Something a little bit different for this long overdue update, I thought I'd talk a little about the Greenlight experience as I guess it's going to be relevant to a ton of you guys who haven't done it yet.
Now you'll have read up on it before diving in, there are lot's of great articles out there, and they pretty much go along these lines,
"When we launched on Greenlight we had a nice boost from our 1000 Facebook fans, and then we got featured by RPS and then Jesus returned to earth and mentioned the game, hey presto, we passed through in a week. Oh, and make sure you have a good icon and trailer."
Now I'm going to sound a little butt hurt here, it's unavoidable I think, but I'm not ( Really ). This isn't going to be a "
Why don't people like my game ?" post, as those are just a waste of time, it's more a "
It's fucking hard to get people to even look at your game" post.
I launched early on Greenlight, with hindsight maybe too early, so I didn't have a lot of strong gameplay videos to show never mind something playable I could get played on YouTube. What I did have was a working HTML5 "version" of the game, so I could say "If you like this, imagine it a lot lot better". I hoped that would be enough.
Rob at Miniclip was excellent, when he heard we were on Greenlight he posted a link to it on the games page,
To have one of the largest gaming portals actually link out of their site is so rare.
That generated around 50 views, not votes, just views.
We recently posted Rot to newgrounds, we always do well there, the NG crowd dig our games, and we got front paged...
Ah, turns out we don't always do well there. In fact this is our lowest rated game on there ever. Oh.
From the near 8k views at the time of writing, we've got another 5 Yes votes or so ( On the positive side, no new No votes, so hurray for us ).
Now you can argue that it's different demographics ( I think especially in regards gamers on Miniclip ), that I'm targeting the wrong people, and with a game that wasn't exactly sprayed with love by all who played it. I'm really not hear to argue, there's no argument from my side.
The point of this post isn't all about woe is me, it's to try and add an alternative side to the Greenlight process. You know when you read a postmortem about mobile games, how they got featured on the appStore and really took off, you don't often read about the games that did nothing at all. And that's the vast majority of them.
So my advice, for what it's worth from someone whose game is currently at a 171
If I concentrate really really hard, maybe it'll climb up the charts.
- Don't launch too early. I thought I could plough on with the game whilst it was waiting to pass through GL, but it means you just pressure yourself into always needing something new and shiny to show to keep up the momentum.
- Exposure is good, but it needs to be good exposure. Twitter gives you around a 1:100 click through rate, think of your most popular tweet views then divide that by a 100, that's how much help Twitter is going to be to getting your game out there
- When you first launch you get all those sexy front page views, once they go you need a plan B to bring fresh eyes to it all the time.
And that's it, here's a gif of an exploding barrel to finish off with.