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Game Launch 1 week later...what am I doing wrong?

A topic by LaPointe Joints created Apr 18, 2020 Views: 488 Replies: 12
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Need some assistance here.  I published my first indie game GUNPIG a week ago today, and the response has been, well, abysmal.   94 views and 19 downloads with revenue and sales that are essentially non-existent.  Itch.io was highly recommended by a fellow developer, but (external promotions notwithstanding, and I have been pounding the digital pavement HARD to get the game noticed) the attention to the game has been next to nothing even after following all the the site's best practices.  So, advice from other devs with multiple games or anybody who has seen some success on this site...am I doing something wrong?  Is there a resource that I'm missing, any recommendations to garner more attention?  Am I simply being impatient?  Or is there some other aspect I'm missing?  Any and all info is appreciated...I didn't spend 4 years of weekends and stolen time making this to have it die on the vine.  Thanks. 

https://lapointe-joints.itch.io/gunpig

Moderator(+2)

94 views and 19 downloads in a week, and some actual sales too? Few of my projects even got that kind of attention until this year. You have to keep in mind there's no guarantee. Not even if you market your game aggressively. There's simply no telling what people will like. Or what they'll talk about even if they do like it.

Just to make sure, you are promoting the game outside of Itch, right? You do have a presence elsewhere? Ideally your own site? Itch is the best marketplace... but it's only a marketplace. You can't live in one of those.

Thanks for the reply.  Yes, promoting aggressively, sent review keys out to several suggested indie game review sites.  One thing I have neglected is to create a company site...that'll be up in the next few weeks.

And yes, I'm aware...'build it and they will come' just doesn't apply to game development.  God, Ninja Theory's 'Enslaved' and Ubi's 'Beyond Good and Evil' were largely ignored.  Just trying to establish a baseline for performance of a typical indie game on this platform so I can adjust my plan of attack accordingly.  And even if no one plays the game, I've still made the game I set out to make, and I'm damn proud of it.  However, that's not gonna stop me from pestering the press.  Again, thanks for the wise words!

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Biggest thing I see missing from the online presence of Gunpig is that there is no playable demo. There was a developer I was following that released a game here on Itch a day or two ago -- looked good, nice price point, but there was no demo. People are less likely to buy things if they can't try it first.

Couple o' demo levels, eh?  Right, added to the list.  Thanks for the suggestion!

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When my game Subtext first launched it got like two sales in the first week. I did some advertising (free & paid) and that helped a little, but the biggest source of traffic (which brings people in to this day) was an article someone wrote about it like 8 months after it came out.

I'm not sure what kind of return you were expecting (you're not going to become a millionaire from one shooter on Itch) but don't assume that your first week will be your best one. Two years later and my weekly sales numbers are still better than they were right after launch.

it's very nerve wracking to read this post when i have my first Alpha release after a week.
I will be happy if people comment the game so no millionaire dreams here :D

I feel sorry for the 4 year thing, i will at least test the game out :D

I did check the game site out.
Someone had a good point in this thread.
You should have a demo version, cause for me as a student 8 euro is a lot of money and if i use that amount i would like to know what i'm getting.

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Demo versions should be available within a week or so, Mac and PC.  Never occurred to me to do demos for an indie game, but you're the 4th or 5th person to ask.  This will be a standard going forward for all my game projects unless some technical element prevents it.  Thanks!

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One tiny suggestion: if you have a link to your game in your post it makes it that much easier and likely for someone here to at least view it. Every little bit helps!

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ACK!  My dumbass alert is blinkin' like mad...added a link.  Thanks!

Hello! I'd be really keen to know what other activity you have running in parallel to anything on Itch. How are you leveraging your own studio channels? Where are your cross-promoting? What publications, groups and communities are you introducing your game to? Have you conducted any giveaways? Have you opted into the Itch partner program? Have you blasted out keys via Keymailer? 

As No Time To Play mentions, Itch is just a store here (albeit one with very good community and social integrations). You need to push people here. 

I put together this very top-level marketing support post a while back - perhaps you'll find it helpful. 

If you have specific questions on anything here, I'm always happy to chat and offer specific recommendations :) 

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Can't give a bullet point breakdown, but lemme hit you with a few notes.  Given out a bunch o' keys, hit up Destructoid, Jimquisition (Conrad Z. asked for some updgrades to the game that we're implementing), Canada Game Devs, and Big Red Barrel  (I know one of the lads on the show).  In addition to the news sites I've been getting keys to some friends in the industry and asking 'em to spread the word...can't name names but guys who have a huge following on Twitter and FB for their work in animation and game culture in general.  

 Never even HEARD of Keymailer or the partner program...I'll look into these, and check out your post for more guidance.  This is all super stuff, really helping out.  Thanks!

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