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EwanG | 1 year ago

Having done a couple indie games myself over the years, I think you're addressing many of the pain points of building such a game. However the REAL problem as an indie gamer is getting a marketing/get-the-word-out campaign such that said game produces enough income to cover the cost of making it.

Will you be adding a "marketing" add-on to this to help developers actually get their games noticed and played?

discuss

order

FredrikNoren|1 year ago

So far we've focused 100% on the creation side of things, but we're absolutely interested in helping people on the marketing side too.

Something we've discussed here is; since it's an online platform, could it be possible for creators to form communities around their games as they are being built (even more than now), with perhaps features to engage your community around what you create (imagine that your players can comment on things in the game as they play test it, for instance). This is quite speculative for now, but it's something we're interested in exploring.

intended|1 year ago

Same issue - who is going to play it?

There are many indie games that never got made, lots of iterations of the current hotness (the Vampire survivors era may almost be over?)

People still play CS:GO. People still play The Sims. There are an infinite number of alternatives.

Professional game devs will talk about marketing because thats the problem when it comes to selling games.

The alternative is to make game creation fun - which then gets you to Roblox territory. Have people make games and share them quickly with each other.

omneity|1 year ago

Marketing is hardly something that can be done via an "add-on" or some mechanical approach.

It's more of a mindset, getting yourself and what you're working on known is something you need to do throughout the entire process, before, during and after the release of a game.