Star Nomad 2 on Steam, iOS & Android!

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Post » Wed Sep 16, 2015 11:02 am

Silverforce wrote:
Do you consider games like Battlefield the same as Counter Strike?


You got legit point there... mine bad (never followed that genre).
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Post » Wed Sep 16, 2015 11:09 am

cybernetically transcended yyyeaah!
beautiful project. tried to thumb u up but my account on steam dosnt meet some shit requirements or something (yeah just created it). as soon as shit requirements are met i will tho
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Post » Wed Sep 16, 2015 3:11 pm

Sadly I still suck at promotion/marketing so its limited to a few posts on gaming forums and that's it. See how it goes, whether a good game can market itself or $$ for marketing is a must...


Even the best game won't sell if people don't know about it.

Having said that, personally I'm a bit wary of spending too much on marketing. We've tried it a few times - through a PR company and directly with major gaming sites - spending several thousand dollars each time and it's not really been worth it as we were lucky to break even.

I think the Kickstarter is definitely a good idea, but would suggest including some lower value pledges e.g. $1 = A thank you from the developer, $5 = A copy of Star Nomad 1, etc.

The best marketing we've had was being visible on Steam's front page, although that's post Greenlight and for us was mainly on initial release and releasing expansion packs so while "free" did take some work and persuasion with Steam. Opting into the Weeklong Deals and Recently Updated got some exposure/sales as well, so you could try those out for Star Nomad 1, which will also give exposure to Star Nomad 2.

Steam Curators are another way to get exposure. A kind word and a free Steam key to any relevant curator should hopefully get you a few reviews. One curator you might consider contacting is Space Game Junkie, you could give them a key for Star Nomad 1 and mention the Greenlight and Kickstarter campaigns for Star Nomad 2.
Find all the Construct 2 games that were on Steam Greenlight here
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Post » Thu Sep 17, 2015 3:42 am

@megalocrator
Thanks!

@OddConfection
Thanks for the tips, I didn't think of putting SN1 on sale to attract attention. That's a great idea!

What's really funny is immediately after launching the Kickstarter, I am bombarded by marketing emails from all these various PR groups & experts, asking for anywhere from $8 to tweet to their 40K followers to hundreds $ for features in gaming sites.

At this point I still plan to spend $0 on marketing/PR, see how it goes.

Brian @ Space Game Junkie gave me a shout out when it was on Greenlight, he's a very nice guy.
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Post » Fri Sep 18, 2015 11:14 pm

@Silverforce awesome game, is it for PC?
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Post » Sat Sep 19, 2015 1:42 am

yeah, good game, nice graphics, like it.
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Post » Sun Sep 20, 2015 3:08 pm

Liking it!
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Post » Mon Sep 21, 2015 5:12 am

@laoniustudio
Yep for Steam.

@kowalsky
@jook00
Thanks!
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Post » Thu Oct 08, 2015 4:03 am

One month into the Greenlight, getting to the top 100 is extremely difficult without major marketing (pay marketing companies to help, or joining a bundle giving away keys for 5 cents). Some other devs even do shady crap like bribing for votes, giving away gifts/keys etc on Steamgifts/trades.

Looking at the stats for other titles on Greenlight, even really good games that don't have marketing to drive visits to the page struggle.

This site: http://iygamestudio.com/greendb/greenlight/

Tracks all the titles on Greenlight, it's accurate.

It seems the natural traffic from Greenlight itself is falling over time, now the first few days, natural viewers seem to be around 1200. If you can secure 50% of them as yes votes, that's already quite good, due to people liking different genres. But besides that, if you want more visits to your page, you have to direct them there somehow.

Good learning experience so far.
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Post » Thu Oct 08, 2015 1:09 pm

Nice, i voted for you on steam ;)
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