![]() There have been stories of games being almost completed before getting cut because market conditions changed and the product was no longer viable so spending the marketing dollars would have been pouring more money down the pit. AAA publishers and studios in particular are notorious for continuously testing and cutting game concepts even late into production. So move on to the next thing, and don't invest too heavily in any one idea before testing it. well, the sad truth is it may just not be as amazing for them as it was for you, the one who came up with the idea. So say you're trying to market to FPS fans, and you have this cool new idea for an FPS mechanic, but it's just not resonating with fans. In the context of a game, that likely means not falling too in love with your personal ideas to throw them out if they're not working with your target audience. Well, I'm not an industry insider, but I work in enterprise tech, and the approach many companies use is to actually start with customer requirements as opposed to just making the product and looking for someone to buy it. 90% of marketing is making a game that some specific people will enjoy. What problem you solve for fans of your genre. What you can take from other games as inspiration. Doing research early help figuring out what your game can be like. I know that some people don't like the idea of "making a game around an audience", but it doesn't mean selling your soul. Also art-style and character design (cute boys) is the most important, story second. Then you can search for audience key points: Most of these players are moving to mobile platforms. Once you nailed that, finding "otome" forums is easy. That's a sub-genre of dating sims, or a sub-sub-genre of visual novels. (Example: There's a whole audience of (mostly) adult women who loves to play "otome visual novels", or girl date boys dating sims. Does your game features cute dogs or cats that you can showcase? There's not thousand of ways to figure out those niches, you have to do some research. ![]() Is this something your game can fit in? There's also an audience for "wholesome" games, even more on Switch. For example, roguelikes are popular on Steam/PC, and in general long games with high-replayability. What do you like in it? Do you play other games of the same genre? Look at well-known games, their respective platforms, how similar they're to your game, and how you game can relate to that audience. This is probably what you need to figure out first. I don't really know what other people will like about it Twitter isn't going to be your be-all, end-all of advertising, and it actually represents a fairly small chunk of people worldwide, but people who say that it's all devs and not worth the time just don't know how to use the site to market their game there.įuck, the last time I saw a big post about Twitter being useless, they were lumping in "Twitch Partner" as a disqualifying factor for "Just someone in the games industry" like getting streamers with large enough followings to qualify as a partner interested in your game wasn't going to boost sales if you managed to make a game they found worth streaming. They know their market and run their account in a way that they are aware aligns with the values of said market.They RT fanart, post memes, answer questions, and engage with their market. They interact and make posts that humanize them. ![]() ![]() Their media is full of interesting art and animation WIPs, as well as actual screenshots and short gameplay videos.The banner and profile picture are both art from the game.The elevator pitch is right there in the bio.Some things that are really contributing to the success of that account: They have one other game before this one. ![]() They're not even like, a super established studio. There's no way 26.7k game devs are following that account. Like, here's a really successful account for an indie game in development. That's not even saying that they should be posting ads constantly, but they're not actually curating the content to make sure everything they post aligns with what their market values and helps build hype for their game. If they were making accounts for their games and posting as advertisers, it would be a totally different story. They're making accounts for themselves and posting on these sites as devs and that's why they're getting interest from other devs. It seems to me that they're also just always going about it the wrong way. ![]()
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