apepatrick

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apepatrick

apepatrick

@apepatrickdev

go play garbage growth

Katılım Eylül 2025
128 Takip Edilen388 Takipçiler
igor
igor@nocapvc·
@apepatrickdev But the real question is why don't you publish it for web portals like Poki and CrazyGames? 😉
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apepatrick
apepatrick@apepatrickdev·
just bundled with Slice the Crops! 10% off right now if you guys wanna purchase it :D
apepatrick tweet media
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IndieCurator | Indie Games
@apepatrickdev @pemabble I received a reply from the main source:) , thank you. I'm very curious about how much Steam Implesses you got in the sales time graph and traffic resource section. I think your click-through rate must have been very high to have had so many sales.
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IndieCurator | Indie Games
Is a wishlist really that important? I found a post that clearly explains the game's release process and experience. I'm sharing it because I think it would be helpful for indie devs.
apepatrick@apepatrickdev

two weeks after launching my game with around 2k wishlists, it reached about 6.8k sales while spending $0 on marketing it’s currently sitting at 90% positive reviews, with 170 reviews total. The game lasts about 1 hour, and the refund rate is around 11% which i think is around average worth noting I consider this an outlier case. from what i've seen, a launch like this is more often tied to much higher wishlists like +10k, so there are clearly many factors to take into account beyond just wishlist count on launch day, I got around 800 sales, with about a 10% wishlist conversion rate. but a lot of sales came from non-wishlist traffic such as steam showing the game in recommended sections etc.. The next day, I peaked at over 1k sales, which was the highest sales day I’ve had. That led to around 3k sales in the first 3 days steam seems to give games some launch visibility. If your game converts well, gets good reviews, and players respond positively, steam may keep showing it to more people the simplest explanation is that my game converted well, and people enjoyed it thus leading to more sales than expected WLs do matter, but they don’t tell the whole story. a game with a lower wishlist count can still perform well if other signals are strong enough my only real advice would be to care about your players and iterate with them. Get feedback, playtest a lot, and make the game better around what players actually respond to often times you'll struggle finding people to play your game, and you want the less friction possible when people plays it. have a web build and post it everywhere (itch, newgrounds etc..), users don't have to download anything and is much more accessible start building your community early, like a discord server so people can reach out to you and you connect with your players easier the more feedback the better one way to avoid mistakes other games in my genre did is read negative reviews of games similar to mine on steam, which helps pinpoint what really matters for your players, that will give you lot of directions in the beginning and what to focus the most don't skip the progression aspect, this is what will make your game fun. no matter how good your art, sounds, polish are, if progression doesn't follow it will likely won't work players care about having fun more than anything else, simple graphics can still work if art style is coherent it's hard to know whether your pacing feels good to your players without playtesting a lot yourself, and they won't always tell you what's wrong either. analytics are one way to spot this and confirm whether players are engaging. if median time is low like 10mn it is very likely that at this point you have friction issues like you encounter a big timewall and it isn't fun you may need a sample of at least 50 players to have "useful" analytics and something concrete, otherwise you might just keep guessing and hitting your head against the wall one thing to keep in mind, median playtime from a free web build will usually be lower than steam playtime. on steam, players are already more engaged because they bought the game as opposed to itch or other web platforms, the game is much more accessible, but players are also more likely to leave quickly TLDR: wishlists matter, but conversion, player feedback, pacing, and early reviews can matter just as much once steam starts testing your game

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apepatrick
apepatrick@apepatrickdev·
@IndieCurator @pemabble the game wasn't part of any fest or summer sale most sales were from non wishlists and traffic was 80% steam pushing it into recommended, trending, new sections etc..
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IndieCurator | Indie Games
@pemabble I understand, it actually makes sense that way; perhaps the dev above was bought or sold outside of wishlists because it was released during a game sammar sale period.
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apepatrick
apepatrick@apepatrickdev·
every time i break down this kind of launch i go viral I might just keep doing that
apepatrick@apepatrickdev

two weeks after launching my game with around 2k wishlists, it reached about 6.8k sales while spending $0 on marketing it’s currently sitting at 90% positive reviews, with 170 reviews total. The game lasts about 1 hour, and the refund rate is around 11% which i think is around average worth noting I consider this an outlier case. from what i've seen, a launch like this is more often tied to much higher wishlists like +10k, so there are clearly many factors to take into account beyond just wishlist count on launch day, I got around 800 sales, with about a 10% wishlist conversion rate. but a lot of sales came from non-wishlist traffic such as steam showing the game in recommended sections etc.. The next day, I peaked at over 1k sales, which was the highest sales day I’ve had. That led to around 3k sales in the first 3 days steam seems to give games some launch visibility. If your game converts well, gets good reviews, and players respond positively, steam may keep showing it to more people the simplest explanation is that my game converted well, and people enjoyed it thus leading to more sales than expected WLs do matter, but they don’t tell the whole story. a game with a lower wishlist count can still perform well if other signals are strong enough my only real advice would be to care about your players and iterate with them. Get feedback, playtest a lot, and make the game better around what players actually respond to often times you'll struggle finding people to play your game, and you want the less friction possible when people plays it. have a web build and post it everywhere (itch, newgrounds etc..), users don't have to download anything and is much more accessible start building your community early, like a discord server so people can reach out to you and you connect with your players easier the more feedback the better one way to avoid mistakes other games in my genre did is read negative reviews of games similar to mine on steam, which helps pinpoint what really matters for your players, that will give you lot of directions in the beginning and what to focus the most don't skip the progression aspect, this is what will make your game fun. no matter how good your art, sounds, polish are, if progression doesn't follow it will likely won't work players care about having fun more than anything else, simple graphics can still work if art style is coherent it's hard to know whether your pacing feels good to your players without playtesting a lot yourself, and they won't always tell you what's wrong either. analytics are one way to spot this and confirm whether players are engaging. if median time is low like 10mn it is very likely that at this point you have friction issues like you encounter a big timewall and it isn't fun you may need a sample of at least 50 players to have "useful" analytics and something concrete, otherwise you might just keep guessing and hitting your head against the wall one thing to keep in mind, median playtime from a free web build will usually be lower than steam playtime. on steam, players are already more engaged because they bought the game as opposed to itch or other web platforms, the game is much more accessible, but players are also more likely to leave quickly TLDR: wishlists matter, but conversion, player feedback, pacing, and early reviews can matter just as much once steam starts testing your game

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⬜️IGOR⬜️
⬜️IGOR⬜️@ibackstrom·
@apepatrickdev If you are not about marketing - why did you post it three times on reddit (to three different subs). just curious.
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apepatrick
apepatrick@apepatrickdev·
two weeks after launching my game with around 2k wishlists, it reached about 6.8k sales while spending $0 on marketing it’s currently sitting at 90% positive reviews, with 170 reviews total. The game lasts about 1 hour, and the refund rate is around 11% which i think is around average worth noting I consider this an outlier case. from what i've seen, a launch like this is more often tied to much higher wishlists like +10k, so there are clearly many factors to take into account beyond just wishlist count on launch day, I got around 800 sales, with about a 10% wishlist conversion rate. but a lot of sales came from non-wishlist traffic such as steam showing the game in recommended sections etc.. The next day, I peaked at over 1k sales, which was the highest sales day I’ve had. That led to around 3k sales in the first 3 days steam seems to give games some launch visibility. If your game converts well, gets good reviews, and players respond positively, steam may keep showing it to more people the simplest explanation is that my game converted well, and people enjoyed it thus leading to more sales than expected WLs do matter, but they don’t tell the whole story. a game with a lower wishlist count can still perform well if other signals are strong enough my only real advice would be to care about your players and iterate with them. Get feedback, playtest a lot, and make the game better around what players actually respond to often times you'll struggle finding people to play your game, and you want the less friction possible when people plays it. have a web build and post it everywhere (itch, newgrounds etc..), users don't have to download anything and is much more accessible start building your community early, like a discord server so people can reach out to you and you connect with your players easier the more feedback the better one way to avoid mistakes other games in my genre did is read negative reviews of games similar to mine on steam, which helps pinpoint what really matters for your players, that will give you lot of directions in the beginning and what to focus the most don't skip the progression aspect, this is what will make your game fun. no matter how good your art, sounds, polish are, if progression doesn't follow it will likely won't work players care about having fun more than anything else, simple graphics can still work if art style is coherent it's hard to know whether your pacing feels good to your players without playtesting a lot yourself, and they won't always tell you what's wrong either. analytics are one way to spot this and confirm whether players are engaging. if median time is low like 10mn it is very likely that at this point you have friction issues like you encounter a big timewall and it isn't fun you may need a sample of at least 50 players to have "useful" analytics and something concrete, otherwise you might just keep guessing and hitting your head against the wall one thing to keep in mind, median playtime from a free web build will usually be lower than steam playtime. on steam, players are already more engaged because they bought the game as opposed to itch or other web platforms, the game is much more accessible, but players are also more likely to leave quickly TLDR: wishlists matter, but conversion, player feedback, pacing, and early reviews can matter just as much once steam starts testing your game
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apepatrick
apepatrick@apepatrickdev·
@nocapvc now question is when will clash of cows release on steam
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igor
igor@nocapvc·
"my only real advice would be to care about your players and iterate with them" - hard solid and now empirically proven fact This is the best post-launch analysis I've read in years btw
apepatrick@apepatrickdev

two weeks after launching my game with around 2k wishlists, it reached about 6.8k sales while spending $0 on marketing it’s currently sitting at 90% positive reviews, with 170 reviews total. The game lasts about 1 hour, and the refund rate is around 11% which i think is around average worth noting I consider this an outlier case. from what i've seen, a launch like this is more often tied to much higher wishlists like +10k, so there are clearly many factors to take into account beyond just wishlist count on launch day, I got around 800 sales, with about a 10% wishlist conversion rate. but a lot of sales came from non-wishlist traffic such as steam showing the game in recommended sections etc.. The next day, I peaked at over 1k sales, which was the highest sales day I’ve had. That led to around 3k sales in the first 3 days steam seems to give games some launch visibility. If your game converts well, gets good reviews, and players respond positively, steam may keep showing it to more people the simplest explanation is that my game converted well, and people enjoyed it thus leading to more sales than expected WLs do matter, but they don’t tell the whole story. a game with a lower wishlist count can still perform well if other signals are strong enough my only real advice would be to care about your players and iterate with them. Get feedback, playtest a lot, and make the game better around what players actually respond to often times you'll struggle finding people to play your game, and you want the less friction possible when people plays it. have a web build and post it everywhere (itch, newgrounds etc..), users don't have to download anything and is much more accessible start building your community early, like a discord server so people can reach out to you and you connect with your players easier the more feedback the better one way to avoid mistakes other games in my genre did is read negative reviews of games similar to mine on steam, which helps pinpoint what really matters for your players, that will give you lot of directions in the beginning and what to focus the most don't skip the progression aspect, this is what will make your game fun. no matter how good your art, sounds, polish are, if progression doesn't follow it will likely won't work players care about having fun more than anything else, simple graphics can still work if art style is coherent it's hard to know whether your pacing feels good to your players without playtesting a lot yourself, and they won't always tell you what's wrong either. analytics are one way to spot this and confirm whether players are engaging. if median time is low like 10mn it is very likely that at this point you have friction issues like you encounter a big timewall and it isn't fun you may need a sample of at least 50 players to have "useful" analytics and something concrete, otherwise you might just keep guessing and hitting your head against the wall one thing to keep in mind, median playtime from a free web build will usually be lower than steam playtime. on steam, players are already more engaged because they bought the game as opposed to itch or other web platforms, the game is much more accessible, but players are also more likely to leave quickly TLDR: wishlists matter, but conversion, player feedback, pacing, and early reviews can matter just as much once steam starts testing your game

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apepatrick
apepatrick@apepatrickdev·
just people from my discord, which are players joining it through the in game button :) i often ask my playtesters to record their playthrough! that way u see how your players plays your game, it helped me a LOT and i cannot recommend it enough, so yes in person playtests sounds like a good idea :D no matter how much you play the game yourself, you'll never figure out how a player will behave from their perspective
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Zeff Dev | Wishlist "Escape Protocol"
@apepatrickdev Thanks for sharing! I'm curious how you find people to playtest your game, and how you prepare for it. I'm thinking about doing in-person playtests to see how they actually play.
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Elly
Elly@Elly_orbaek·
@apepatrickdev do you have a release date on the next update? :)
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apepatrick
apepatrick@apepatrickdev·
@JonDevX maybe. i had some fun making it but i don't see myself making another incremental
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Jonathan | Dev
Jonathan | Dev@JonDevX·
@apepatrickdev Nice! I tried your game and it shows a lot of play testing was done indeed! I think these are some really good stats and I'm sure you can also recycle these into future games. you are planning on building more, right?
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apepatrick
apepatrick@apepatrickdev·
@FrajdaGames yes I did! it quite helped for gaining wishlists one thing you can do is giving some creators release override keys which lets them play the game before launch
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Frajda Games
Frajda Games@FrajdaGames·
@apepatrickdev Got it, thanks for sharing. Did you reach out to content creators? I'm asking because it seems to me that might be the biggest single thing you can do and I'm planning to do so once I'm closer to launch.
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SourceCodeplz
SourceCodeplz@SourceCodeplz·
@apepatrickdev how do you deal with the fear of releasing the web version and someone just copy-paste your game, and change the title?
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apepatrick
apepatrick@apepatrickdev·
@FrajdaGames any attempt to marketing failed, i tried short form content, reddit posts etc... i didn't really managed to make viral content honestly I just put my game on various web platforms like newgrounds etc.. and it did the marketing itself for me
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Frajda Games
Frajda Games@FrajdaGames·
@apepatrickdev Thanks for sharing! While spending $0 on marketing, did you do any marketing activities yourself? Do you have any advice on how to do marketing on a $0 budget? Thanks and congrats, big success! :)
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apepatrick
apepatrick@apepatrickdev·
@JonDevX took me 3 months to make the game. made a small demo in 3 days because it was part of a game jam initially. the game demo took me abt 2 months to make
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Jonathan | Dev
Jonathan | Dev@JonDevX·
@apepatrickdev Thanks for sharing! If you don't mind me asking, how long did you work on it before demo / release?
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apepatrick retweetledi
Dyrkabes
Dyrkabes@dyrkabes·
@arizoftgames @IndieCurator Perhaps they did not like it enough. Dunno. Here was a release recently with one hour progression and 11% of refund: x.com/apepatrickdev/…
apepatrick@apepatrickdev

two weeks after launching my game with around 2k wishlists, it reached about 6.8k sales while spending $0 on marketing it’s currently sitting at 90% positive reviews, with 170 reviews total. The game lasts about 1 hour, and the refund rate is around 11% which i think is around average worth noting I consider this an outlier case. from what i've seen, a launch like this is more often tied to much higher wishlists like +10k, so there are clearly many factors to take into account beyond just wishlist count on launch day, I got around 800 sales, with about a 10% wishlist conversion rate. but a lot of sales came from non-wishlist traffic such as steam showing the game in recommended sections etc.. The next day, I peaked at over 1k sales, which was the highest sales day I’ve had. That led to around 3k sales in the first 3 days steam seems to give games some launch visibility. If your game converts well, gets good reviews, and players respond positively, steam may keep showing it to more people the simplest explanation is that my game converted well, and people enjoyed it thus leading to more sales than expected WLs do matter, but they don’t tell the whole story. a game with a lower wishlist count can still perform well if other signals are strong enough my only real advice would be to care about your players and iterate with them. Get feedback, playtest a lot, and make the game better around what players actually respond to often times you'll struggle finding people to play your game, and you want the less friction possible when people plays it. have a web build and post it everywhere (itch, newgrounds etc..), users don't have to download anything and is much more accessible start building your community early, like a discord server so people can reach out to you and you connect with your players easier the more feedback the better one way to avoid mistakes other games in my genre did is read negative reviews of games similar to mine on steam, which helps pinpoint what really matters for your players, that will give you lot of directions in the beginning and what to focus the most don't skip the progression aspect, this is what will make your game fun. no matter how good your art, sounds, polish are, if progression doesn't follow it will likely won't work players care about having fun more than anything else, simple graphics can still work if art style is coherent it's hard to know whether your pacing feels good to your players without playtesting a lot yourself, and they won't always tell you what's wrong either. analytics are one way to spot this and confirm whether players are engaging. if median time is low like 10mn it is very likely that at this point you have friction issues like you encounter a big timewall and it isn't fun you may need a sample of at least 50 players to have "useful" analytics and something concrete, otherwise you might just keep guessing and hitting your head against the wall one thing to keep in mind, median playtime from a free web build will usually be lower than steam playtime. on steam, players are already more engaged because they bought the game as opposed to itch or other web platforms, the game is much more accessible, but players are also more likely to leave quickly TLDR: wishlists matter, but conversion, player feedback, pacing, and early reviews can matter just as much once steam starts testing your game

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apepatrick
apepatrick@apepatrickdev·
@dyrkabes indeed it is quite short but turns out if your players think it was worth their time and that they enjoyed the game, i dont think the 2 hour deadline is an issue Tho his game and mine has big difference in sales so xD quite unsure
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Dyrkabes
Dyrkabes@dyrkabes·
Awesome result, congrats! And thanks for sharing. I wonder where were all those people before why they didn’t wishlist :D One hour is quite small, I thought you’d get more refunds with such duration haha (there was a person recently complaining about people speedrunning their game and refunding)
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