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Marketing - How much do you spend and what sort of returns do you get?

A topic by mercstudios created 47 days ago Views: 119 Replies: 3
Viewing posts 1 to 3

I am developing a game at the moment and I am planning on launching it on steam.

Might also do the play store and apple app store as the game runs fine on mobile as well.

How much do you guys spend on marketing and what sort of results do you get, also what tactics, channels, etc do you use.

I pay $0 for marketing. That August 1st -2nd spike was all from reddit, especially r/Gamedeals. The rates come from feedback with feedback. All other stats boost 7d impressions, which make up the long tail to the left. Other things can suddenly lead to spikes, rates, and comments. Some interesting ones are game jams, https://better-itch-search.kalrog.com/,  my profile,  and this one itch.io post (/t/6398595/mnus-three-plus) that gave over 200 views on my games. 

This is with a "normal" amount of followers, (33), and about ~70-150 views and 10-40 plays a day.

https://codergenius72.itch.io/dualspace

Your stats are not normal. You only have feedback from other developers. Not a single regular player commented on the game. That is not unusual for Itch. Actually it is rather normal.

What also is not normal is to have more ratings than followers. Games typically have 5-20 times as much followers than ratings. It gets a bit muddy when devs have several projects and you have about 10 projects. Those other projects kinda look normal. They have 0-2 ratings and comments. Most have 0 comments. 

What is also not normal is to have a game submitted to 14 jams. 

Soooo, maybe not use your game as an example for anything statistical.

The most important thing in marketing is having an interesting game that people are willing to play. I didn't market my first game at all, but itch io seems to like horror games...

Anyways it got 2000+ views and about 0.4 view to download ratio