Nicola Strina retweetledi
Nicola Strina
1.1K posts

Nicola Strina
@NicolaStrina
Video Game Producer. Working on Nippets and other cool stuff at Blink Industries He/Him
London, England Katılım Kasım 2011
461 Takip Edilen135 Takipçiler
Nicola Strina retweetledi

MultiEnding Heroes reached 500 sales on Steam in its first month. 🥳
It may not look like much compared to bigger games, but to me, this means everything.
Thank you all for making this possible. 🫶
If you haven’t heard of MultiEnding Heroes, it’s an RPG with 75 endings in 5-minutes runs where every decision can change the outcome. There’s also a demo on Steam if you want to try it.

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@Lockie_Glizzy Hey we have just released Nippets.
"Where's Wally?" meets "Thank Goodness You're Here".
Open windows, shake trees, poke everything. Find the missing items and return them to their owners.
store.steampowered.com/app/4151830/Ni…
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Hey indie devs! 👋
Last week we dropped 1 of 4 brand new indie game articles and the response was awesome.
So we’re doing it again this week.
Our editors Shaun and Dwayne are actively hunting for new titles to play and review.
If you’ve just launched your game, or you have a live demo ready, and you’d love a dedicated in-depth article or review written by the best in the business - drop it below 👇
Glizzy@get_glizzy
New on the blog: Getting Down and Dirty With ‘Cleaning Up!’, My New Odd Job Simulator Obsession (Demo Impressions) Featured in this article: 'Cleaning Up!' (@UnboundCreation) and 'Forbidden Solitaire' (@GreyAlien) By Dwayne Jenkins glizzy.au/getting-down-a…
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@aNichiporchik @djbteamsters Incredible stuff Alex, so good to see!
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Nicola Strina retweetledi

All the YouTube chats from my release date announcement on the @iii_initiative showcase stream
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Nicola Strina retweetledi

If the goal is to publish on Steam to earn some money, at what point during development do you seriously have to consider "will my idea actually be worth publishing"?
If that's your goal then that has to be the focus from day 1. Picking the right game idea is absolutely crucial if you want to find success. You have to pick the right genre right from the start. You cannot really start from an unmarketable idea and make it marketable afterwards.
Then once you have what you think is a solid idea, you need to validate it. That's when you make a prototype or some gifs, post them on Reddit / Twitter to get some playtesters, and try to figure out whether the idea has potential, or whether you should go back to the drawing board.
If you get absolutely no traction then it might be wise to kill the project right then and move on to a new idea as opposed to trying to salvage and idea that apparently players don't seem to want.
But the most important thing is being very clear about your goal. If you're doing it for fun then do whatever you want, but if the goal is financial success then you need to treat it very seriously right from the start. Treat it like a professional, like serious job, because it is.
Best of luck!

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@UnityCodeMonkey 100% this. Our game went viral on Itch, that's why we decided to pull the trigger and make the full version for Steam. We had multiple validation points during the development too, to make sure we still had something that was worthy.
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