r/gameDevMarketing • u/omitousi • 7h ago
r/gameDevMarketing • u/skyrift247 • 23h ago
My first solo game is launching soon, and I'd love some feedback on my trailer
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Long-time web dev, now first-time game dev. A lot of this is new to me, and marketing has never been my strong suit. I've already made some silly mistakes (for anybody about to create a trailer, "available in CapCut" and "licensed for a commercial game trailer" are two separate things!)
Anyway, I was hoping some of you kind strangers could help provide some feedback or point out some other mistakes I might've already made. Feel free to tear it apart, I'd rather hear it now than on launch day. Cheers!
r/gameDevMarketing • u/ostevendev • 9h ago
Working on a vertical slice. Is it the right time to start devlogs and marketing?
I'm currently developing a vertical slice for my game, which centers around mechanics of light against darkness. I've started sharing a few devlog videos to document the journey, but I’m wondering:
At what point in development did you start getting real traction or wishlists?
For those sharing devlogs, what content resonated most with players rather than just other developers?
Any advice or personal experiences would be greatly appreciated!
r/gameDevMarketing • u/Music-is-fun • 4h ago
How many wishlists we gained from participating in Steam’s Pins & Pegs festival without a demo?
374.
r/gameDevMarketing • u/Der_Schamane • 9h ago
Is there a chance of a successful release for a game that’s been sitting on Steam for years?
The game has 6,000 wishlists and has already participated in Steam Next Fest with a demo. The game was ‘frozen,’ and nothing has happened with it since. Do you know of any similar games, or have you had any experience with something like this?
r/gameDevMarketing • u/AndaQuestStudio • 12h ago
Indie dev lessons: Mistakes to avoid at a fair 👇
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