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(3 edits) (+2)

With regards to the audience: we live in times where you need to pay for people to play your stuff, regardless how good the product is.... in order to build an audience.

The problem here is, that we're catering to each other (content creators), lol... but not to the audience that is stuck at YouTube, Twitter, Steam (or other marketing platforms) , that we can't reach... thanks to Google, facebook, Disney+, Netflix, Crypto, Politics, slide-show channels, unboxers, and other advertisers who pay huge money to get that last bit of audience that is out not looking for mainstream. And even for them it becomes harder and harder

Bottom line, it's not worth thinking about whether you have an audience or not. Do it for yourself, is the best approach

I have recently also created a game, mostly for myself, as I always wanted to play a game that features slightly more advanced opponent multiplayer AI in 6DoF, and there was no other game than Forsaken 64 who featured such. Win win

(+1)

It's occurred to me since I posted that I'm expecting camaraderie  from this video game endeavor. I'm being made to understand that doesn't happen in the indie dev community in a big way. I've been thinking about running Heroscape games in public. I've determined that my main goal in life has been to find friends. I'll keep trying different things to facilitate that.