exactly what will happen, especially if it's a paid app. It's just a reality of the current market.
  • 3itg3itg Member, PRO Posts: 382
    edited January 2014
    Me too...
    However, I am going with freemium.
    My game has a lot of content, and to complete the game would take a considerable amount of time. So I plan to provide "shortcuts" to wealth and fame via in app purchases.

    I think if you make a great game, money will come. So the money isn't my focus. I was more looking for pointers on how to try to get my game into the hands of would-be fans.
    For everything I can think of, It seems to be putting the cart before the horse.

    I have visited the forums of some Sci-Fi groups and gaming sites devoted to the genre, and the response has been positive. But I keep getting suggestions like start a facebook group. I have a Facebook page, but who would join a group for a game they cant play?
    I took the Games website down a while back. I plan to replace it with a more professional, media rich site, including a wiki for game content. I have been thinking about even throwing money at an Ad campaign.

    But is that really it?
    A nice website, Social Media, Post Videos on forums, press release and hit up review sites?
    Then just do it all as close to release as you can?
    Everything I hear just sounds easier to ignore than a cool game.

    I really get what you are saying @imGua, but have you found any success in making it less of a lottery?
    What I seem to hear as the consensus is just release and dont bother with all the extras. If the game is good, people will find it and reviewers will review it. A good game will snowball from there.
  • quantumsheepquantumsheep Member Posts: 8,188
    edited January 2014
    It took me 13 games to get a review on Touch Arcade - and it wasn't because I asked them for one, it was because people I interacted with on their forums brought it to a reviewer's attention.

    The people that matter most are the players. If you focus on them, treat them with respect, treat them like human beings as opposed to ways of making money, then I think you'll be on the right track.

    It takes time though. Sure, there are people that hit the ball out the park first time (e.g. Tiny Wings) but most games, even good ones, won't make it. Sending games out for review isn't enough, there's just too many people vying for attention.

    So you have to prove yourself. Show that you're not here to make a quick buck, but are here to stay for the long term.

    That takes multiple games. Making connections with reviewers and players, even those that don't like your games.

    That's just my opinion of course.

    Be a human being. Treat others as human beings. And good luck.

    QS =D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

Sign In or Register to comment.