FINALLY done with the first pass of a Mushroom Musume trailer π just passed it to Zao for music and sound... I still need to polish some of it and bug Elita for art (or... simply make the art haha), but the end is in sight...

I like making weird games, cooking, and assorted other funny little hobbies.
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FINALLY done with the first pass of a Mushroom Musume trailer π just passed it to Zao for music and sound... I still need to polish some of it and bug Elita for art (or... simply make the art haha), but the end is in sight...
Omg steam page creation has been a constant thought recently. I am so tempted to use my mock-ups as temporary screenshots and make a steam page with no trailers even when I'm no where near done.
Everyone's saying completely opposing advice. It really makes me feel like I could do whatever I wanted and it wouldn't matter that much until I start more actively promoting it. But having one would at least give me peace of mind of not having one. π
Our Steam page just got approved recently and I realized that my 'omg I need to set up a steam page' panic has now been replaced with 'omg that was literally just step zero and now I have to do like, All The Other Marketing Stuff'. This is torture through and through I think!
It would be interesting to know how important launching with a 'good' steam page is. I know that the day that our page became public it did seem to get some attention... And now that I finally am figuring out how analytics work, I realize that I got almost 100 wishlists with almost no promotion at all π€
I know they say you want your coming soon page up long enough to get a bunch of wishlists (I've heard the exact number range from like 1.5k for weird genres like VNs - 6k for 'normal' games I guess... whatever that means haha) so there's probably some ideal spot on the bell curve of 'not too much effort or delay on the page/trailer, but not too little either'...... there's too much steam strategy haha.
If I wasn't making a game that's like 99% text I absolutely would have just used a short screen recording of the game itself and not messed around in the motion graphics mines for months haha >_<
Congrats on the Steam page approval!! I can definitely imagine it being just the first step haha.
I find it really interesting too. I think the assumption that it gets pushed to some people when it becomes public is probably true, but to what extent I have no idea. And all the information that's readily available seems mostly anecdotal.
I have seen a few devs talk about the ratio of wishlisting turning into sales being quite similar across the time their page was public until release. So even tho it's still anecdotal, I feel someone marketed a bit more after the page went public it would maybe balance out? Ahhhh it's so hard to say haha.
It definitely makes it harder for trailers to have mostly text π
I have no idea what I am going to do once I have to think of a trailer. Another hat to wear for the indie dev. π