Developer's vent

Posted by Phoebii on Aug. 3, 2017, 1:59 a.m.

A different kind of Zuurix's post. (Dammit, stop correcting it to Zurich!)

So, I've put Sector Six on IndieGala bundle.

A desperate attempt to get something out of the ridiculous amount of time, energy and whatever I've spent on making it.

Hundreds of people have redeemed the Steam key. This is how it was for last 3 days:

Nice, right?

Except it's obviously not.

This is Steam card idler stats =[

If I had just Steam store page/community hub, I would have never known that there were people playing my game. No new screenshots, no reviews, no complaints on discussions, no upvotes on artwork/videos/news articles. No feedback.

I know that only like 1% of players interact with community hub.

I braced for card idlers, I knew how little people care about giving, feedback, but I didn't expect to get…

It makes sense. Probably like 80% of people bought the game just for the cards.

Or 99%. Or 158%. Could be any number, I have no data on that.

So if 1% of actual players would give feedback, out of those 5 players that played the game 1% is…

I don't think there's a clip of Nathan saying "LEEEESS THAAAAN ONEEEEEEE".

And yeah, it's only been three days. Real players will show up over time.

Before starting writing this whatever it is I've wanted to say that "STEAM CARDS ARE THE PLAGUE OF STEAM, DAMN THEM ALL TO HELL".

But I know it's not true.

1) I would sell a lot less if not Steam cards.

2) Steam cards earn my extra money when people trade them.

3) It's idle bots that are bad, not cards themselves.

If players had to play the game to get the cards, cards would even help.

And if I want feedback, I shouldn't expect to get them from this bundle.

I should be trying to get players via social networks. So-called "marketing".

I could say that I am busy developing the game and don't have time for that, but it's an excuse, not a real reason.

I just can't force myself going to humanity's garbage cans, post links to my game only get angry comments and downvotes - because I'm advertising and nobody likes that.

Or just get ignored, because Sector Six is NOT Call of Duty.

Because it's an indie game.

Because… I don't know.

I'm introvert, every social interaction just drains me.

Phone calls? God save me. Making comments? *groans*

Okay, not every interaction. I'm okay with talking about my game with people that remotely care about my game. I'm okay with posting on 64Digits because I've been here for few years (Wait, what?! Wow…), so it's now inside my comfort zone.

I've been trying to get other places in my comfort zone, like few developer groups on Facebook. I lurk, sometimes comment and try to get used to it.

But it's not helping my game.

I can't objectively rate the game, but I know that it's somewhere around 7/10.

I know it deserves to be played.

What I want is that players would find my game by themselves, then buy the game so I would earn an average of 400€ - that's minimum wage in Lithuania and I couldn't earn more with my (I hate this word) education or whatever you need to get more than minimum. Making games and being able to not die while doing it is all I want.

I know it's a lot to ask for. Most of the people on this miserable planet spend their entire lives slaving in terrible factories/offices for food.

Oh, poor Zuurix can't make enough money from making games, so tragic.

I'm making it harder for my always nearly bankrupt family by not getting a real job, I'm just glad my parents understand - I don't get a bad word about what I'm doing, not even one.

Yes, it's that good.

So I actually don't have anything to complain about.

I have a good game, most of those who played it, liked it.

I even make a little money selling it.

My parents don't complain and support me while my game development doesn't make enough money.

Future is bright - I'll make more, better games, my current (mostly hypothetical) fan base will grow.

Now I should better hit "Post Blog" before I change my mind and delete all I wrote because that's what I usually do.

Comments

Fabio 7 years, 3 months ago

yeah, absolutely my least favorite aspect of game development is marketing. it feels slimy to shill your own game, and having to exert yourself socially over and over again is daunting. i tried the Twitter thing for a while, but, it's cancer. all you can do is keep making the fuck out of your games and trusting that people who fuck with your work will find it and enjoy it.

Phoebii 7 years, 3 months ago

Quote:
Increasingly saturated market
It's already at 100% saturated, it's not increasing =P

It's not like 100000 extra games can make it worse for than it is now.

Just forget about the idea of people finding your game on their own.

Quote:
Social media is worthless in my experience.
That's my experience as well. I heard a lot of good about Reddit, but their weird interface always gets me away.

Speaking of weird interfaces, Facebook is so terrible.

Hundreds of options spread through hundreds of menus, strange filtering, nothing makes sense.

Posting on indie developer groups is pointless. They aren't players.

Phoebii 7 years, 3 months ago

Quote:
yeah, absolutely my least favorite aspect of game development is marketing. it feels slimy to shill your own game, and having to exert yourself socially over and over again is daunting. i tried the Twitter thing for a while, but, it's cancer
Steam is a game about getting high Steam level.

Twitter is a game about getting a lot of followers.

F1ak3r 7 years, 3 months ago

Quote:

Steam is a game about getting high Steam level.

Twitter is a game about getting a lot of followers.

So true! That reminds me of an amusing article.

twisterghost 7 years, 3 months ago

Have you considered working with a PR person? There's indie marketing people out there. I don't know what your budget is, but from my experience (hyper-recently, and not directly in the marketing space), working with someone who is an expert is totally worth it. I just set up an LLC via a small business lawyer and I'm totally sold on paying a little more to have someone do shit right.

I know of at least one dedicated indie PR person who did wonders for a dev I follow closely. Also, don't write off social media just yet, but I think you're approaching it the wrong way. At least for twitter, I don't think having the twitter account is the way to gain followers, but a way to retain them. It allows for fast, constant interaction with a player base. Some tweets may go viral, but probably won't be your main source of net new players.

Also consider paying for facebook ads. I've done that before, and they're cheaper than you might think for the amount of followers you can get if you have a facebook page. I'm off facebook now, but I can say for sure that it works.

I would think of social stuff (twitter, youtube, etc) as "bonus content" to keep people interested. As for gaining people, I really don't know. That's what I'd pay a PR person for. Devs just don't have time to handle all of that, and even if your budget is tiny, you could probably afford someone part time, especially someone who is newer. Just having someone else handling it frees you up to focus.

Phoebii 7 years, 3 months ago

Yeah, I will get someone to work on marketing for my next game.

Can't split revenue further with Sector Six.

And yes - revenue splitting. Because my budget is not tiny, it's non-existent.

Quietus 7 years, 3 months ago

Quote:
It's already at 100% saturated, it's not increasing =P

It's not like 100000 extra games can make it worse for than it is now.
I lol'd at this. Yes you're right.

So how does the revenue splitting work exactly? Do you just get the money and distribute your partner's share on a trust basis? I've always wondered about that, it seems weird to me.

Also do you have any plans for a game after Sector Six, or you think you'll be burned out by then?

Phoebii 7 years, 3 months ago

Quote:
Do you just get the money and distribute your partner's share on a trust basis?
Yeah, with signed paper saying that I have to share part of revenue.

But if everything was a bit more professional, there would be less trust involved =P

I'd probably have to prove how much I earned.

Quote:
Also do you have any plans for a game after Sector Six, or you think you'll be burned out by then?
I'll make at least 5 more games =P

I don't get burned out-

Well, actually I do… I am now. But it'll pass eventually.

This has been the worst burn out I've ever experienced. Probably because of how much I've done.

Really trying to finish the game in 2017 - more pressure, more time spent, and deeper burns…

Unaligned 7 years, 3 months ago

Low entry barriers are fantastic for consumers… not so much for developers. So it's easier than ever to make a game, now you have to compete with the other thousands of people doing the same. Oh? You made it on Steam? Surprise surprise, actually getting on Steam isn't an achievement anymore, and guess what? it isn't getting better, every passing second increases the number of potential competitors, with dev tools getting better, faster, stronger.

You want to play it fair and legit? Want to actually earn your sales? Hah! For every idealist, legit dev there's ten that count on 90% off sales to make money off Steam cards. (I've read that Valve is cracking down on these practices but they aren't exactly quick to react).

I mean hell, I myself have even used card idling nonsense to extract value from my stagnant backlog, and then I purchased more games with the steambucks I got.

So uh… yeah… godspeed, and good luck, at least you can say you haven't given up. And I don't want to even comment on how soul destroying marketing is. In an ideal world, a great product earns prestige and popularity through merit, not through extensive and expensive shilling.

Quote: hel
Also do you have any plans for a game after Sector Six, or you think you'll be burned out by then?
If you can predict when you'll be burned out you're already burned out.

Why is everything shit?

Quick edit: Upon reading my own words, don't misunderstand my verbal diatribe as some sort of hipster-ish entitlement, by all means may the best game win, my conclusion is meant to be that it just gets more difficult to carve a spot for oneself in an ever-increasingly saturated market (and I'm not even talking about money, but just mere attention). It's as easy as ever to feel discouraged from even trying in the first place.

Phoebii 7 years, 3 months ago

I guess I'll forget the idea of marketing on my own.

I'll still post stuff on Facebook and occasionally send out emails to stubborn YouTubers and reviewers - but not because I have to - because I can and I want.

I will translate my game to other languages. I will make bundle sales and huge discounts.

That stuff is doable and somewhat fun, unlike going around the internet trying to force people to care.

I might pay people who can actually do marketing - but if they will fail, oh well.

I just have to finally get used to the fact that I get almost no feedback.