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No-one cares about my game

A topic by Nulisar created Apr 14, 2023 Views: 6,376 Replies: 80
Viewing posts 21 to 29 of 29 · Previous page · First page
(2 edits) (+1)

One answer: game jams, events when you squeeze a game out of sleep-weary eyelids in 48~72 hours. 

Big yearly ones such as GMTK have thousands of entries. Hundreds of people get to play your game when they rate it. If your game gets the highest ratings, it's permanently displayed on the jam results page. Even if it doesn't, you get to improve your gamedev skills, get useful feedback from other game developers, and get a prototype out extremely quickly. Big indie titles such as Celeste and Baba Is You were first made for jams. 

Check out the itch.io jams page to find jams you'd like to participate in. I'd personally recommend starting with Mini Jam, which runs for 72 hours every two weeks. Here's a video on participating in game jams.

Your project seems to have a really large scope, and a jam would help to limit that so the core mechanic of the game is made as fun as possible.

Ofc don't underestimate the cost to your sleep schedule and sanity, but as someone who has made 10 games for jams I don't regret signing up for them.

If you want more views try making small quality games (or downscaling your games to micro games) 

If you make smaller games you won't feel like you've lost time when you deem it a failure and making a smaller project can teach you so much more about development. 

I feel the same way. It's not your fault. Even if you put in lots of time and effort into your game, its most likely not going to get recognized. It's mostly luck, but it's also just how things are in the current climate. People only want to play certain types of games. New or innovative games might get passed up for games that a proven to be more popular. I hope that your game gets the recognition it deserves. Best of luck.

as with any art, you’re not gonna make it ever. i’ve accepted that fact. it isn’t even that big of a pill to swallow.

It's kinda expected tbh. You have to go into making games with the expectation that it'll probably not get much attention. So when it does, you're pleasantly surprised. And if it doesn't, well you were prepared for that outcome so the disappointment is more manageable.

Just never give up. My first game took almost 2 years to even get to 280 downloads. My newest one got to that amount in just over a month.

It'll get easier the more you try.

"Be true to your work, and your work will be true to you." ~ Charles Pratt.

Not just fancy words. While I am bringing up my own ala mater's motto into this discussion, there is a message that resonates with me to this very day since I walked out of that school with my BFA that should resonate with you.

You shouldn't have to be down on yourself because no one is following you right from the get go.  The more important thing you need to recognize is that you need to make your work, no matter if it's art, a game, a book, a song, or a 3D model. Whatever it is you're working on. As long as your making the work then the rest will come naturally and the more people are likely going to follow you.

Don't be one of those people who seeks fame for what you do. I get your struggle, but the more you interact with people like a normal person and build on those relationships the more likely that you will improve your chances of getting people to recognize you. Might take a while, but it will serve you more in the long run.

"I get your struggle, but the more you interact with people like a normal person and build on those relationships the more likely that you will improve your chances of getting people to recognize you."

Yep, totally agree! Exactly what I'm trying to do every day I can. 

(2 edits) (+3)

"If you believe that your work has potential to be great, then it's already great."  ~ Me

I heavily relate to your problem, like lots of other people here. I was concerned when my game didn't get lots of views and comments within the first day of release. I tried to look for answers on how to get it out there, and I couldn't find many helpful tips.

So I decided: If I want this community to notice me, I have to notice it first.

So now I'm spending most of my time going around and giving people feedback on their work, following them, trying their games, rating, and being as helpful as I can, because what else can I do? I refresh my analytics page every day, several times a day; Some days are slow, some days are good. Sometimes I get only two views overnight, and sometimes I get 12 views and a download overnight (last night). It's all part of the process.

Two weeks into release and I stand at 228 views and 53 downloads (some of which were technically me because of testing). Still got a ways to go...

(1 edit)

That is exactly what I do! I released my game yesterday and I have 33 browser plays now.

(+1)

Yep, that's the right idea!

I was going to play your game earlier and give feedback but I had to leave, but now I'm back and I'll be giving it a shot soon :)

just make coomer games and you'll get a bunch of click in a secound. (if you need a easy mode off course)

if not because you have dignity, maybe the illoominati leader named pewdiepie can help.


idk im at the same boat m8

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Your projects basically look like prototypes that's why nobody cares, people only look at eye-candies, they always will judge the book first. It's a matter of the audience's psychology.

(+1)

Do you realize you just replied to a post that's 3 years old?

i know just wanna say something, are you a mod?

Moderator(+3)

No, but hechelion helps around a lot, unofficially, and thread necromancy is generally frowned upon in forum netiquette.

Viewing posts 21 to 29 of 29 · Previous page · First page