Is there any point?

Discussion and feedback on Construct 2

Post » Wed Jul 13, 2016 4:24 pm

I am wondering, is there any point in buying a license, making a game and publishing it? The fact is, even if it's any good, epople will nto find it. I worry that it would just sit there with less than 100 views forever..
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Post » Wed Jul 13, 2016 6:01 pm

Hmm... You're right!
*Scurries off*
"Okay everyone! Shut it down. Dalzar said no one is going to play your game."
*Hurries back*
Everyone knows it's a big waste of time now, and stopped all their projects. ;)

...

The winky face is because I'm joking.
Be sure to check out my Metroidvania game, A Hole in the Earth
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Post » Wed Jul 13, 2016 6:13 pm

After your game is done you're not even halfway there. Now starts the hard work, promoting your game. It's kind of ignorant to think that uploading an app means a lot of downloads. Here's a few tips.

*Put together a nicely composed e-mail along with press kit containing screenshots, video and link to game.
*Send to magazines, local newspaper, gaming sites, reviwers, editors, youtubers, twitchers etc.
*Be active on social media, engage people.
*Hand out flyers with promo code outside your local supermarket if you have to.
*Attend some games conference or other related gathering to promote your game.

Or hire a PR agency.
Follow my progress on Twitter
or in this thread Archer Devlog
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Post » Wed Jul 13, 2016 6:15 pm

So, there is no point? :)
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Post » Wed Jul 13, 2016 6:21 pm

If you're satisfied and proud that you reached 100 downoads, yeah... if not, get to work, promoting it, and buy the licence. If you don't take promoting your own creation seriously I doubt any customers will either.
Follow my progress on Twitter
or in this thread Archer Devlog
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Post » Wed Jul 13, 2016 6:46 pm

tunepunk wrote:If you're satisfied and proud that you reached 100 downoads, yeah... if not, get to work, promoting it, and buy the licence. If you don't take promoting your own creation seriously I doubt any customers will either.

Some of us don't have the money to splash out on things liek this, especially when it wont lead to anything and it will just be sat with 0 downloads
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Post » Wed Jul 13, 2016 6:57 pm

"*Put together a nicely composed e-mail along with press kit containing screenshots, video and link to game.
*Send to magazines, local newspaper, gaming sites, reviwers, editors, youtubers, twitchers etc.
*Be active on social media, engage people.
*Hand out flyers with promo code outside your local supermarket if you have to."

These things cost nothing to do, except sending it to a newspaper, but you can skip that. I would guess game development is not a path you should consider if you have such a "what does it matter" attitude.
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Post » Wed Jul 13, 2016 7:24 pm

Dalzar wrote:Some of us don't have the money to splash out on things liek this, especially when it wont lead to anything and it will just be sat with 0 downloads


I smell troll, but if you plan on earning any money making games, you're not gonna get far with that attitude. Maybe skip the release part and just make a game for fun and add it to your portfolio when you apply for game dev job.

U think all hobby musicians going to stop play music because they know they never gonna make it a full time job. Do it for the love of it, or don't do it at all.
Follow my progress on Twitter
or in this thread Archer Devlog
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Post » Wed Jul 13, 2016 7:43 pm

It seems like you have already made up your mind, and I don't know if there's much we can say to convince you otherwise.
@tunepunk responded with a great list of things you can, and should, be doing as a game developer; most of them at no cost to you.

It's not the software you use that makes your game popular. It's the ideas and dedication of the developer putting the time in to make a great game that makes it popular.
Be sure to check out my Metroidvania game, A Hole in the Earth
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Post » Wed Jul 13, 2016 9:15 pm

Thank you very much for the replies :D
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