• simple@lemm.ee
    link
    fedilink
    arrow-up
    73
    arrow-down
    1
    ·
    2 months ago

    Excluding the game name from the title will surely help the developer

    • 🔍🦘🛎@lemmy.world
      link
      fedilink
      arrow-up
      18
      ·
      edit-2
      2 months ago

      Not to diminish the dev, but I did see this promoted in a Steam sale, and with 200+ reviews, that’s not exactly chump change. Also it was released only a week ago. From watching the trailer, that’s more or less the numbers I expect that kind of game to be pulling.

    • Daxtron2@startrek.website
      link
      fedilink
      arrow-up
      16
      ·
      2 months ago

      Its definitely a hard thing for most indie devs to do on their own. Its a totally separate skillset that most of us don’t have but can definitely be learned.

      • Aquila@sh.itjust.works
        link
        fedilink
        arrow-up
        1
        arrow-down
        4
        ·
        2 months ago

        I’m convinced it’s unnecessary if your game is good. Word of mouth is so strong with gamers

          • Aquila@sh.itjust.works
            link
            fedilink
            arrow-up
            1
            arrow-down
            2
            ·
            edit-2
            2 months ago

            There’s no hidden gems in steam. Games sell as well as they should for their quality. There’s margin of error of course like a low quality game sells on the higher end due to good marketing or a high quality game sells low end due to poor marketing.

            Most games are just not great

        • ryathal@sh.itjust.works
          link
          fedilink
          arrow-up
          4
          ·
          2 months ago

          You need to advertise enough to get people playing and talking first. There’s about 50 games pet day released on steam. It’s easy to get Los in the noise.

          • Aquila@sh.itjust.works
            link
            fedilink
            arrow-up
            1
            arrow-down
            1
            ·
            2 months ago

            You 1000% will not get lost in the noise if you put out a helldivers like quality game. There’s nerds everyday combing through steam store looking for the next great games. Helldivers with zero marketing would have made significantly less but still been a resounding commercial success

  • njm1314@lemmy.world
    link
    fedilink
    arrow-up
    16
    ·
    edit-2
    2 months ago

    To go with what a lot of people in here are saying about marketing being a very important aspect, and also point out for Indies it’s continual marketing that’s important. Indies don’t always sell well right away you kind of got to keep pushing at it. Heck the game came out what a week and a half ago? They’re already thrown in the towel?

    Although, after watching the trailer I’m not sure how unique this game really was. Certainly looks like a couple dozen other games I’ve seen come out in the last few years.

  • chonglibloodsport@lemmy.world
    link
    fedilink
    arrow-up
    5
    ·
    2 months ago

    I had actually heard about this game but didn’t pay much attention to it. It’s the first game ever published by Panic. This is a company previously known for exclusively publishing Mac software (mainly general utilities such as text editors, FTP clients, etc). I’m not surprised that the game is selling poorly given their lack of experience with game publishing.

    The game looks very pretty but tactical RPGs are a niche genre. To market this game they need to get out there and get it in front of people who like these sorts of games. That means getting on forums and talking to people as well as sponsoring Twitch streamers who normally play these sorts of games.

    Ever so, it’s a tough gig. I’ve seen streamers and YouTubers cover a lot of these sponsored games and many of them still flop because they just don’t interest the audience very much.

  • zod000@lemmy.ml
    link
    fedilink
    arrow-up
    3
    ·
    2 months ago

    I’ll be honest here, the theme/vibe put me off enough that I never bothered to download the demo. I’ll give it a shot to see if it is as good as the steam reviews are making it out to be, but the devs need to consider than a couple hundred very positive reviews on a platform with many tens of millions of players doesn’t necessarily mean you’ll get financial success. It could be that the unconventional theme/graphics and novel/unfamiliar gameplay can be a tough sell.

  • Charadon@lemmy.sdf.org
    link
    fedilink
    arrow-up
    3
    arrow-down
    9
    ·
    2 months ago

    One thing I haven’t seen mentioned here already, is that the game is only on Steam. Which limits the customer base to Steam, yes it’s a massive audience but they’re missing out on free sales by not listing it on places like GOG, Itch.io, Gamejolt, etc

    • a1studmuffin@aussie.zone
      link
      fedilink
      arrow-up
      10
      arrow-down
      1
      ·
      2 months ago

      The reality is those other platforms won’t make much difference on sales at all, and with a limited indie dev team they’ve made a wise decision to focus on the largest PC storefront.

      It’s the same reason a lot of indies don’t target Linux, the effort vs reward simply doesn’t make sense for small teams. Anyone who says “But Unity and Unreal Engine support Linux! It’s literally two clicks!” has no idea what they’re talking about and hasn’t actually been through the process of releasing a game for multiple platforms.

      • Charadon@lemmy.sdf.org
        link
        fedilink
        arrow-up
        2
        arrow-down
        3
        ·
        2 months ago

        There’s a pretty big difference between “Selling the exact same binaries on different stores” and “Supporting a whole different OS with it’s own alien ecosystem” =P

        In the case of store fronts, we’re talking about more sales (even if it’s extremely low) that literally take 0 effort to do.

        • a1studmuffin@aussie.zone
          link
          fedilink
          arrow-up
          8
          ·
          edit-2
          2 months ago

          No, see you’ve fallen into the exact trap I just described. The “exact same binaries” is not true. The Steam build will have the Steam overlay SDK integrated into it. The GOG build won’t. Each store may require its own SDK and API integrated into the build. But even they were the exact same binaries, you’ve still got to think about QA, build pipelines, storefront configuration (including achievements and online subsystems like leaderboards, parties/lobbies and voice chat, plus collectables and any other bespoke stuff a particular store has) and community management, plus any age ratings and certification/testing each store requires (though PC is usually pretty sparse on this front).

          For small indie teams, all of this can seriously eat away at your time, so it makes sense to limit how many stores you target based on risk vs reward.

          Edit: btw I’m not trying to be a troll, I just know from first-hand experience. I’ve been in the games industry for over two decades and have done everything from AAA to running my own indie studio. Indie development is brutal, you really have to be clever about your time management otherwise your risk of failure skyrockets.

    • cryptiod137@lemmy.world
      link
      fedilink
      arrow-up
      3
      ·
      2 months ago

      Probably close-to-zero direct sales on any platform but Steam. It would at least get there name out there more, which it absolutely not nothing.