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Promotion Research - Day 2
4 years ago - Edited 4 years ago2,210 words
Here's another post about my continuing journey into the unfamiliar territory I need to explore if I'm to make anything of this games thing! In this one, I mainly talk about stuff from the comments on the last post.

I've been posting a lot more than usual recently, because I'm actually taking steps to get out of my shell rather than just venting about how I'm not doing that every couple of months. I like the thought of reporting every day about what I've done, so perhaps I'll try to make a habit of that for a while, either adding new posts or updating this one.

Thanks to those of you who've commented so far, especially those of you who've included links and stuff! That's been quite useful, as one of the hardest parts for me has been just knowing where to start looking. This time, I'll talk about some things mentioned in comments on the previous post which I looked at. You might have seen these in the comments already, but I suppose writing about them helps me synthesise ideas, or something.



Purplerabbits linked to this Patreon, from a guy (I'm assuming, maybe incorrectly) who makes RPG Maker games for Kongregate at the insane rate of one a month: [LINK]

Honestly, I'm surprised people still use Kongregate! Or RPG Maker! But good on this person for making something which clearly entertains a lot of people!

The page doesn't have the (annoying) 'professional vibe' I felt a couple of the ones I looked at yesterday did, and the tiers seem fairly basic, yet the top one's sold out. When I look at these pages, the first thing I want to see is a screenshot of what they're actually making, but I had to scroll down for that. I suppose I'm an unusual case though; most people would get to a creator's Patreon once they're already very familiar with their work.

He's got 132 patrons for $518 per month, which is really impressive, I think! I'd be really happy with something like that. He says this covers his bills entirely, though I wonder what country he lives in if that's the case (I've only skimmed the page).

His lowest tier (why the lowest?) mentions "A new 4-panel (4koma) comic every week featuring characters from the series". I don't know what that is, but I wonder how much interest there is in things like that. I'm reminded of an idea I had a while back for something I could do without too much time or difficulty, which would be little dialogue scenes as gifs or videos, like this:



...but longer and less stupid. There's arguably more content in something like that than can fit in a static comic, and they're 'easier' in a way to make, but more alive. It could also be a good way of refining my own understanding of the world and characters. The biggest issue would just be coming up with scene ideas!
I was imagining using something like that for promotional purposes - posting on Twitter etc - but maybe I could offer them earlier to patrons, or something? Get input to tweak them before the wider release? If I were to do that at all; it's just an idea at this point.

I've noticed a lot of these Patreons mention art as a reward, and Falcon suggested in a comment that I could make game-related art for my own. That's a good idea, though I always wonder how much people are actually interested in art, plus I've been so unmotivated about art for a long time now so I rarely do it. Perhaps knowing I could actually do something with my art once I'd made it could be a huge motivator though, and I could improve my skills while making something people could appreciate? It takes time to draw anything though, which I currently lack. Definitely something I'll be thinking about though!


NewXmad linked to this Patreon, for a team of brothers whose games they said were of a quality similar to mine (quite flattering, I think, since I see them as higher than what I'm capable of): [LINK]

The Patreon has 111 backers offering an undisclosed about, but they've also run three Kickstarter campaigns: [LINK]

The most successful of those got over $200,000! If I could ever get numbers like that, I'd be very happy indeed!! But I imagine it took an immense amount of effort to achieve, and the game's got a team behind it and has a quality and feel which to me looks more 'standard', more like what gamers are used to and what they like, whereas my games are more eccentric.

Even the least successful of those Kickstarters - which only got 330 backers - still earned over $20,000 though. This gives me hope about Kickstarter, and maybe that's the best way to go for what I'm aiming to make myself.


MF linked to this useful (short) video:



In it, the developer talks about how he earned $75,0000 (!) from Steam sales in his first week, thanks to advertising that he did in the year leading up to its release. He makes some interesting points.

Something I notice is that his 'unique' game looks very, very similar (and sounds identical 'story'-wise?) to this game, which I saw a few months ago: [LINK]

It's not that I'm assuming there was any copying going on, but rather it seems like an easily identifiable 'category' of game. Atmospheric, gentle, arty, serene! And this is great for sales for the reasons he mentions in the video. People like what they're used to, what they recognise. It's natural to say "this reminds me of [other thing I loved when I was younger and more impressionable]!"; this particular game was compared - accurately - to Okami and Journey.

Sindrel Song likely wouldn't have ever done well because it's just too alien, too different, there's nothing really to directly compare it to in that way. But Divine Dreams is different, I'm hoping. Perhaps there's hope for that, since it's a (hopefully) relatively high-quality 'traditional'-style RPG when most other things in this category would be either very modernised or 2D RPG Maker stuff? I'm not sure, maybe that's just wishful thinking.

He talks about posting gifs on various social media platforms a whole lot, and how some went viral while others didn't. Perhaps this is something that I should do too, though I've been reluctant to post at all on Reddit because when I was looking into that around Sindrel Song's release, I saw a bunch of rules and complaint posts about how people were sick of indie developers trying to push their products. I didn't want to be annoying!!

But that's the only way to get noticed. Perhaps I need to make a habit of posting gifs on various platforms. I already do occasionally on Twitter, but he also mentioned Instagram, which I've never used because I thought it was just 'normies' posting photos of themselves, and Reddit, which I've yet to muster up the courage to attempt because it feels like a judgemental place to me and I'm afraid of being shot down (or ignored, which might even be worse).

I think getting used to posting on Reddit is the next big step I need to take. I browse the site every day via my phone and PC browsers, but tend to just check r/all, avoiding all the indie communities so as not to experience uncomfortable comparison envy. I have the app on my phone too, though, where I'm logged in, and I've subscribed to several of these communities on there so I do see the posts from them if I use the app. I've been avoiding the app for ages for this reason, but today and yesterday I've actually braved this potential anxiety and it's not been so bad. Though it is more mentally draining than, say, looking at random videos of elderly dogs or whatever the hive mind's sharing unrelated personal anecdotes adjacent to at the moment, so I tend to be tense while checking the app and can't do it for very long before saying "alright I did it, that's enough for today!!"


Speaking of mentally draining, watching that video seems to have made this one pop up in my suggestions:



It doesn't say a whole lot, really - and he answers the clickbait title question in the first few seconds - but it's... interesting, at least, seeing the more human face of this whole field in a way I'm not really used to. I'm just used to seeing impersonal developer names, never seeing their actual faces or hearing them speak.

Both that guy and the other one are both apparently comfortable enough to talk in front of a camera, do streaming, things like that, which likely makes a big difference. I can't see myself doing that anytime soon, though maybe one day it'll be necessary, who knows.

I like the thing he says about marketing adding a multiplier to a game's success (even if he seemed to feel he wasn't making sense). You could have a great game with a quality of 1.0, but if you put 0.1 into marketing, its success will be 0.1. But if you have a 0.1 quality game and put 10 into marketing, it'll be ten times as successful. That seems likely to be true.

So I feel more motivated to make greater effort learning how to market myself.

It's been quite draining though; since it's facing my fears and stepping very much out of my comfort zone, I can't do very much before wanting to just 'rest' the rest of the day away. I suppose getting used to anything new is going to take time though. I feel like there's not actually much anxiety though; it's more a case of breaking out of an ingrained habit.


Finally, while replying to a comment from JohnnyBoi, I got thinking about how I'm aiming to produce Divine Dreams. It's written as a pair of trilogies which - Star-Wars-style - would start with the second before eventually using the first as a prequel. Each Chapter of the chronologically-second/first-released trilogy - the one based on MARDEK - is written as six distinct Episodes.

The plan has been to build one of these episodes as a demo, which I'd release openly alongside a Kickstarter to show people what I'm intending to make. People told me Undertale did something like this (or it included a demo anyway, though I don't know which part - or how much - of the game it was). I'm edging closer to having this demo ready, though with the MARDEK stuff and mechanics revisions it's been delayed a bit.

What I was wondering though was whether to effectively release the episodes as they're made to patrons (of a certain tier) who are supporting the project. This would be great for me because it'd allow for more immediate feedback and guidance towards finally combining them into a whole, and I'd like to think it'd be a very worthwhile for supporters too. It wouldn't work to release them widely in this way because I want to be able to go back over them if any changes needed to be made.

Once all six episodes were completed, we'd collectively go over everything and I'd combine them into a Chapter (this integration would probably take as long as making an episode), which I'd then give a full release on Steam.

This seems like a really appealing idea to me, as it means I'd be able to release one of these maybe every month or two to people who were interested enough in the project to dive that deeply into it, and with their feedback I'd be able to shape something that people really liked. One of my worries is spending months on something only to discover at the end that nobody likes it, so this should really help with that.

Like everything I've said in this post so far, it's just an idea, but I'd love to hear your thoughts about it!



Thanks for reading if you've decided to join me on this journey! Like I said, I might try to write a post like this every day - or every other day - while I break out of my shell and try to learn all this stuff I've been avoiding up until now. I've talked about specific things that people have mentioned to me here because they're so useful to see, so if you have anything else like that, I'll look into those too.

I know people already mentioned this in previous posts, but which subreddits do you think would be most appropriate to post about MARDEK in? That seems like the next step I should take, since time's ticking before the release of that and I should make at least some effort!

(I feel I've missed the window to really widely promote it and make tens of thousands, but I wouldn't have felt comfortable doing that for a port of an old Flash game which was free for a decade anyway.)

13 COMMENTS

vladandrei199647~4Y
Glad to see you're getting out of your shell, may this be your rising to success.

You should check out each subreddit's rules before posting because some have some strict rules regarding self-promotion.
The first subreddits that come to mind when you're asking about promoting your games are :
- r/playmygame . They mostly allow only games that are "free"in some capacity, such as f2p or demos, but each Tuesday they have a "free day" when you can post about any game(paid or free). Next tuesday is 2nd of June, a day before MARDEK on Steam , so that's a bingo!
- r/indiegames.
- r/games and /gaming are huge communities but they have a rule of "max 10% of your submissions can be self-promoting posts" , and if you say that you are never posting anything else on reddit, this can be a problem.
- r/jrpg . I think that MARDEK could be seen as a JRPG, and they allow these kind of posts each week in a Weekly Media Thread (pinned post).

You could also try and speak to the mods of the more strict subreddits to see if you can post about your game even if you don't abide by some ridiculous rules.
7
admiin1~4Y
Oddly enough, r/IndieGaming has ~4x the members of r/indiegames but they seem almost exactly the same. Maybe he could post to both?
3
vladandrei199647~4Y
Forgot about that one. Throw r/pcgaming in there too.
2
Tobias 1115~4Y
Thanks for the specific community names! I've made a list of them, though I'm wondering when the best time to post might be. Would the weekend be better than a Monday or Friday, do you think? An article I saw said activity peaks during a three-hour slot when Americans wake up on Monday to Thursday, though I don't know that I'd actually want to aim for peak times anyway, hmm. I shouldn't be concerning myself this much about it, I should just do it, but I'm concerned about being ignored and not exactly being able to try again.

It's annoying that there are such strict rules, though I do understand why. The r/jrpg one sounds especially annoying since it seems like anything embedded in some megapost is going to be ignored by most people.

I'd hate to just post something like "HEY PLAY MY GAME HERE'S A LINK BUY IT", and instead I'd like to talk a bit about my experiences as a developer, to humanise myself and make it a maybe-interesting story even for people who don't care about the game... but hmm, I wonder if people would care about something like that, or if it'd just be an annoyingly long post that didn't get to the point (though I see long off-topic posts all over Reddit...).

Regarding the 10% of your submissions thing, what counts as a 'submission'? If comments count, that's not so bad, but if it just means threads (or whatever Reddit calls them), that's stupid!
2
vladandrei199647~4Y
Well, you could do an AMA (Ask Me Anything) post, a lot of developers are doing this kind of thing where people are asking on reddit different questions about game developing and how the game is gonna be, what challenges were along the way and so on. Something as simple as "Hello, I am the developer of MARDEK, a flash browser RPG that's gonna release on 3rd of June on Steam!" should do the trick.

About the last part, submissions don't count the comments (yeah, that's pretty shitty) as far as I know.

Also, I was researching a bit for youtubers that promote indie games, and I made a small list for you :
Terminally Nerdy - [LINK]
ChaosD1 - [LINK]
CritHit - [LINK]
Get Indie Gaming - [LINK]

You could hit them up with a message telling them that you want to promote your indie game releasing on Steam (this means you should give them a key, but chances are they weren't gonna buy it anyways because they are already swimming in indies). Asking them nicely to make a video or some content about MARDEK will be enough, most of them take requests.

I'm astonished that there are only a few videos of MARDEK gameplay, and of your games, generally speaking.
I hope you'll think of promoting your games on YouTube like this, I'm always checking out YouTube before buying a game. If there's almost no video about it, it's a miss for me.
2
mount201046~4Y
About Undertale's "demo release" for a Kickstarter, at least, it was the first part/location of the game (think your Dreamcave). It's really a *demo*, in the traditional sense of the word, really.

About subreddits: you could try and aim big and try /r/gaming (why not, the worst case scenario is the moderators removing your post, which if you worry about, you could just message them before - it appears that they require "less than 10% of your submissions across Reddit to be self-promotion". And the reaction will likely just be a ton of "Oh hey! I remember you, cool new game you're making".) I don't know of any other indie gaming subreddits, though, so others will likely have better ideas than me!
4
Tobias 1115~4Y
The Dreamcave is actually episode 3 of 6! That's good to know though, about Undertale; I know some games have demos that aren't even sections from the final game.

When I released Sindrel Song, I was considering posting on r/gaming after seeing a thread for the game I actually mentioned in this post (The Long Return), because it was just a promotion post (I don't think it even had any words other than the title?), but it had tens of thousands of upvotes. I was put off though by reading the comments; there were a bunch of brief 'looks cool ill get it' ones, but also some longer ones complaining aggressively about how posts like this shouldn't be allowed, saying the thread should be locked, etc... which hurt to read even though it wasn't even my game, and it looks from the number of reviews that game has that it didn't help it much anyway.

Still, I wonder if MARDEK might be different because at least some people might remember it? It could be worth a try at least, especially if I talk about other stuff like my personal experiences making games... maybe. I don't know, Redditors - or at least some of them - just seem quite vicious.

I should probably post in multiple subreddits, but how does that even work?
2
mount201046~4Y
Hmm, I notice that the developers who do well on Reddit are usually the ones who do engage on Reddit and respond to comments and such. Perhaps asking for opinions and responding earnestly on a smaller subreddit first (like you do here and on Twitter) might be a good idea before dropping a Kickstarter on a larger subreddit - I don't think engaging with a large amount of strangers will be easy for you, at least at first. On the whole, I feel like Redditors are more wholesome than usual, as long as you avoid the politics!
2
Tobias 1115~4Y
I actually like the thought of engaging with other people on a similar path to me on a human level, though I notice my mind moving towards ideas like asking how people are doing psychologically with the challenges of indie development, what got them into it, etc, though I don't know if things like that are an acceptable thing for that kind of community... Maybe games dev mostly attracts people who don't really think about that stuff, and aren't interested in talking about it. That's what I found in the past, and it's why I moved to Psychology.

I suppose mostly I'm still scarred from running communities a decade ago and being constantly criticised by other people, and I do see a lot of subreddits which seem to be full of similarily aggressive people. The gaming ones seem like that to me. Maybe the indie dev ones would be the best place to start.
0
snipo1019~4Y
Kudos to you for making the effort to put yourself out there! It's a really tough thing to do when you aren't used to it (I'm still not!). That said, starting to post on reddit to get a feel for things is a great idea. There are a lot of people on there who would at least give your games a fair shot, once you find a formula that generates interest - and I think that's really the key here. In the years I've browsed reddit I've discovered a pattern to the top posts: Most have either an absurd or appealing title (ideally both!) , and an attractive thumbnail that generate attention to them. Sadly, attention spans are pretty short these days, so getting and keeping that attention long enough to get people invested is key. It might not happen the first time, or second, but if you're going to post on reddit, the best advice I can give is to keep experimenting and stay in it until you find the best formula!

Speaking of visuals, I agree with you that Sindrel Song (which I loved, by the way!) is perhaps a bit "out there", not immediately relatable. But, that being said, the visuals were certainly eye-catching and pleasing to look at. So I think you're already halfway there! One thing I noticed from the fox video you linked was the idea of the game's image "rallying" around a single character that complemented the environment and attracted people right off the bat. I wonder what that might be for Divine Dreams; certainly something to think about! Also, as a side note, I love the art-related stuff you do for Divine Dreams and would love an option to see more of it, whether that's through patreon, discord, or even just these blog posts!

As for specific subreddits to promote MARDEK and Divine Dreams on... I think it would be optimal to have a subreddit large enough to have a meaningful audience, but small and niche enough so that your post gets visibility and is more likely to resonate. Maybe something like these:

reddit.com/r/JRPG
reddit.com/r/rpg_gamers
reddit.com/r/indiegames
reddit.com/r/indiedev

Also, reddit.com/r/gamedev has a discord that lets you post things! Check it out!
8
Tobias 1115~4Y
"PLAY MARDEK RPG - THE GAME THAT MOST INSPIRED SHAKESPEARE - AND YOU WILL GROW TWO EXTRA ARMS $$$", is what I should use as the post title, and as the accompanying image I'd use an extreme close up of Elwyen's pixel sprite's chest, frantically jittering.

Seriously though, that's a great thing to note! I've been assuming I'll use the video trailer, but I don't know how that'd work, hmm. It looks like videos do auto-play on there? Maybe that could work? And I've been wondering whether to talk a bit about the human side of games development in my post, since I hate just impersonally pushing my product, though I'm wary about the aggression I've seen in some redditors... Negative comments hurt. If I did, a title I could use might be something like "Thoughts on porting MARDEK, a "successful" 10-year-old Flash RPG, to Steam". I'd click that post!

I'm glad you like Sindrel Song!! That's an interesting point about having a focal character for game branding and advertising. I feel I learned a lot about using colours in a captivating way with Sindrel Song, and I've been trying to do that with Divine Dreams too, but it'll be interesting actually trying to create a striking overall image to represent the game. Steam requires a bunch of graphical assets for branding purposes, so it's something I should probably think about sooner rather than later.

Thanks for the specific subreddit suggestions! Very useful!

As I've been replying to these comments and thinking about this, I'm thinking maybe posting somewhere for developers - rather than primarily players - might be a good first step, as they might be more sympathetic and curious about my experiences... though I also remember some of those having rules forbidding promotion, so I'll need to look into it.

I'm reluctant to use Discord, but I'll keep that in mind! It feels like something I need to do eventually... and the responses might be quicker than on Reddit? I wonder.
4
JohnnyBoi45~4Y
I think releasing the games in episodes could be a great idea! Having a usable product is a major advantage when looking for funding, and spreading the release over a period of time could definitely help keep the project in the public eye. What payment tier that belongs in definitely depends on how often the episodes can be released, how much content each includes, and how "finalized" each one is, although that last point could take the price in either direction, but I think the ability to give/receive real feedback on the game as it is played (not just on concept) would be quite valuable. My one wish if you did this would be to continue save files through each episode so one's skills/items don't reset.

Best of luck with promoting on reddit - I second all prior comments with which subs to post it.
3
Tobias 1115~4Y
I wouldn't be properly releasing the episodes as such; it's more like the game would become available in an unfinished alpha state once the first episode was ready, then I'd update it with additional episodes as I made them, for the patrons only. Or Kickstarter backers too, or exclusively? Hmm, I'll need to think about it. Early access, essentially. I'd make it clear though that it would be a 'backstage look', a chance to be involved with the games as they're produced, and a chance to help shape them, rather than a chance to play finished experiences early. That does seem to appeal to some people.

It would mean that saves would persist since it'd just be one game being updated rather than several, but with their creation being a process, players would also have to be aware that their data could change or even disappear, like with any alpha/beta testing. Not everyone would want to get involved with something like that, but some would, maybe!
3
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