Thread #737031339
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>makes game
>its probably going to rot in itch.io until some eceleb picks it up which is unlikely
So how do you actually get recognitions aside from ecelebs?
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general things
>have an eye catching non-ai steam capsule image (what shows up when you search)
>have a video that shows off gameplay early and often, and obviously make it look good
>don't just be an obvious clone of a recent popular indie game. people will only buy so many "it's vampire survivors but with anime girls/space marines on mars/mecha!" games
>have a demo and participate in a next fest
>and yes, participate in some of the desperate indie twitter marketing
me thing
>don't make a game that'll have dogshit tags that I'll filter out (not an issue for most people considering how popular roguelite slop is)
just don't be too desperate with twitter marketing. the example you posted is pathetic, simply saying "I was inspired by games x and y" or "I wanted to see what would happen if you turned game z into a tactical rpg" is fine. but also I never search the names of the games I like on twitter, so the only way I'd find those posts is by looking at the trend, or if someone I follow reposts it. also at the end of the day the thing that gets people interested in your indie game from the twitter post likely isn't the sob story you wrote, it's having a solid video that shows interesting gameplay or aesthetic that's underserved. just don't be like this retard and lie about who your dogshit roguelite slop appeals to. what about this game would appeal to shadow of the colossus, dragon's dogma, or monster hunter fans?? https://x.com/betterpubpro/status/2032933313409921282
whenever I see an indie marketing trend complained about on /v/ I go to twitter and search the common phrase to see what's been posted. the amount of games that are clearly just "well this other indie game sold millions recently, so here's my clone" is astonishing.
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>>737031339
Please check his fucking steam store page, it's must be a shitpost.
>The gameplay is fun and the player can throw a spear at enemies to kill them.
>Your mission is to reach the end of each phase to be able to advance to the next phase.
>Features and Content
>One character to choose and play
>Full Controller Support
And the screenshots are of the same level but repeated.
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>>737031339
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>>737031339
>How do you get your game known?
-Don't make the same game every other indie dev is making. We don't need more roguelikes, vampire survivor ripoffs, or deckbuilders.
-Have some form of presence on the internet so there's a chance people will actually come across your game.
-Actually release your game, if even just an alpha version, and make sure it has at least a few hours of content.
-Don't complain, no one likes complainers. If you complain about low sales, people refunding your game, or negative feedback, you're going to put a lot of people off. This goes for pretty much everything in life. No one watches streamers who constantly complain about low views. No one shops at businesses that constantly complain about bad customers. No one wants to be friends with people who constantly complain.
-Don't make the default price too low, people instinctively think games that cost like $2 are shit.
-Be generous with sales and giving out free keys though, if people actually own and play the game then they'll be more likely to talk about it which boosts popularity.
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>>737031339
You do this, but for your game.
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>>737031339
Is this the I hate indie devs thread?
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>>737032459
>https://x.com/betterpubpro/status/2032933313409921282
this guy has to be fucking trolling
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>>737033527
>We don't need more roguelikes, vampire survivor ripoffs, or deckbuilders.
We do
I buy them
Stop making platformers and [your favorite game genre] instead
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>>737031339
>So how do you actually get recognitions aside from ecelebs?
Finding streamers or content creators who specialise in whatever genre you made for sponsored videos is the most effective direct/targeted marketing you could ask for.
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>>737034757
That's not the full version
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>>737034757
>>737034984
Behead all indie "devs", inshallah
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>>737035096
YouTube. People who make videos of obscure games made vid on vamp survivors, advertising the game to hundreds of thousands of viewers. And because of that, sales started exploding.
Just imagine how early that could have happened had the dev advertised the game himself when he released it, instead of months afterwards?
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>>737035283
Throw some keys to content makers
>>737035295
THAT'S ADVERTISING
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>>737035295
Everyone you watch is an ad, they get paid to advertise whatever shit product you are going to consume.
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Playing the content game is exhausting. Unfortunately it's required most of the time. I'm a game developer and our team is so focused on developing lately that we haven't put a ton of content into socials for months. This has led to a wishlist stall. I'm now producing stuff again but more than anything we need to get to our next milestone so we can show off the new content we've been adding.
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>>737031339
>How do you get your game known?
You don't. Making games is a hobby, not a job. Make the games you want to make and play. If through random luck and chance, they get big, great. If they, like 99% of games get few to no downloads, that's fine too; the fun is in making and playing them yourself.
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>>737035386
You literally have nothing to lose and everything to gain, anon. Even if only 1 person out of 1000 people make a video of your game, that's one new video that helps show off your game. That's at least 10 more people giving your game at least a quick glance.
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>>737035386
Dude... one of the most heavily content creator populated genres is those foddy-like rage games like getting over it
And then shit like souls games is fine to them, they just play it off by having a comically huge death counter on screen
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>>737035283
Did you know that there's this company called Google, they offer a service where you pay them and they'll advertise whatever you want to all sorts of different places! And some sites offer adspace directly! You can advertise right here on 4chan! Did you know over 20 million people visit 4chan every month? That's a lot of people to show your game to, don't you think?
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>>737035096
>Where was Vampire Survivors advertised?
the phaserjs discord over a long period of time as he developed his game and chatted with other people using the framework
those people supported him enough that it got signal boosted on itch
combined with this place
then streamers picked it up
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>>737035963
also lesser known frameworks/game engines have a vested interest in advertising/making good games known if you didn't learn a lesson from vampire survivors
even this place has people who have a interest in good games succeeding despite not openly saying they will do anything for you
if neither are willing to pick you up then your stuff just is no good
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>>737031339
Let the indie developer rot six deep fit deep in the ground. They all deserve to fail for being unoriginal or having the capacity to make anything good. They're not real game developers.
They can't ever make anything good its all low effort pixelshit roguelite roguelike soulslike boomer shooter vampire survivors metroidvania deckbuilding rpg maker game about depression (and likely an earthbound rip off) cozy farm simming survival crafting/building Resident Evil cloning adobe shockwave newgrounds production quality megaman clone/shitty 2d platformer 'its fun with friends' walking sim SLOP.
FUCK INDIE DEVELOPERS.
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>>737035283
>[people who make videos of themselves playing games for their parasocial fanbase] liked my game on twitter
>oh, where or where do I advertise my game???
jesus fucking christ anon USE YOUR BRAIN
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>>737035258
>Just imagine how early that could have happened had the dev advertised the game himself when he released it, instead of months afterwards?
About 1 month earlier?
The game was in development for literally 3 months before a demo was dumped on itch.io. It got very popular, so the dev dropped an early access version on Steam as well, I think it was December or early January which is a really bad date to drop games anyway. In spite of that, one month later the youtube videos started pouring in and exploded in popularity and sales.
Good games advertise themselves, the developer doesn't have to do shit other than focus on making a good game.
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>>737031339
Don't make something derivative of what you like.
Make something INSPIRED by what you like.
The key difference is that derivative clones are just that, a copy of the previous with the serial number filed off, while a title inspired by something is a unique title that can stand on it's own.
It's like Underrail being inspired by fallout, they may look similar on a surface level, but when it comes to the content of the actual game, are shockingly different in execution.
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>>737031339
I truly wouldn't care because the whole reason I want to make a game is to play a game I fucking want to play. Like when I make maps in map editor games, I rarely even upload them because it's for me to have fun.
So if that's not your mindset you already lost. You just want money, which is fine.
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>>737036040
sup
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>>737031339
>Your game is GOOD, the algorith just ignores YOU!
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How do I market my incremental autobattler?
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>>737031339
One thing that nobody wants to accept in 2026 is that algorithms have become incredibly clique-y, and you can only really find success by gaming it to appear in front of certain niches.
The way you do that, is by mentioning keywords that correspond to "topics" that algorithm understands. An account with 100k followers that posts art of OCs will do worse nowadays than somebody with 1k that posts about popular things. With indie games it's a little different, but not too far off.
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>>737035879
I don't get why 4chan ever offers adspace honestly. Like I know it's been invaded by election tourists, redditors and newfags, but simply coming onto this site has to be such a normie filter that the amount of people without adblock have to be less than 1%.
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>>737031339
>MY GAME IS GOOD!
>Literal sidescroller about depression as memed on for the past decade countless times
Make a fucking RTS, or a third person shooter, or a fucking animal-themed game like Deadly Creatures or Maneater.
Make fucking anything except for the laziest indie genre known to man, fucking hell.
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The guy who made the gladiator game We Who Are About To Die made a youtube video explaining a bit how he found success. It was interesting to see how he looked for the best dates to launch. I think he said something about releasing on a saturday because steam employees don't work on sunday and his game stayed on the front page longer.
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firstly you pay e-celebs to stream it (if that sounds cringe consider it's still cheaper than wasting money on something like an ad slot on TGA or probably even any indie showcase, especially if you plan well and try to find smaller ones with friends in high places and hope for a snowball effect)
secondly you don't make a derivative clone of other titles (and I don't just mean "oh it's a metroidvania" this shit reeks of "what if dark souls was cuphead") with AIslop because that's about as much of a turn-off as AAA games making a third person hero/looter shooter with MCU writing
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A game dev I used to be interested in made a game called Magicite. He said that the Yogscast offered to play his game and make a video, but they would get 50% of the game's revenue for that month. Kind of an insane agreement, but he said it was well worth it in the end
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>>737037487
>>737031339
>no-original-thought grunt thinks he can just go through the motions to be a successful project leader
Many such cases
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>>737037302
>Your game is bad, y-your game is bad
>Go back to work and seethe cause you're mad
>I'll go to your page and hit ignore
>Because they way you talk is such a bore
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>>737031339
>Can make literally anything you want
>Your great indie game idea is just mashing up two or more popular existing games with no real regard for cohesion or artistic vision
Can’t tell if this is just laziness or if this guy has genuine aphantasia and is blissfully unaware. Regardless he is in the wrong medium.
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>>737031339
>Bro just open the wallet and ask people to play it
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dekinai
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>>737032984
>most of his game is AI generated btw
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>>737049281
>>737048910
It seems like a good deal to me, any customers they brought in wouldn't have known about the game in the first place and they had a massive following so that amount of sales would have gotten people talking about the game and boosting it, bringing it to more people's eyes. Better than releasing to no one seeing it and dying.
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>>737031339
That’s actually what I am aiming for.
>make game
>drop it off on itch to get buried just to complete a development cycle
>make sure the tags are specific enough that the three fellow autists who will like it in 20 years can find it eventually.
>make next game and repeat