I'd honestly love some cliff notes or a bulleted list from someone who has actually succeeded, especially if they ( like me ) had no marketing experience beforehand.
I'd honestly love some cliff notes or a bulleted list from someone who has actually succeeded, especially if they ( like me ) had no marketing experience beforehand.
There's a guide that was posted to this subreddit a while ago too, that gives what you are looking for I think. https://www.reddit.com/r/gamedev/comments/m74fcj/guide_to_ma...
It's important that it's authentic though as people can see right through someone's BS. In your situation you were simply playing a game you liked, which is about as authentic as it gets. There are a lot of people out there grinding away at something they don't necessarily enjoy, for the end goal of making money or success, which sounds terrible to me. I'd much rather grind away at something I truly enjoyed and where it's a win/win whether success comes with it or not.
In my younger and very introverted days I accidentally figured this phenom out. I was on a BBS site for a couple years, just hanging out with people with the same interest (motorcycle riding/racing). This led to IRL meetups, which led to me riding for a professional motorcycle racing team, where I lived my dream racing fully built Superbikes for several years. There was some luck involved of course, but it would have never happened if I hadn't participated authentically on some random website.
Since learning this important life lesson I've applied the same philosophy to my professional life. At this point I've had enough "lucky" situations happen where it's affirmed my opinion of statistics at play.
1. Before you start the project, do some research and ask yourself what is unique about your game? Why would someone play it instead of the leading competitor? Don't settle for an idea that doesn't have plausible answers.
2. Build the game really well. REALLY WELL. Amazing artwork, great style, a visual feast. Fun, snappy gameplay. Depth. I'm talking hours of engrossing gameplay. Solid, performant, virtually bug free.
3. Along the way build moments into the game that really stand out, that would look hot in a gif, that would pique someone's interest if they heard about it.
--- most people get it wrong before this point ---
4. OK now you're ready to start marketing to people. It's easy, just tell them about your game. How? Break the game along different dimensions. The story. The game systems. The emotions players will experience. etc. For each of these, break them into smaller blurbs. You now have dozens of things to share, start recording gifs/video/screenshots to support what you've written. Now start posting to social media. If someone finds your Twitter profile and scrolls through, they should come away understanding what your game is and why they want it.
5. Next go to Twitter, Reddit, YouTube, websites, etc. and find the top accounts that cover / discuss games like yours. Follow them. Interact with their posts/communities. Especially keep an eye out for opportunities to share your work with them.
6. Advanced: come up with some marketing moments. E.g. announcing your game with a launch trailer, revealing the release date, releasing a demo, your launch day, etc. Put these all on a calendar. For each date, work backwards ~2 months. Coordinate social media posting, email with press/influencers using those dates.
I apologize if this sounds flippant, but it's really so so so hard to get steps 1-3 right. People delude themselves into thinking they're on the right track simply because making games is incredibly, super hard. It's outrageous how much work it takes to make something at all. But no one cares about that. Another reason I think people fail, myself included, is we tend to make very safe, hackneyed games. How many of us are guilty of making a game set in a vaguely DND/Tolkien world? That's tired. I know someone still manages to beat the odds every year, that's survivorship bias in action. Play with a stacked deck, make something truly original.
A fantastic game doesn't have to be visually stunning to be successful. It helps of course but visuals don't make/break an otherwise fun game. What does matter however is that the visuals need to make sense and be consistent.
You can get away with "ugly" or otherwise unremarkable graphics but inconsistent or confusing visuals will interfere with gameplay and the game will suffer.
Personally, I'm willing to make sacrifices to make games, but I'm not willing to go as far as them.
To be honest, this is really all you need. Now granted, REALLY WELL these days means competing with reputably teams (indie and AAA) with a lot of experience and/or manpower, so we're well past the Cave Story days. But if you spend the time pushing your craft and/or finding like minded people, it's not impossible to just focus on this.
But in terms of budget (time and money), your steps are probably the best to make a "good" game actually sell well. Personally tho I want to really try pushing the envelope with my project one day. One day far into the future after I really learn the 3D art pipeline.
Another idea: Bribe a popular streamer to play your game and tweet about it. I am sure it is common.
It is illegal in the context of radio stations that play music.
Legal in almost every other context; payola is one of the most obviously stupid laws we have.