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(+1)

Yeah my game, Nepenthe, is having a rough time of it too.

(1 edit) (+3)

Not too sure if we're comparing apples to apples, here. You are selling a game for $5 that isn't even out. No screenshots, no game-play videos, just a vague description of what it might be, sometime in the future.  The music is nice, but I would be impressed if you made money off something that doesn't appear to be anything, yet. 

On the other hand, I'm giving away, for free, today, games that can be downloaded and played right now. The two games are well documented and cost the end user nothing.

Your right.

(1 edit)

Funny you mentioned that.

My game Maze Qore Arena was suppose to sell for $5 and yet zero purchases last week. Most who saw my game claimed it was great, but still refused to buy it. When i finally received some meaningful criticism, I decided to make it PWYW for any better luck, didn't do a damn thing. So I am stumped and screwed it seems. More depression to my self-esteem.

Just trying to find what I am doing wrong so I can get some money and publicity.

(+3)

I haven't played your game, so I'm going to base my critique on the video and itch.io page.

Your game has a very early 2000s shareware vibe, and you could stand to lean into that a bit more, look up promotional copy from games of the time for ideas maybe.

Also, all the trailer tells me about your game is that it's a twin stick shooter. Consider your game next to others of the same genre. What does Maze Quore do better than Nuclear Throne or Thoth? Or like, Smash TV? Make the video about those things.

Also also, temper your expectations. More videogames were made last year than between 2006 and 2014. The audience is spread a lot thinner than it used to be, and a lot of finding your players is luck and hustle. Make yourself prolific, release a lot of small projects, or collaborate with people more popular than you. 

I hope that helps.