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actual play video would go farther. I also recommend that if you are going to start promoting a game that you post in a number of places; There are a bunch of s
by ygjb 6y ago
actual play video would go farther.
I also recommend that if you are going to start promoting a game that you post in a number of places; There are a bunch of subreddits that are great for that https://www.reddit.com/r/gamedev/ https://www.reddit.com/r/gamedev/ and https://www.reddit.com/r/IndieDev/ https://www.reddit.com/r/IndieDev/ are two that come to mind.
One of your goals should be to solicit feedback and start to grow a community around your game where you can quickly solicit feedback through both videos, and playable prototypes of new features. I haven't watched your devlog yet, but if you are amenable to creating that kind of content, get a patreon going and build from that :)
Building community pathways and winning support from your players are the "diversify your portfolio" of indie game dev (and something I would be doing if I didn't have a demanding day job :P )
- atum47 6y agothat's a good feedback, thanks I've been trying to grow a community around the game, but haven't being successful yet. I love HN cause I always get really good advice here. The last time I was here with a game (Qubes) I end up publishing it for free on itchio. This time I feel I can make some money out of it (without each player spending a great amount)
- ygjb 6y agoOh snap! that's a fun little game and I didn't make the connection, my kids like it! It's exactly the kind of game that you should polish, and make available for people to pay for to support you. Whether it's ko-fi, buymeacoffee, patreon, or just a paypal donation button - monetize that stuff. I can certainly say that something that keeps my kids entertained for a couple of hours during COVID is worth a few bucks to me :D