Visitor

33 posts

Visitor

Visitor

@BasedBroseph

Beigetreten Ekim 2023
261 Folgt3 Follower
Visitor
Visitor@BasedBroseph·
@AFX_LAB I'm new to blender, but is the purpose of this tool to make models more low poly?
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AFX LAB
AFX LAB@AFX_LAB·
Use code B3DPOLY for 25% off release sale!
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Visitor@BasedBroseph·
@jogamedev @isthisamug oh so it was mostly, just bugs being found and having to be fixed? Not really other steam stuff.
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Jo@jogamedev·
@BasedBroseph @isthisamug I should've done WAY more quality assurance and playtesting. I had lots of multiplayer bugs that I was unaware of.
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itamu | Mama's Sleeping Angels dev
You don't realize how they basically put you on house arrest for the first week after you release a game:
itamu | Mama's Sleeping Angels dev tweet mediaitamu | Mama's Sleeping Angels dev tweet media
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Visitor@BasedBroseph·
@jogamedev @isthisamug what was the hardest part or what things should one look out for or have prepared to make it as smooth as possible? Would love a post about this!
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Jo
Jo@jogamedev·
@isthisamug Post release was the most stressful week of my life
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dallasDev
dallasDev@dallao_porra·
@BasedBroseph mano é um material de skybox, alguma parada assim. Inspirado pelo quake, mas não fui eu que fiz, peguei de alguém que fez e deixou de graça na net tlgd
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Jo
Jo@jogamedev·
@IndieGameJoe Absolutely! I'm a huge fan of how you're using your platform to boost your fellow indies. Keep up the great work :)
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Jo@jogamedev·
Dealing with haters can be demoralizing, especially when you're being vulnerable and sharing your passion with the world. I've been watching @IndieGameJoe contend with the pros and cons of rising popularity. So I want to add my voice as an indie dev: Helping indies by sharing their content is unequivocally a good and helpful thing! Don't let the haters get you down. We need people like you! x.com/signulll/statu…
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Visitor@BasedBroseph·
@jogamedev Question: If I have my game ready, should I still have a period where I only accept wishlists and only have the demo available, or should I have the full game available from the start?
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Jo
Jo@jogamedev·
This may feel like bad advice but don't worry about how well your content converts to wishlists or sales. Your only focus - when making content for your indie game - should be to get your game in front of as many eyeballs as possible. Think about how professional marketing teams work. Even with paid ads they know they need an individual viewer to see the same ad like at least SEVEN times before they'll convert. Most players will not search for your game the first time they see it. Focus on making broadly entertaining content. Focus on the views. The conversion will follow.
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Jo@jogamedev·
It's super important for gamedevs to understand why some games innately perform better on social media than others. I explored this concept deeper with my friend @Human_yo_yo and he brought up some important points so I'm sharing the entire convo here:
Jo@jogamedev

This is the most important game marketing concept no one taught me. It shows why Bopl Battle consistently pulled in 10 million views with low production quality while MegaBonk performed much worse with super high production quality. I call it Your Game's "X-Factor". I'll explain:

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Visitor@BasedBroseph·
@tom_doerr What other alternatives are there? So I know about Mixamo and now this, any others you reccomend?
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Visitor@BasedBroseph·
@felixnordanaker Do you have a shader applied to the base model, or did you design them like that originally?
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Visitor@BasedBroseph·
@paper_rogue Really like how bright and visible stuff is.
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Visitor@BasedBroseph·
@JohnnyOstad How did you make the animation for the monsters?
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Johnny Ostad
Johnny Ostad@JohnnyOstad·
THIS GAME IS FOR THE RPG LOVERS. YOU ARE THE TARGET AUDIENCE!
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2 Left Thumbs
2 Left Thumbs@2_left_thumbs·
@BasedBroseph Steam events, content creator outreach, and social media were the main efforts. Didn't really play around with shorts/reels/tiktok
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Visitor@BasedBroseph·
@2_left_thumbs Nice! How did you get the 30k were you doing youtube shorts or other stuff to get the word out?
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2 Left Thumbs
2 Left Thumbs@2_left_thumbs·
@BasedBroseph Something like 4000 came in during the leadup to launch. But were just shy of 30k a few weeks out
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Visitor@BasedBroseph·
@2_left_thumbs And did you get most of the wishlishts right before launch or how was it spread out?
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Visitor@BasedBroseph·
@jogamedev I love these sort of case study posts, where you pin point what actually worked for other games when it comes to marketing. Most people are very vague or they give advice that doesnt really work.
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Jo
Jo@jogamedev·
This is the most important game marketing concept no one taught me. It shows why Bopl Battle consistently pulled in 10 million views with low production quality while MegaBonk performed much worse with super high production quality. I call it Your Game's "X-Factor". I'll explain:
Jo tweet mediaJo tweet media
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