12/17/2022 0 Comments Starmancer musicMaking a game takes time and it's just the 2 of us". Our response is always something along the lines of "We're working really hard on it. Use a negative comment as an opportunity to convince someone else that your game is awesome.įor example, we'll often have people say something like, "This game will never actually come out". Remember, other people will read what you say. You're almost selling your "human-ness" more than the game.īy the way, if someone reacts negatively, don't respond negatively back. Once people start to know you, they'll start to trust you and like you. Use this to your advantage.ĭon't use "PR" style responses when you post and definitely don't use them when you're responding to potential fans. Indie gamers want to interact with a real human. One of the biggest selling points of an indie game is that the developers are normal humans and not just some giant corporate money machine. Anyone who clicks on our profile should instantly understand that it's for some sort of "space" game. You should cater your page for the specific platform. It's not how people become exposed to your game.Ĭreate social media accounts on Twitter, Tumbler, Facebook, Google+, Reddit, and wherever else you think is relevant.īy the way. It's a repository of information about your game that players can go to AFTER they learn about your game. Think of IndieDB as having your own website. The average player does NOT spend their free time looking through random indie games. You may have the best IndieDB page in the world, but do you know who uses IndieDB? Other developers. You have to go where your potential players actually are. This is actually really obvious, but you'd be surprised at how many developers don't do this. Ok, that said, here are some things that we try to do for exposure:ģ.) Consistently post content that people actually want to see Go to the Players If you can gain 100 twitter followers a month, great. Don't expect anyone to care about your game just because you put some sort of effort into actually creating it. Simply having a fun game, or a unique concept is worthless. There are so many games being released every single day. Your primary goal (at all times) should be to gain as much exposure as possible. I think that "exposure" is the better term. Marketing sounds like something that a fancy pants company does. I don't really like the term "marketing". If no one knows about your game, how can they buy it? I'll just share some of the principles that we used in our campaign. I've done no "research" and I don't have any data to back up what I'm saying. I don't feel too comfortable with using other people's content. The game is being published by Chucklefish.I'll primarily be using images from our own Kickstarter. Starmancer also received additional attention at E3 2019, where they showed off the game as part of the Indie Games Show. On April 22, 2019, the game was released into closed alpha for Kickstarter backers and those who pre-ordered via Backerkit. On April 2, 2018, Ominux added an additional programmer to the team, who quietly left the project shortly before E3 2019. Starmancer has been in development for 5 years as of 2020. Starmancer was officially unveiled via Kickstarter on Febru and achieved full funding within three days. Unlike typical colony-management games, Starmancer does not end when all colonists are dead, instead giving the player the ability to create new ones at will. The game emphasizes player freedom, with the main objective of the game being the preservation of the Starmancer Core and station. In Starmancer, the player plays as a Starmancer Core, which is a human- artificial intelligence hybrid who has been irreversibly fused with their core.
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