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That means a polished game and around 7k wishlists.
There are other ways to get player feedback as well, one example is a free demo.
That means a polished game and around 7k wishlists.
There are other ways to get player feedback as well, one example is a free demo.
And remember, let your publisher earn their share. Don't take an offer you don't like.
And remember, let your publisher earn their share. Don't take an offer you don't like.
You already know your game, but make sure you know how much a game like yours can earn and what your unique selling proposition is.
A publisher likes your game, so be confident in it.
You already know your game, but make sure you know how much a game like yours can earn and what your unique selling proposition is.
A publisher likes your game, so be confident in it.
The name of the first video is "How to Make an Indie Game Trailer" and the second video is named "Top Game Trailer Mistakes and How to Fix Them".
The name of the first video is "How to Make an Indie Game Trailer" and the second video is named "Top Game Trailer Mistakes and How to Fix Them".
Pricing the game too low can also have a bad impact, if your game costs $5 players might think it's just a hobby project and not something serious. That can hurt sales as well.
Pricing the game too low can also have a bad impact, if your game costs $5 players might think it's just a hobby project and not something serious. That can hurt sales as well.
The main reason why you want to start marketing early is to have enough time to collect wishlists and iterate on the game based on playtest feedback.
You can't do everything well in a week before release, nobody can.
The main reason why you want to start marketing early is to have enough time to collect wishlists and iterate on the game based on playtest feedback.
You can't do everything well in a week before release, nobody can.
Especially since it costs money and you can otherwise spend it on a good capsule, assets, etc...
Especially since it costs money and you can otherwise spend it on a good capsule, assets, etc...
Media coverage is huge if you can get it, but if not it's not game over.
Media coverage is huge if you can get it, but if not it's not game over.
For example, you can try and email IGN something like "Hey, I'd like to release my announcement trailer (important) on your channel..."
For example, you can try and email IGN something like "Hey, I'd like to release my announcement trailer (important) on your channel..."
Even if your project doesn't get far because of late marketing, you can always move on with a ton of game dev experience you gained.
On your next project, you will know what goes into marketing and when you should start. That gives you a good chance to succeed!
Even if your project doesn't get far because of late marketing, you can always move on with a ton of game dev experience you gained.
On your next project, you will know what goes into marketing and when you should start. That gives you a good chance to succeed!
I hope this post was useful to you, if you have any questions feel free to reach out!
I hope this post was useful to you, if you have any questions feel free to reach out!
After that, apply for festivals and work on a demo to unlock more marketing options and get feedback.
After that, apply for festivals and work on a demo to unlock more marketing options and get feedback.
Thanks for sharing!
Thanks for sharing!