I love when game developers write about what worked and what didn’t about marketing their game (commonly called a postmortem.) I don’t care about the size or the scope or the experience of the developer, if they write about their experience, I will read it. I reviewed a bunch of Continue Reading
Who you should follow and talk to on Twitter
For the most part, Twitter will NOT be a major source of wishlists for your game. (see footnote #1). It’s actually more valuable as a Business to Business tool among your fellow indies. It’s LinkedIn for cool-kids. It really is a great place to collaborate with other studios, find out Continue Reading
How many wishlists can you expect when you launch your game’s “coming soon” Steam page
As you know, it is very important to launch your game’s “coming soon” Steam page at least 6 months (even better, 1 year) before your game’s launch so that you can slowly build interest and collect wishlists. When you launch your “coming soon” page you have an excuse to promote Continue Reading
How to find and apply for game festivals in 2022
Festival Planning Currently the number one way to get visibility and wishlists for your Steam game are online, virtual events (aka festivals) that Steam has given prominent featuring. They are the best way (and probably easiest) way to get your game seen by hundreds of thousands of potential buyers. In Continue Reading
The tools I use to run a blog and stream
This is an actual photo of my office and all of the gear that it takes to pull off this blog and my associated videos and talks. So I thought because today is CYBER MONDAY and the holiday season I would deconstruct what is in my office and what tools Continue Reading
What Valve thinks about the future of festivals on Steam a Valve Q&A
Last week Valve Did 2 Q&As. One at DevGAMM (where I also gave a talk) and one at Indie X. Alden Kroll, Kaci Aitchison, and Tom Giardino all represented Valve this time. Here are the questions, their answers, and my commentary. This is not a direct transcription of their quotes Continue Reading
Beta test your marketing
Reddit is hard. You have to get the tone just right otherwise people call you out for self-promo. You also rarely get more than a title and a description to talk about your game. And just having a cool game is not enough – you need a GIF that has Continue Reading
Retention: The most important number you are not paying attention to
The most important thing in marketing your game is actually having a good game. All the promotion (tweeting, streaming, festivals) in the world is worthless if every single person who plays your game is so bored that they switch away or are so frustrated they immediately delete your game from Continue Reading
Don’t build your castle in other people’s kingdoms
In the past couple of months a couple of big social media sites have changed their terms or introduced suspicious paid plans and it has caught content creators off guard. For instance, last week Twitch introduced a new “Boost” program where streamers can pay to get more viewers to see Continue Reading
How Choo-Choo Charles earned 90,000 wishlists in 2 weeks
On the first of October 2021, solo-developer-studio Two Star games posted an announcement trailer for their horror game Choo-Choo Charles (CCC) The trailer, the corresponding tweet, and the tiktok video went thermo-nuclear and Choo-Choo Charles earned over 85,000 wishlists and becoming the #131 most wishlisted upcoming game on Steam by Continue Reading