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    Thursday, September 9, 2021

    Very ironic - How to market your game on Reddit without marketing it.

    Very ironic - How to market your game on Reddit without marketing it.


    Very ironic - How to market your game on Reddit without marketing it.

    Posted: 09 Sep 2021 08:09 AM PDT

    If you're an indiedev, you already know this: Reddit is a double-edged sword when it comes to marketing your game. Come across as too promotional and you will be slayered by the redditors and thrown in the abyss of downvotes. Do it right and you can get 1K+ upvotes, be applauded, and some people will perhaps check your game and be interested in it.

    This post is inspired by an indiedev Redditor who has utilised Reddit to her advantage really well. ( u/Kitmit13 this post is mainly about your Reddit posts, I hope you don't mind. If you're unhappy about it, I will gladly remove it right away.)

    Despite popular belief, you can still get a lot of visibility in Reddit by posting on non-promo-friendly subreddits. One example that have really stood out to me is Katie from Billie Bust Up, u/Kitmit13. She has done an absolutely fantastic job on Reddit in marketing her game without marketing it. To date, she has 97K karma (59K from posts, 37K from comments). She has 60 posts with more than 100 upvotes. Her Kickstarter campaign last year raised £146K. Over the years, she has really put in the effort to get the word out about Billie Bust Up. Since this post is about Reddit, I want to talk about some of her viral Reddit posts:

    - 102K upvotes on r/aww. She posted a video of her chicken's eggs hatching. Not game-related but incredible! Although this was definitely not intended to market the game, it shows that she knows how to use Reddit. Especially that her game has cute characters in it, surely this post has helped to bring in people from other communities!
    https://www.reddit.com/r/aww/comments/aedwq/my_chicken_just_hatched_out_three_healthy_chicks/

    - 2.8K upvotes on r/gamedev and 876 on r/unrealengine. It was cross-posted. She did a UE4 tutorial for 2D eye material. This is the eye material for the characters in the game, but the post is educational. However, whoever sees this post will naturally learn about Billie Bust Up.
    https://www.reddit.com/r/gamedev/comments/dkl01j/my_2d_eye_material_in_unreal_engine_4/

    - 2.4K in r/gamedev, 2.0K in r/unrealengine and 296 in r/IndieDev, cross-posted with a 6 days gap in between. Absolutely genius! This is a cute post of a physics-based animation plugin for animating a Billie Bust Up charcater.
    https://www.reddit.com/r/gamedev/comments/c49pkz/physics_based_animation_ikinema_plugin/

    - 1.2K in r/furry of a cute juggling axolot video. Not a gamedev subreddit, more like a concept art one. Again, she's reaching out to new audiences without directly promoting the game.
    https://www.reddit.com/r/furry/comments/ln0t6d/cute_juggling_axolotl_art_by_billiebustupme/

    - 1.1K on r/gamedev with the title 'A Guide to Marketing Your Indie Game! How I got 20K Followers on Twitter'. Educational content on a very needed topic. The post contains several links to Billie Bust Up socials. Anyone reading the article would naturally get exposed to the game. This post is actually how I found out about Billie Bust Up.
    https://www.reddit.com/r/gamedev/comments/ligybp/a_guide_to_marketing_your_indie_game_how_i_got/

    In a nutshell, Katie's strategy on Reddit has been:

    1. Being super engaged and having consistency on Reddit. That 37K comments Karma speaks of it.
    2. Crossposting the good posts on 2-3 different subreddits with a slight gap in between.
    3. Posting on wildly different subreddits and reaching out to new audiences through her game's selling points without talking about the game!
    4. Selling her game without selling it by producing beneficial and helpful content that add value to the community. Her best posts were actually the ones that were not directly promotional, but had some sort of added value.
    submitted by /u/seyedhn
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    How we made the fog for Lost in Random

    Posted: 09 Sep 2021 06:53 AM PDT

    I just wrote an article giving an overview of how the fog was implemented for Lost in Random.

    If anyone has any questions here I'll be happy to answer them.

    submitted by /u/Agentlien
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    Music loops for a ethereal / space game

    Posted: 09 Sep 2021 08:51 AM PDT

    Some free hand-drawn RPG monsters and items you can play around with

    Posted: 09 Sep 2021 12:06 AM PDT

    Anatomy of a 3D Model - Technical Art Basics

    Posted: 09 Sep 2021 09:53 AM PDT

    What do you use for game server hosting?

    Posted: 09 Sep 2021 07:39 AM PDT

    Hi folks.

    I've been working on a downhill skateboarding simulator for a few years, and I'm in the process of implementing multiplayer.1

    While the first cut is going to rely on dedicated servers and a server list, eventually I want to do a lobby and/or matchmaking system.

    I would love to hear from anyone who's running a similar multiplayer system. There are quite a few options on the market from cloud providers, IE AWS GameLift, Azure Gaming, Google Cloud Game Servers.

    I'm interested to hear if anyone has made use of those services, and what your experience was like.

    Also, I see that AWS GameLift recommends spot instances in conjunction with running two instances of the game server on separate clusters + a custom UDP load balancing to handle spot instance reclamation. Is anyone aware of a service that implements this out of the box? I'm happy to make my game server deterministic as needed.

    I'd also love to hear from anyone running outside of these managed clouds, especially if you have some form of auto-scaling or load management to enable matchmaking/lobbies.

    For context, I'm using Unity with MLAPI over TCP/UDP. I'm not interested in solutions that require using a dedicated relay like Photon PUN.

    1 Yes, starting with singleplayer and then doing multiplayer is a cardinal sin of game development. Worked for Minecraft though ¯\_(ツ)_/¯

    submitted by /u/Widdershiny
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    Are all UI Programmers called "UI Programmers"?

    Posted: 09 Sep 2021 06:16 AM PDT

    Hey everyone,

    I am looking for UI Programmers for one of the studios I am working for and while there does seem to be a few out there but this is a specialism that seems rarer than others. Are UI programmers hidden under a different title? I have found a lot of Gameplay Programmers that also work on UI.

    Any help would be appreciated :)

    submitted by /u/DanielJEG
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    How do you call those inward animated arrows in RTS games when you right click for movement ?

    Posted: 09 Sep 2021 10:01 AM PDT

    As the title mentions, how do you call those inward animated arrows in RTS games when you right click for movement ?

    Moreover, if anyone has any asset related to it it would be wonderful !

    Since english isn't my native language I have some trouble finding the correct terms :(

    Thanks for your help !

    submitted by /u/Aisuko
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    Early Access for linear, story-driven games? (2021)

    Posted: 09 Sep 2021 07:01 AM PDT

    There was a thread about this topic 6 years ago. I think the situation of Steam has changed significantly since then, so I'd like to know if any of you saw examples that succeeded (or failed) doing early access as a story-driven game.

    Personally, I am considering releasing a 3-4 hours narrative game. My idea is to split the game into 2 or 3 episodes and release the first episode as early access and do several updates before releasing the full version. Would this strategy work? Most of the opinions I see online are "No, it won't work", but I saw some adventure games doing Early access on Steam with good reviews, so I was thinking there might be a chance with this approach.

    Thoughts?

    submitted by /u/daigo-chan
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    Do you know any games with a similar combat style?

    Posted: 09 Sep 2021 04:27 AM PDT

    Breaking down player choices in our branching narrative horror game

    Posted: 09 Sep 2021 06:59 AM PDT

    How do I learn C# ?

    Posted: 09 Sep 2021 11:43 AM PDT

    I am 15 yrs old and I dont have any knowledge about this porgramming language other than what are variables... not much. I was told that i can learn by memorizing something but i dont have the self control to memorize for hours and if I do i then forget everyting...

    submitted by /u/AliTechMemes
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    Bugsnax developer Young Horses move to four-day workweek

    Posted: 09 Sep 2021 08:30 AM PDT

    How I got my first indie game on PlayStation 5 and Nintendo Switch

    Posted: 08 Sep 2021 03:04 PM PDT

    Releasing my indie game on the PlayStation & Nintendo consoles has always been a dream of mine. A dream I thought would never come true. But tomorrow 9th September 2021 those dreams will turn into a reality as GLO releases on the PS4, PS5 & Nintendo Switch.

    Becoming An Indie Developer

    The decision to become an indie developer is one that happened suddenly in early 2017. After decades of feeling like being a game developer was about as possible as becoming an astronaut. One day, after my wife got a new laptop, I installed Android Studio and started playing around with the idea of making an Android App.

    After about a month of playing around and checking out YouTube tutorials I'd created my first video game, Cute Cat Splat. A fun little game inspired by Flappy Bird, which saw you as a cat running through gardens trying to avoid fences. Throw in some catnip to the mix and it was a fun little game that surprised my family and friends.

    Making my First Indie Game

    Off the back of Cute Cat Splat, realising that making my own games was possible. And most importantly that people would enjoy them. I decided to take the next step into the world of Steam and PC Indie Games. Around this time I was listening to countless indie game development podcasts and watching pretty much every GDC conference in existence. This saturation of information had my brain flowing with the ideas and possibilities of creating my own indie game.

    I had the idea for a game, a platformer with the twist being that you couldn't see the platforms. I'd decided on my weapon of choice, GameMaker Studio 2.0. So that weekend I went about making a prototype. By Monday I was certain. I am going to make this game and I am going to do it in 3 months. A short timescale and hefty challenge, but one I achieved none the less.

    Releasing My Indie Game

    Three months later and GLO was released on Steam, October 27th 2017. Throughout those three months something amazing happened. I was posting so regularly about my progress and building up a little community that I started to get noticed. I was invited to showcase GLO and the Manchester Play Expo and the Intel Buzz Workshop in London. It was at this point I really started to feel confident as an indie game developer. It was time to set my next targets.

    Nintendo Switch, PlayStation & Xbox

    After releasing GLO on Steam, I immediately started work on my next indie game Gym Empire. However, this was not the end of the story for GLO. I always believed GLO would be a perfect fit for console gaming. A belief which was confirmed by many comments from players and the community.

    Full of confidence I approached Nintendo, Microsoft and Sony about releasing GLO on their respective consoles. I knew it would be a stretch as I was an unknown solo indie developer. Also, for as strong as GLO's gameplay is, it's a difficult game to showcase through screenshots and trailers.

    Unfortunately, as I feared, Nintendo, Microsoft and Sony turned down GLO.

    Indie Game Success Is About Persistence

    Over the next 2 years I continued development of Gym Empire, building a strong community and put a lot of effort into building the Chronik Spartan YouTube channel. Throughout creating content for the YouTube channel I started to put a lot of focus on building my PlayStation Vita collection and creating episodes around the PlayStation Vita, one of my favorite consoles. It was on this journey that I found myself looking at new releases on the Eastasiasoft website. Where I came across a section to Publish Your Game. This instantly got me thinking, could this be the way to get GLO on consoles?

    To cut a long story short, I reached out to Eastasiasoft about publishing GLO. They loved the idea and 5 months later GLO is about to release on the PlayStation 4, PlayStation 5 and Nintendo Switch on September 9th 2021. Finally making my dreams a reality.

    Releasing My Indie Game On Consoles

    Even now as I'm writing this, I still haven't fully comprehended what's really happening. It still feels like it's not real. Like I'm going to wake up and realise that game development is still some impossible to reach aspiration. But it's very much real. GLO has appeared in the Eastasiasoft End Of Summer Showcase, the trailer is out and the store listings are up for PSN and Nintendo eShop. This is really happening!

    But it wouldn't have happened if I hadn't 100% believed in GLO. Knowing that it is a great game, worthy of consoles even after the initial rejections. Knowing that to achieve your dreams you have to keep pushing. Finding every opportunity and bridging every gap to ensure I wasn't just an unknown solo indie developer.

    My dream is becoming a reality, but this is only the start. The door has only just opened to a world of game development. And that door is there for you too…

    submitted by /u/stavrospilatis
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    How To Make A Multiplayer Game In Unity 2021.1 - Variable Permissions

    Posted: 09 Sep 2021 06:08 AM PDT

    Any good sales breakdowns for VR games?

    Posted: 08 Sep 2021 10:03 PM PDT

    It seems very difficult to find any sales breakdowns for VR titles. I'm really curious to see how they sell compared to traditional 2D indie games. It would also be insightful to see how games perform across the different VR stores (Oculus, Steam, Playstation Store).

    Are there any examples of developers talking about this?

    submitted by /u/-Sploosh-
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    How do i simulate an entire galaxy like Elite Dangerous?

    Posted: 09 Sep 2021 11:39 AM PDT

    The title is pretty self explanatory... I want to make an open world game not as big as Elite but pretty big and I odnt know how to simulate all this

    submitted by /u/AliTechMemes
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    Planning your game/ Setting up a goal

    Posted: 09 Sep 2021 11:01 AM PDT

    I have been making games for about 2 years now but has never released a single one of them. After multiple prototypes and failures I have understood that I am really shit at making a solid plan.

    Do you guys have any tips or pointers on how people should plan the development of their game?

    submitted by /u/ContractWithDemon
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    Designing shooter/movement systems that feel "good"

    Posted: 09 Sep 2021 05:01 AM PDT

    How do you go about designing a good shooting system and all things that directly relate to it like physics, feedback and so forth. What parameters to consider. Should it be based on projectiles or hit scans?

    I don't play a lot of such games so it doesn't feel very intuitive to me.

    Last thing I want to do is just slightly alter a marketplace mediocre system or poorly imitate a masterfully crafted reference with insanely high budget.

    Any design documents or anything that could help would be much appreciated.

    submitted by /u/TarkinsBlueSlippers
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    Hello Community, I am Dhiraj Sai, Studying Bsc Honors in Game Development I have created a Club In Clubhouse App, If anyone interested please join in the club, we can share our experiences on Game Engines, Art, Level Design etc, Link -

    Posted: 09 Sep 2021 10:37 AM PDT

    How can I start working in game development? UK based.

    Posted: 09 Sep 2021 10:27 AM PDT

    So I've been teaching myself C# and I've been using Unity to make games. I would really love to work in this industry but I'm not sure what the best path is. Should I just crack and and hope one of my games take off or maybe try looking for an apprenticeship? University is a no go. Any advice?

    submitted by /u/LemonkinUVR
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    Having a sale with a lower percent than on earlier sales/historical low?

    Posted: 09 Sep 2021 03:48 AM PDT

    Hi guys!

    Do you have any experience about having a sale with a lower percent than on earlier sales?
    Like last time it was 20% but this time it's just 10%.

    Is it much less popular?
    Because I would guess that most people would see/remember that it was already on sale for -20% earlier.
    So they know that they just have to wait, pretty soon it will be that cheap again.

    Do you have any good articles about discounts?
    Like should I have lower discounts (let's say X) throughout the year, but for example Winter and Summer sales should be X+10? And then next year increase the discounts all together by 5-10 for example?

    Thanks in advance!

    submitted by /u/udvaritibor95
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    Deep Dive: Yarn Spinner, a tool for creating interactive dialogue

    Posted: 08 Sep 2021 06:12 PM PDT

    Unity scene gone

    Posted: 09 Sep 2021 09:04 AM PDT

    When I opened Unity all of my assets where still there but my scene is gone. There is nothing in the hierarchy. I already opened the project so I dont see anything in the temp file. Any way I can fix this?

    submitted by /u/Lil_Goatmilk
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