4 minutes ago, Kai Keeper said:Yeah, I can see what you are saying, There is a lot of bad content that is low priced on steam, people won't even want to waste their time checking it out( I don't either).
I always knew marketing is important but honestly I have absolutely no idea how to do it with no budget(okay I'll be honest here, even with a budget I still wouldn't know what to do) I started this project not knowing a lot of stuff, but I managed to do/learn the technical parts to create the game, but when it comes to marketing I feel like I'm completely lost and I feel like it's way over my head...Like do I talk to a publisher or something?
Unfortunately this is one of the major things many indie developers overlook, they're not always viewing the big picture from a business point of view. How do I make money? There is a big difference in just making games as a hobby, and making games for commercial sale. This needs to be decided during the game design part because it will drive a lot of the decisions you make during development, and the quality of work put forth. You also have to work on polishing the overall product before releasing, which means making it the best you can before it hits the store front.
If you look online about all the failed release stories from indie developers you will see some of these examples:
- The game wasn't as interesting as the developer thought
- Missing too many core features expected for the game (such as releasing local mplay instead of online)
- Graphics are sub-par - they give the feeling it's just a hobbyist game
- Story is poorly written
- Game concept is poor
- Zero marketing budget
- Zero following (the developer essentially made the game in the dark, and released it out of the blue)
- Releasing a niche game that has no following
The list goes on... There are no guarantees of success in business.
I personally wouldn't deal with a publisher, but it's an option you can look at. Keep in mind depending on your agreement you will usually lose your ownership of all the intellectual property connected to this game. You also might not even see a dime until all costs have been recouped, and on top of that when it's time to get something if sales are still happening, you will get it from the bottom, not the top. Considering you're new to the game, make sure you get a good lawyer to act on your behalf, otherwise you'll be sent to the cleaners by signing a deal that is not in your favor.
Does your game have any social media linked to it? Website? YouTube channel with a developer VBlog regarding the game and development? These are things you need to have when you're in the development stage to help get that following.
I really cannot offer much in advice as far as free marketing goes because you're already at the release stage. A lot of the strategies I would've suggest wouldn't be as effective now. You can try the growth hacking as cheaper method to marketing your game however.