How to NOT screw up your indie game launch. 30 mistakes in 30 minutes. | Chris Zukowski

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  • เผยแพร่เมื่อ 21 พ.ย. 2024

ความคิดเห็น • 23

  • @inevgames
    @inevgames 4 หลายเดือนก่อน +20

    Marketing starts from the moment we think about making a game, not after we finish it 👏

    • @w花b
      @w花b 4 หลายเดือนก่อน

      Picking the genre that's more likely to have success so yeah, it starts immediately

  • @shannenmr
    @shannenmr 3 หลายเดือนก่อน +6

    Reminder this appears to be recorded before the recent Demo page feature launch so now probably want to wait to release your official Demo on Steam till its really polished or even potentially when you expect to release the game within the next 3-6 months as it can basically give you a mini release bump in traffic. Remember you can do Beta's and Playtests and use Itch etc for your first Demo's to get the same feedback and bug reports as you did for Steam Demo's.

  • @RewdanSprites
    @RewdanSprites 4 หลายเดือนก่อน +8

    I love Chris Zuckoswki 😍. Been following him for a few years now 😅. Not in a scary way though 🤣.

  • @AirmanCS
    @AirmanCS 4 หลายเดือนก่อน +1

    Well that was a treat, exactly what I needed, thanks for that, great questions, already joined the discord looks incredible useful and helpful, nothing on the table yet so i will be lurking. Great amount of information, got me up to date, I feel like if I make a good game I can make it now... was a bit lost, already read like 20 blogs and the book on mistakes, my algorithm is spewing pure gold on youtube now, so yeah great content if I could like more than once I would

  • @kombosabinho
    @kombosabinho 4 หลายเดือนก่อน +4

    I have no idea of who you were or your credentials before I watched the video, but you caught me by surprise. Those are some solid tips! Thank you for taking the time to make this video 😊

  • @ShinKuriaSeunousu
    @ShinKuriaSeunousu 3 หลายเดือนก่อน +1

    17:00 I think that has changed recently with steam not allowing links to other steam apps in descriptions
    or something like that im too lazy to check

    • @lukasz96
      @lukasz96 หลายเดือนก่อน

      Specifically because of shady asshats like him lol.

  • @WestinsWorldStudio
    @WestinsWorldStudio 4 หลายเดือนก่อน +2

    What a treat. Thank you all!

  • @elliotdematteis7825
    @elliotdematteis7825 4 หลายเดือนก่อน +2

    Chris is the steam marketing goat

  • @mrfigsgame
    @mrfigsgame 24 วันที่ผ่านมา

    Phew, thankfully I've only made one of those mistakes (no initial trailer at steam page launch) which has now been rectified.
    Excellent talk!

  • @AntonMDev
    @AntonMDev 4 หลายเดือนก่อน +2

    I love Chris and his energy. Thank you very much for sharing your knowledge as always!

  • @omgitssome1
    @omgitssome1 3 หลายเดือนก่อน

    Great interview!

  • @LuckyRaphi
    @LuckyRaphi 4 หลายเดือนก่อน +2

    Should I make a steam page for my game that's coming out in 3 years or it's too early?

    • @aaudrie
      @aaudrie 2 หลายเดือนก่อน +1

      56:45

  • @gameboardgames
    @gameboardgames 4 หลายเดือนก่อน +2

    Game marketing gold right here! Thanks

  • @teamstep
    @teamstep 2 หลายเดือนก่อน

    This was randomly recommended to me, but I really loved the content! I really hope our game launch will be successful.

  • @colinsanders7951
    @colinsanders7951 25 วันที่ผ่านมา

    Great knowledge!

  • @rorka1252
    @rorka1252 12 วันที่ผ่านมา +1

    It seems to me that cross-promotion (when the publisher could add links to other games on your page) was removed at the beginning of 2024? [19:10]

  • @bigfin20
    @bigfin20 2 หลายเดือนก่อน +1

    chris is so funny

  • @dansilvers8052
    @dansilvers8052 4 หลายเดือนก่อน +2

    I actually strongly disagree about the pricing, and the reason is markets outside of America and Western Europe. Steam recently had to adjust their currencies for inflation and developers had to compensate by raising prices in territories like Brazil and Turkey. Continually raising prices punishes players, makes piracy (or worse, grey market sales) a more viable option, and while I do agree that developers should value our work, we should not be overvaluing our games to the point that our competition undercuts us just by existing. Market research is key. Price your game within range of your competition, add or subtract value based on features your game does or doesn't offer in comparison, and if you feel the need to make up some difference, have DLC, cosmetic microtransactions, or merchandise at the ready for players willing to offer that extra bit of support.

    • @gabrielribeiro5192
      @gabrielribeiro5192 4 หลายเดือนก่อน +1

      No one is forcing anyone to buy, if they see the screenshots, trailer and decides the game worth 100USF and they play and like the game THEN the game wortg 100usd otherwise they will give a negative feedback there

    • @lukasz96
      @lukasz96 หลายเดือนก่อน +1

      See, you are using your heart and morals when thinking, too. Shady idiots who onyl want to get richer simply don't care that they are punishing their players. They think that their product is G O D L Y and people should be _thankful_ that they are _allowed_ to buy it.
      Don't be like them. You ahve things worked out way better than they do.