How To Fail at Marketing Indie Games

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The one thing every indie developer have on their list of "difficult things about game dev" Because every indie developer has a list like that....

What? You don't have a list like that? What kind of indie developer are you? Get your act together. My goodness gracious me. People think anyone can just become an indie developer without making a list of difficult things they have to do? What is this world coming to?

If you would like to learn to code, I recommend these great online courses! (It's what I'm using.)

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Music:
"Doh De Oh" by Kevin MacLeod
"Hitman" by Kevin MacLeod
Both songs licensed under Creative Commons: By Attribution 4.0 License
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Marketing is a multiplier:
A 1 game X 1000 marketing = 1000.
And a 10 game x 100 marking is also = 1000.
Food for thought.

Artindi
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For best results, talk about your story so much you give away all the main plot points, making it so that the 7 people who were actually interested in the story don't even have to play the game anymore.

generalrubbish
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Portal 1's marketing focused on the interesting and unique puzzle mechanics, while portal 2 leaned more into story in its marketing once they had a fanbase for the franchise

arkimedeez
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The trailer bit definitively deserves its own episode, a rising trend recently is to put dummy profesional animation to sell the game that artistically clashes with the gameplay or straight up lie to you about what you can do.

massgunner
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the true marketing strategy: spam it in random forums and servers

Phoeboi
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honestly you should have changed the intro accordingly to "but if you never try at- oh wait this is the marketing episode, if you never try you already failed, but let's assume you do try. Here's how to fail harder."

Manavine
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always start your social media posts with " I quit my job to make this game!" that way you appear so sincere and not at all being cliche

ewbaite
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Game Trailer: "5 million years ago there were 14 kingdoms. The history of each is important, but more importantly it's long."

snowpoint
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Devlogs that focuses on being funny, rather than showing off their game or their workflow for the game, I feel, have already failed. (coughthemanydaniclonescough)

souptaels
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We NEED a point and click adventure game exclusively using these drawimg with barely any animation. I’d buy it

Soupnator
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I want the how to fail at failure of this episode in my table, now!

FernandoBroca
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Be sure to set up social media accounts everywhere and discord but never interact with the community until it is time to sell them something. You are very considerate making a place for everyone to make a community for you.

goldendragonbringer
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Out of all the disciplines involved into making a game, marketing is the only one I have absolutely no clue about how I would go around doing it, and therefore the most likely reason why my games would fail. Especially now in a market where there's millions of games out there competing for everyone's attention.

DaikoruArtwin
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As for devlogs: If you want to fail at devlogs, avoid doing what Factorio developers do.
But there's one way to surely fail at marketing: Use bots or spam links manually in comments of social media, especially in unrelated content.

artman
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He makes a really good point at 2:33, definitely gonna try doing this to market my game.

That-KidDo
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I was kinda worried about making such a short devlog with gameplay and making videos in between development. It looks like that fear was for nothing. Thanks fir this helpful video!

DrCoeloCephalo
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3:04 man this hits hard. I'm making a story-driven game and it's so hard figuring out how to show it off

Julian_H
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WHO WOULD WIN
- Sakurai "Show the game right away"
- Artindi "Never show the game"

kitsunelunari
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As one of the hundreds of aspiring indie devs, marketing is by far my biggest fear because like most game devs I am a horrible introvert and the idea of putting myself out there in any kind of meaningful light scares the hell out of me.

TheBadlandsSandvich
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Hahaha!! I knew writing alternate dialogues for every possible party combination, and sometimes even quest completion order was such a good move! Everyone will love playing the game multiple times to see all the funny dialogues. They wouldn't dare play the game for the weird limited durability + inventory management turn based combat. They also wouldn't base a second playthrough on the difficulty sliders, they would just want to see what an old man says if you don't have Bob in your party!!

Real talk, I just like writing dialogue. I doubt it's super good, but I'll try to make it at least decent since it's in the game. I gotta make a skip button eventually too, even as a story nerd there have been times I hated games for not having a skip.

ganondorf