Sharing indie games is much harder than you might think. Case in point... my technical posts about how to make games at times look more popular than the games I make.
I'll take for granted that few are in it for the money - but do you want players for your games at all? I do!
Finding players for free games online may be no easier than selling games on mobile!
I recently released two games on indie game sites gamejolt and itch.io.
The first game is a multiplayer, toon styled shooting game one month in dev.
The second game is a shortie visual novelette made in a day.
I shared stories using Facebook, Tumblr, DeviantArt and IndieDB. I also release short news on GameJolt (probably a complete waste of time). I considered using social software a la hoot-suite but for now I might stick to posting myself.
I collated traffic sources for itch.io:
Taking this at face value, one may draw a couple of conclusions or at least, ask questions.
Is the shooter worth the effort?
30 days of dev. yields at best the same number of plays as 8 hours!
For now I’ll put this conclusion aside. The shooter got on itch.io on the late, so it would be reasonable to throw gamejolt data in the mix but I can’t think of a clean way to do that.
Also... I have data from the Photon server showing a DAU in the 5-10 range.
Contemplating a synch-ed launch on a bigger site; not expecting conclusive results.
In social mode, users engage with casual games.
I have convergent data (game jolt via google analytics) to back this up - suggesting that social accounts for no more than 12% of plays on the shooting game.
Of course, with this level engagement you don't get any explicit feedback or ratings.
Conclusion?
I don't have one really! Instead, I would ask: how do you share your indie games?
For reference, you can find the games analysed in this article here, on itch.io.
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