FREE GAME ICONS |
- FREE GAME ICONS
- I made a spreadsheet to help organize my thoughts/data on marketing pre-launch as an indie dev, and now I'm sharing it with you! Plus a ton of lessons I learned along the way. Hope it helps!
- How to Make Stylized Flat-Color 3D Game Art in One Minute
- If I don't finish my game now, I'll never finish it
- I got to where I am today from hundreds of youtube tutorials, so I figured I'd give back. I present my series on making an MMORTS in unity
- Today was supposed to be GDC Day 1. Until everyone backed out... except for me! I guess that makes me the Keynote Speaker... BOO-YAH!!! I went ahead and gave my talk anyway, it's called "Rethinking Progression in Mobile Puzzle Games", would love your thoughts! Other Devs should post talks too!!
- Localizing Your Indie Game: Crazy Idea or Growth Hack?
- I gave up on programming after my first 30 days. Frankly I never felt like I was smart enough to program anything. Well since covid-19 quarantine I decided to give it a try again. Here is the pre pre pre alpha I made. It's remake of my favorite indie title! It's not much but I'm very proud of it!
- Some things we learned while making our second indie game.
- I wrote a quick article on how to add multiplayer to your indie game in one weekend, and although it sounds like click-bait it kind of isn't.
- File format for game localization
- #30Days30Shaders | Day 02 | Broken TV Screen Shader (Free Download)
- SFML vs SDL in 2020
- The Galaxy shader is simple and great for characters skins, weapons and other assets. Tutorial in comments.
- Unity 2020.1 beta is now available for feedback - Unity Technologies Blog
- Finishing Phase I w/ Announcement - Indie RPG Game Devlog #13
- Looking for UI Game App Designer
- Nikhil Malankar Game Jam - Theme Rescue
- DirectX Developer Day
- A Little Help With Unity?
- Wizards In Training - Behind The Scenes - Basic Combat
- Is there any place that keeps a list of free gamedev art assets?
Posted: 17 Mar 2020 08:20 AM PDT
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Posted: 17 Mar 2020 08:04 AM PDT TL;DR:
IntroFor a tiny bit of background, the last 2 years I've been developing a game that's coming out this week on Steam. We just hit 1,000 wishlists, have around 3,500 people on our Discord server, made a run at Kickstarter, and have tried a ton of different marketing strats (until recently everything we tried was on a $0 marketing budget). Some of this may sound obvious, but each of these things I had to learn painstakingly. Hopefully I can save some other poor indie dev from having to learn these lessons the hard way. Lesson 1 - It's all a numbers game, and the main number is "impressions"During our Kickstarter, I had a ton of stats available, but the one that stood out was the relationship between the following three:
All three were almost perfectly correlated. If we did a big marketing push, we got a proportional bump in donations. It felt obvious in hindsight, but seeing it in action made me realize the true nature of marketing. I thought sales was about your product, but when I thought about sales as a function of impressions everything started lining up. The old adage is that
Until you have hard data, I'd highly recommend using 1% for conversion and click-through rates. The average is 1% for a reason. Don't assume you'll do better until you have the data to support it. That said, the way you can beat these odds is as follows:
Lesson 2 - Sometimes, spending money on ads is worth itSexy as it is to be able to boast success with a $0 marketing budget, not all of us have the time, experience, or graphic design skills necessary to make that happen. Our team was able to get to 3,500 Discord members during our closed and open alphas using a bunch of different marketing pushes, but that doesn't mean we're getting 3500 sales from Discord. So when is it worth it to spend money on ads? Think about it like this: If you want to make 1 sale, how many people do you have to show your game to? Let's go backwards from 1 sale. At a 1% conversion rate, you'll need to get 100 people to click on your page. At a 1% click-through rate, getting 100 people on your page means 10,000 people had the opportunity to click. So 10,000 impressions = 1 sale. BUT, you probably don't want to make just 1 sale. You probably want to make thousands of sales. This means you need to be thinking on a scale of "How do I make tens of millions of impressions?" The fun thing here is that there are no wrong answers, and a tonnn of possibilities. Ads, press, flash mobs, social media campaigns, a viral video, a sick trailer, a feature with a big YouTuber… as long as you get the impressions it's all good. Lesson 3 - Steam will help you, but only if you're already helping yourselfOnce your game is out, Steam's new algorithm seems to reciprocate page views & sales that you generate yourself, upwards of 10x according to one dev on the sub. Our game isn't out yet, and so far they've reciprocated about 0.6x the page views we've generated on our own. Most of the marketing Steam reciprocates with happens only post-launch. I don't have this 100% confirmed since our game isn't out yet and there's not a ton of data I could find about it (plus what data I have found is now a year old), but I've found at least one dev who shared his data. There's also this dev vlog confirming that spending money on ads gave him a proportional boost in Steam's internally generated sales. I'd love more data on this, if anyone here with a game out is willing to share their stats. Quick takeaways on how to determine if an ad is worth doing: Let's say your game is sold at $10. In this case you need to get ~10k impressions for under $6.50 or your ad is losing money (Steam and sales tax mean you don't keep all $10 on a sale). If your conversion and/or click-through rates are better than 1%, you'll need fewer impressions. I've been getting a cost per click on Facebook of ~$0.09, and a cost per click on Twitter of ~$1.80. Seems like Facebook would be better, but Twitter users take clicking on ads much more seriously, so their conversion rate is much higher. In the end for us the cost per conversion is estimated at around $9 for Facebook and $3 for Twitter. If you want to know how to do that math for yourself... Lesson 4 - Data is your friend, or: How I Learned to Stop Worrying and Love the Google Analytics & ExcelLet's talk about making the most of your ads. First, set up a Google Analytics page. It's free, very easy, and there are several guides on how to set it up. It gives you a ton of data, but you generally only need to worry about a few things:
The only other data you need is wishlist data per day. Luckily Steam gives you this info on your Steamworks App Admin page under "Marketing and Visibility". It shows a table with some data, and next to your Wishlists it will give a link saying "(view detailed wishlist breakdown)". Once there, you can export the daily data for whatever time frame you want. Now that we have all this data, you can make a copy of my spreadsheet here and drop your data into each column (or add your own and drag the r2 formula over). It'll auto-fill with useful stuff like how well correlated your ads are with wishlist numbers (a higher number = a better ad). There's also a section on the right where you can determine an estimated cost per conversion as well on an ad, so you can see whether an ad is worth doing. I was going to make a section about reviewing each marketing attempt we did to give a rough overview + insights on them, but this is already SOOOO LONG that I'm gonna save it for another time. Happy to answer any questions, or if anyone has any of their own data to add to the pile I think it would be really helpful! If you're curious about my game, you can check that out to give some context for the numbers I posted earlier. Have a good one! ( ̄︶ ̄)↗ [link] [comments] | ||
How to Make Stylized Flat-Color 3D Game Art in One Minute Posted: 17 Mar 2020 10:26 AM PDT
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If I don't finish my game now, I'll never finish it Posted: 17 Mar 2020 04:51 AM PDT Now please, I'm not saying there are positives to this virus. It's a terrible situation... ...but this has given me time to work full on instead of working on it in short spurts after work or school. So if you're developing a game for awhile, use this time to see if you're really up to finishing it up You don't want to pull a "yandere dev" [link] [comments] | ||
Posted: 17 Mar 2020 11:10 AM PDT
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Posted: 16 Mar 2020 02:23 PM PDT | ||
Localizing Your Indie Game: Crazy Idea or Growth Hack? Posted: 17 Mar 2020 03:33 AM PDT
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Posted: 17 Mar 2020 11:46 AM PDT | ||
Some things we learned while making our second indie game. Posted: 17 Mar 2020 09:25 AM PDT | ||
Posted: 17 Mar 2020 04:37 AM PDT Howdy everyone, I am the lead developer on two small scale game projects for Strangest.io. Two of our indie game projects, Bizzarioware and Underworld, just received updates and both of them included light weight online play (in addition to a number of other things). Our team did a lot of work evaluating the pros and cons of different platforms and eventually settled on using Parsec. There was very, very little information on how to implement Parsec with unity so we decided to write up a quick tutorial on how to add multiplayer to your game using their SDK. We wrote it so that the next team that comes along and wants to add multiplayer to their games will have a way less stressful time than we did. Gamedev is hard and we wanted to give back and make it that much easier if possible. Without further rambling - here is the article: Add multiplayer to your indie game in one weekend or: How I Learned To Stop Worrying And Love Parsec [link] [comments] | ||
File format for game localization Posted: 17 Mar 2020 05:13 AM PDT
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#30Days30Shaders | Day 02 | Broken TV Screen Shader (Free Download) Posted: 17 Mar 2020 06:34 AM PDT
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Posted: 17 Mar 2020 09:37 AM PDT I've been wanting to get into gamedev recently and looked up some frameworks in the langs I know. SDL and SFML seemed to be really the main ones which popped up. Most of the information I could find was from 6+ years ago though, so I don't exactly know what the scenario is now. So I'll ask here, which should I go with, SDL or SFML, I'm using C++. [link] [comments] | ||
Posted: 17 Mar 2020 11:48 AM PDT
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Unity 2020.1 beta is now available for feedback - Unity Technologies Blog Posted: 17 Mar 2020 11:38 AM PDT
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Finishing Phase I w/ Announcement - Indie RPG Game Devlog #13 Posted: 17 Mar 2020 11:14 AM PDT
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Looking for UI Game App Designer Posted: 17 Mar 2020 11:12 AM PDT Hey guys, I am starting a company that makes games for the Android and IOS App Store. We have come up with our first simple idea for a game. We are looking for a talented individual who can design the game UI, to be more specific the buttons and the art. I can't release any further details but if your interested, please DM me personally and we can talk. Thanks, Best Regards, Yash Khaitan [link] [comments] | ||
Nikhil Malankar Game Jam - Theme Rescue Posted: 17 Mar 2020 11:04 AM PDT
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Posted: 17 Mar 2020 10:49 AM PDT We are excited to announce DirectX Developer Day – streaming LIVE on Mixer on March 19 at 10am PST. Join our presenters and engineers as they share the latest and greatest in DirectX graphics development. Bring questions to the chat, our engineers will be online to answer questions! [link] [comments] | ||
Posted: 17 Mar 2020 10:28 AM PDT Hey Everyone, So I'm making a zombie game in the Unity engine and have a UI that is always on screen, that shows how many NPC's are in the map, how many are infected and how many arent. This works perfectly when I play it in the editor, but as soon as I build the game, and test it, the UI doesn't update and it just stays at 0. Can any one suggest any simple things that I could check that I might have overlooked? [link] [comments] | ||
Wizards In Training - Behind The Scenes - Basic Combat Posted: 17 Mar 2020 09:56 AM PDT
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Is there any place that keeps a list of free gamedev art assets? Posted: 17 Mar 2020 09:38 AM PDT Every week there are cool new sprites and sound effects and 3d models. Is a list of all these and others stored anywhere? [link] [comments] |
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