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Data is very interesting when making updates, if you dont know what to compare them to, you should compare it to your data at a different point in time. (After a bit update) congrats on your game 🎉
I'm also a solo dev, good luck man you are doing great and numbers are amazing! Just a little suggestion, I checked your store page I think so tags can be more improved so that games like Chained Together, getting over it are shown under similar games and your game also show to these type of players. Make a google sheet which contains similar games and their steam tags, use the tags that are most common in all similar games. This will boost your Wishlist. I also have one question what analytics tool you used to set the funnel up?
Thanks! I appreciate the feedback. I do have my tags set up, so that I see both 'Getting over it', 'Jump King' and 'A Difficult Game About Climbing' when I browse the similar games wheel. But I don't have Chained Together, which is currently trending so might have to try to see if that has an effect. I used Unity Analytics for the funnel and in-game events tracking :)
Considering you don't have a lot of reach with your videos, getting 160 wishlists out of 2500 views on youtube is quite a good conversion rate. This video is already on the verge of doubling the views and I have to imagine you will keep growing. My recommendation is to keep development going for a while and let the wishlists ramp up from more YT success. You've got a good channel, so don't get impatient and release too early.
Thanks! I used the analytics tool, with a funnel set up with checkpoints throughout the demo. And then I could see how many people quit before reaching the next checkpoint.
@@clayton_games Oh, the analytics backend is Unity, not Steam, for these kind of data :) So my game sends in-game events to the unity analytics and then I can track it on their dashboard.
I'm following your channel for a while now and was really looking forward to playing the demo. Sadly, I didn't enjoy it much. I quit fairly early because I didn't feel like I got enough opportunities to really get the gist of everything and improve. I already failed somewhere shortly after starting the game because I always slid down some slope. Really frustrating to say the least. And I wouldn't call myself a stranger to difficult games. But starting off difficult without giving the players really time to adapt is ... kinda unfair? Maybe that was your goal, but that way you didn't get me hooked. You boiled this frog too fast 🐸 I have little time each week to play, so I don't want to bang my head against a wall 😅 But maybe I'm just not your target audience, who knows. But since there's a level editor with which players can challenge themselves like in Super Mario Maker, maybe don't ramp up the difficulty in the main game that fast. Or add extra challenge levels, I don't know. Speaking of Super Mario: There is a video on TH-cam somewhere about the design philosophy of Miyamoto for all Super Mario levels. If you don't know it already, give it a watch. I guess you could implement some things from there in your game. Losing too much progress early on is just really demotivating. I hope my words weren't discouraging because I really feel this game has lots potential. It shows how much love and hard work you're putting into it. It just fries players too fast in my opinion. I know how difficult it can be to create a game that stays true to your vision while also satisfying the players at the same time. Keep up the good work 💪
Hey, great feedback! First of all, sorry to hear I boiled this frog too fast, haha. Just slightly curious, have you tried it after the new update with the slightly easier version of the first area? But either way, don't worry about it. It's not discouraging, it's a fine balance for sure, and I'll have to keep listening to the feedback I'm getting about the difficulty. :) I'll try to watch the video about Super Mario level. Thanks for the continued support!
Lyrics: Hi! I recently published this steam page for my game, "Chickens Don't Fly" With a demo available for everyone to try And I wanna share with you how it all went by ...
@@bachwaregames yep. Awesome game so far, btw. Please keep it up. And share a few tips and tricks, please, as to how to make a game people can play / actually wanna play.
Weird slight feedback about this video is that I just watched this full video, am quite interested but have no idea what the name of this game is xD (I know there's a link and I'll use it just seems like, anti-marketing?? idk if that makes sense)
Haha, I appreciate the "weird" feedback but I do say the name in the very first 3 seconds 🤣 but I get your point. It's probably easy to miss because you just found the channel for the first time. I'll make sure to make it a bit more clear in the future! Haha thanks for watching.
Not my type of game but passion project without DEI? Wishlisted it to help you out might be little but better than nothing. Also like your stand on critisim and you´re right, no game is made for everyone the DEI nazis might try but fail HARD. Good games have a vision and some people like and others don´t just how it is and good to hear you´re not beating yourself down over it. Keep it up and best wishes for better numbers mate. BTW: it´s a good name, the idea is funny and of what I saw in this video also well done, lot´s of dedication and the chicken deserves a 👍
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As a dude who is also trying to make it into game development, I wish you good luck, the game is looking cool.
Same. Good luck to you as well!
I'm so excited to see where this game is headed, playing the demo was a blast! Also I appreciate the ending shout out lol
Thanks for _very_ thoroughly playing through the demo! 🤟
Now there's just the pressure of keeping the world record 😂
Inspirational. You aren't afraid to fail and keep doing your best, it is just amazing!
Data is very interesting when making updates, if you dont know what to compare them to, you should compare it to your data at a different point in time. (After a bit update) congrats on your game 🎉
exactly this; treat all your game's player data and feedback as a longitudinal study
@@FerousFolly ye
I'm also a solo dev, good luck man you are doing great and numbers are amazing! Just a little suggestion, I checked your store page I think so tags can be more improved so that games like Chained Together, getting over it are shown under similar games and your game also show to these type of players. Make a google sheet which contains similar games and their steam tags, use the tags that are most common in all similar games. This will boost your Wishlist. I also have one question what analytics tool you used to set the funnel up?
Thanks! I appreciate the feedback. I do have my tags set up, so that I see both 'Getting over it', 'Jump King' and 'A Difficult Game About Climbing' when I browse the similar games wheel. But I don't have Chained Together, which is currently trending so might have to try to see if that has an effect.
I used Unity Analytics for the funnel and in-game events tracking :)
Considering you don't have a lot of reach with your videos, getting 160 wishlists out of 2500 views on youtube is quite a good conversion rate.
This video is already on the verge of doubling the views and I have to imagine you will keep growing. My recommendation is to keep development going for a while and let the wishlists ramp up from more YT success. You've got a good channel, so don't get impatient and release too early.
Thanks for the encouragement, it really helps! :)
I'm also a solo dev, so I wish you good luck with the development. How did you discern where players were quitting?
Thanks! I used the analytics tool, with a funnel set up with checkpoints throughout the demo. And then I could see how many people quit before reaching the next checkpoint.
@@bachwaregames is that something done with code in your demo that interacts with steam?
@@clayton_games Oh, the analytics backend is Unity, not Steam, for these kind of data :) So my game sends in-game events to the unity analytics and then I can track it on their dashboard.
what are you using for tracking player data/stats/etc?
I'm simply using Unity Analytics, which is very easy and simple to set up
1K lets gooooooo
How do you get the play statistics? Is that coming straight from Steam or is it included in your game?
Most of the gameplay stats come from Unity Analytics that I've implemented in-game :) But a few of them like player count is from Steam.
@@bachwaregames Thanks very much. It's pretty awesome that this is included in Unity. :)
I'm following your channel for a while now and was really looking forward to playing the demo. Sadly, I didn't enjoy it much.
I quit fairly early because I didn't feel like I got enough opportunities to really get the gist of everything and improve. I already failed somewhere shortly after starting the game because I always slid down some slope. Really frustrating to say the least.
And I wouldn't call myself a stranger to difficult games. But starting off difficult without giving the players really time to adapt is ... kinda unfair? Maybe that was your goal, but that way you didn't get me hooked. You boiled this frog too fast 🐸
I have little time each week to play, so I don't want to bang my head against a wall 😅
But maybe I'm just not your target audience, who knows. But since there's a level editor with which players can challenge themselves like in Super Mario Maker, maybe don't ramp up the difficulty in the main game that fast. Or add extra challenge levels, I don't know.
Speaking of Super Mario: There is a video on TH-cam somewhere about the design philosophy of Miyamoto for all Super Mario levels. If you don't know it already, give it a watch. I guess you could implement some things from there in your game.
Losing too much progress early on is just really demotivating.
I hope my words weren't discouraging because I really feel this game has lots potential. It shows how much love and hard work you're putting into it. It just fries players too fast in my opinion. I know how difficult it can be to create a game that stays true to your vision while also satisfying the players at the same time.
Keep up the good work 💪
Hey, great feedback!
First of all, sorry to hear I boiled this frog too fast, haha. Just slightly curious, have you tried it after the new update with the slightly easier version of the first area?
But either way, don't worry about it. It's not discouraging, it's a fine balance for sure, and I'll have to keep listening to the feedback I'm getting about the difficulty. :) I'll try to watch the video about Super Mario level.
Thanks for the continued support!
@@bachwaregames Haven't tried it yet, no. Will do so 👍
Cool Video! 🐔🐔🐔
Lyrics:
Hi!
I recently published this steam page for my game, "Chickens Don't Fly"
With a demo available for everyone to try
And I wanna share with you how it all went by
...
Lol, accidental poetry
@@bachwaregames yep. Awesome game so far, btw. Please keep it up. And share a few tips and tricks, please, as to how to make a game people can play / actually wanna play.
So what happened after 2 months?
When I try the game it was way to difficult at the beginning so i just quit the game.
Weird slight feedback about this video is that I just watched this full video, am quite interested but have no idea what the name of this game is xD (I know there's a link and I'll use it just seems like, anti-marketing?? idk if that makes sense)
Haha, I appreciate the "weird" feedback but I do say the name in the very first 3 seconds 🤣 but I get your point. It's probably easy to miss because you just found the channel for the first time. I'll make sure to make it a bit more clear in the future! Haha thanks for watching.
Not my type of game but passion project without DEI? Wishlisted it to help you out might be little but better than nothing. Also like your stand on critisim and you´re right, no game is made for everyone the DEI nazis might try but fail HARD. Good games have a vision and some people like and others don´t just how it is and good to hear you´re not beating yourself down over it. Keep it up and best wishes for better numbers mate. BTW: it´s a good name, the idea is funny and of what I saw in this video also well done, lot´s of dedication and the chicken deserves a 👍
Half of the video is sponsorised...
I wouldn't call one minute out of nine "half the video"