Indie Game Launch FAILS Badly ( My Response / Analysis )
TLDRThe video script discusses a game developer's plight after their game, 'Dirge', suffered a poor launch despite significant investment and positive pre-launch feedback. The developer seeks community advice on Reddit, prompting the video creator to analyze possible reasons for the failure, such as high price point, early access status, multiplayer-only design, and potentially subpar 3D models. The video underscores the importance of breaking out of delusion bubbles and being prepared for setbacks in the gaming industry.
Takeaways
- ๐ข A game developer shared their disappointing launch experience on Reddit, seeking advice after spending four years and significant funds on their game.
- ๐ The game had a very poor sales performance, with only 579 gross and 335 net dollars earned after a week, which was a shock to the developers.
- ๐ค The developer questioned the effectiveness of their marketing efforts, despite having a strong social media presence and spending on ads, as well as a large number of wish lists.
- ๐ฃ๏ธ The developer expressed the need for honest feedback, suspecting they might have been surrounded by people-pleasers who didn't provide accurate assessments of the game.
- ๐ข The game had an unusually high return and refund rate, with 40% of copies sold being requested for return, which raised concerns about the game's reception.
- ๐ The conversion rate from wish lists to sales was extremely low, with only two sales from 2,300 wish lists, indicating a significant issue with the game's appeal or marketing.
- ๐ฌ The developer received negative reviews, some of which were off-topic or from users known for leaving negative feedback, which may not reflect the game's actual quality.
- ๐ฐ The game was priced at a high point, which could have deterred potential buyers, especially considering it was in early access and had multiplayer-only features.
- ๐๏ธ The video creator empathized with the developers, acknowledging the hard work and dedication that went into the game despite the poor outcome.
- ๐ The video creator suggested that the price point, early access status, multiplayer focus, and possibly the quality of 3D models might have contributed to the game's failure.
- ๐ The video creator encouraged developers to seek unbiased feedback and be prepared for the possibility of financial failure while pursuing their passion in game development.
Q & A
What was the main issue faced by the game developer mentioned in the video?
-The game developer faced a significant issue with the launch of their game. Despite having a high number of wish lists and spending a considerable amount on development and marketing, the game did not sell well, leading to a financial loss and disappointment.
How much money did the developer spend on their game's development and marketing?
-The developer spent nearly ten thousand dollars of their own money on assets, music, contractors, marketing, and legal fees.
What was the developer's marketing strategy according to the script?
-The developer's marketing strategy included spending nearly one thousand dollars on ads on Facebook and Instagram, engaging with the community through social media accounts, and having a Discord server with over 100 people.
What was the conversion rate of wish lists to sales after the game's launch?
-The conversion rate was extremely low, with only two sales from 2,300 wish lists, which is less than one percent.
What were some of the developer's questions to the community in their plea for help?
-The developer asked if a 40 percent return rate was normal, why the conversion rate from wish lists to sales was so low, and whether the negative reviews were justified given the quality of their game.
Why did the video creator feel that the developer's game might not have been well-received?
-The video creator suggested that factors such as a high price point, the game being in early access, the game being multiplayer-only, and possibly subpar 3D models and lighting could have contributed to the poor reception.
What advice does the video creator give to game developers about feedback and expectations?
-The video creator advises game developers to seek honest feedback, even if it's harsh, and to be aware of the potential for an 'echo chamber' where only positive feedback is received from friends and family.
What is the significance of the game being in 'early access' according to the video?
-Being in early access means the game is incomplete and still in development. This can deter potential buyers who are reluctant to purchase a game that is not yet fully finished.
How does the video creator analyze the game's store page and what issues does he identify?
-The video creator identifies issues such as a grammatical error in the game's description, possibly subpar 3D models and lighting, and a high price point compared to other similar games.
What are some of the lessons that the video creator suggests can be learned from this situation?
-The video creator suggests that developers should be prepared for setbacks, ensure they are passionate about their work regardless of financial return, and be mindful of factors like price point, game completion status, and the quality of their game's presentation.
Outlines
๐ข Developer's Launch Failure and Community Plea
The video discusses the unfortunate launch of a game by a small team that spent four years and thousands of dollars on development. Despite positive feedback from testers and streamers, the game's release was a failure, leading to a plea for help on Reddit. The developer spent on assets, music, marketing, and legal aspects but faced abysmal sales, with only 579 gross and 335 net due to taxes and fees. The video aims to analyze the situation to help understand what went wrong and possibly assist the developer.
๐ Analyzing the Sales Conversion Issue
This paragraph delves into the alarmingly low conversion rate from wish lists to sales, highlighting the disparity between the 2,300 wish lists and the mere two sales made. It suggests that factors other than just having a wish list are crucial for a successful launch. The video creator empathizes with the developer's situation and begins to explore potential reasons for the poor sales, including the possibility of an echo chamber effect where only positive feedback was received, potentially obscuring the hard truth about the game's reception.
๐ฎ First Impressions and Game Presentation
The video script critiques the game's presentation, noting grammatical issues in the game description and concerns about the 3D models and lighting that may give an impression of an 'asset flip' game. It emphasizes the importance of avoiding the uncanny valley in character design and the challenges of creating realistic 3D games on a limited budget. The game's dark setting and the need for friends to play together are also discussed as potential barriers to purchase.
๐ฐ Pricing Strategy and Market Comparison
The paragraph examines the game's price point, suggesting it may be too high for what is offered, especially considering the game is in early access. It compares the game's price to other successful titles and points out that the cost could be a significant factor in the low sales. The video creator also discusses the importance of having a single-player mode and the challenges of selling a multiplayer-only game, especially when it requires multiple friends to invest in the game.
๐ The Impact of Launch Strategy and Market Perception
This section of the script discusses the game's early access status, the potential association with other games, and the importance of a game's first impression. It mentions the negative reviews and the comparison to 'Murdered: Soul Suspects,' suggesting that the disparity in quality might be off-putting for potential buyers. The video creator also speculates on the collective impact of various factors such as price, multiplayer focus, early access status, and the quality of 3D models on the game's reception.
๐ The Reality of Game Development and Passion Projects
The final paragraph reflects on the harsh realities of the game development industry, the importance of being prepared for financial setbacks, and the necessity of pursuing projects out of passion rather than solely for financial gain. It praises the courage of the developer for seeking feedback and discusses the importance of learning from failures. The video ends with a call to support the channel and a reminder to consider the lessons learned for one's own projects.
Mindmap
Keywords
๐กGame Developer
๐กLaunch
๐กCommunity
๐กMarketing
๐กWish Lists
๐กEarly Access
๐กPrice Point
๐กMultiplayer
๐กReviews
๐กDelusion
๐กUncanny Valley
Highlights
A game developer launched a game after four years of work and a significant financial investment, but it had a poor launch and they sought community feedback on Reddit.
The game had 2,300 wish lists at launch but only converted two sales, indicating a very low conversion rate.
The developer spent nearly $10,000 on assets, music, contractors, marketing, and legal, but only made $335 net after taxes and fees.
The game received mostly negative reviews, some of which were off-topic and remained on Steam despite being reported.
The developer questioned the high rate of refunds (40% of sales) and the low conversion of wish lists to sales.
The game is an asymmetric, up to four versus one survival horror, set in the post-war era with paranormal investigators hunting dark entities.
The game's description on the store page has grammatical issues, which could negatively impact the first impression.
The game's 3D models and lighting might not be up to the standards expected by players, potentially contributing to the poor reception.
The game is in early access, which might deter some players from purchasing due to the incomplete state.
The game's price point of $32 USD is considered high, especially for an early access game, which could be a major factor in the low sales.
The game requires multiple friends to play, which could be a hard sell given the price and the need for all to spend money to play together.
The game's dark visuals and reliance on flashlights might not appeal to all players, affecting its marketability.
The developer's reliance on positive feedback from friends and family might have led to an unrealistic expectation of the game's quality and reception.
The developer's experience highlights the importance of being prepared for potential failures and setbacks in game development.
The developer's courage in seeking feedback and being open about their situation is commended and can serve as a learning opportunity for others.
The video suggests that the main factor contributing to the poor launch might be the high price point, suggesting a lower launch price could have led to better results.
The video concludes by emphasizing the need for passion and preparedness for financial setbacks in the game development industry.
Transcripts
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