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@chess2guy

chess enthusiast

Katılım Mayıs 2026
40 Takip Edilen2 Takipçiler
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Reten@chess2guy·
@mreliptik which platform had the biggest impact?
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Reten@chess2guy·
@BeanJuiceStudio It's an algorithm issue and the fact that the biggest company in the world can't solve it is insane. If some people want to watch slop content, let them watch it. Just don't show it to me.
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Bean Juice Studios
Bean Juice Studios@BeanJuiceStudio·
The inauthentic content demonetization wave is one of the best things to ever happened on YouTube. The only downside is all these people making slop come to Twitter to cry about getting demonetized all day.
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TamersDev
TamersDev@TamersGameDev·
Hey, #gamedev how are staying motivated to finish the game? 😭
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Reten@chess2guy·
2 chess roguelikes; one got 300 reviews in a year, one got 400 reviews in a week. What do you think caused this difference?
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Reten@chess2guy·
@Skeindem I am having wishlist deletions on holidays. tough market
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Reten@chess2guy·
@jogamedev have you tried to make it more normie friendly? but even then they wouldnt wishlist it I suppose.
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Jo
Jo@jogamedev·
I made 4 shortform videos that earned over 1,000,000 views each about my first game, but my second game's shorts views are very low by comparison (avg ~20k). Same scriptwriting, same artist, same editing. Drastically different results. I became obsessed with finding the reason why there's such a discrepancy and I think I just did. As an experiment, I made a new video about my second game with the exact same hook as one of my most popular videos. And this is the wild part: the analytics were on par with my 1M+ videos, but the views were still very low by comparison! This is a hard reminder that the algorithm is delivering videos to an audience of real human beings with individual tastes. So I searched Youtube for "autobattler", filtered by "Shorts" and sorted by "Popularity" and sure enough my video is the most popular english autobattler short. In fact most Autobattler shorts have extremely low views and many of mine are among the most popular. Turns out the audience for Autobattlers on shortform content is exceptionally low compared to that for, say, roguelikes. My gamedev buddy @Human_yo_yo explains this: "imagine a world where you make a banger short about ancient Greek geodes. The algorithm will show your short to ancient greek geode lovers, and they will LOVE your short. 100% stay to watch. Then it broadens your reach to more normies, and ain't no one staying for your ancient greek geode nerd stuff." My takeaway is: Before you evaluate your own performance, find similar content in that niche and get a good sense of what the ceiling is for that audience. Then as you experiment and reflect you'll have a standard to measure against.
Jo tweet media
Jo@jogamedev

My first indie game was highly reviewed on Steam but sales were declining. A whole 3 years after launch, I committed to a marketing strategy that netted me 10+ Million Views on social media and new 40,000 sales. However, the exact same strategy is failing to produce good results for my second game, and I think I know why... My first game, Spellmasons, is about spellcrafting, similar to Noita, but turn-based and multiplayer. It's rather unique to the point where Steam's "More like this" panel on my store page doesn't really make any sense. Over 18 months, I learned a ton about video editing, script writing, pacing, scene composition, etc which lead to several viral shorts on the big 3 social media platforms and all those sales I mentioned earlier. When I was ready to market my second game, "Some of You May Die": a roguelike autobattler, I applied the same strategy to my videos. But the average views for my content are ~20,000 as opposed to the millions I got with Spellmasons. 20k is nothing to be ungrateful for of course, but I was shocked to see the exact same strategy perform so much worse on a game with the same art style. So here's what I've learned and what I'm going to do next: Every game has an "edge" - something special about it that becomes it's selling point and the primary motivation for customers to check it out. For Spellmasons, that edge is spellcrafting, which is very visual and satisfying. You get to see the spell being built and then see it trigger as the effects pass through the chain of linked spells. For Some of You May Die, it's an intricate autobattler with a deep synergy system but these synergies are not very visual. Sure I can show how my hero has wicked fast attack speed or is contaminating all nearby enemies with poison but it doesn't really carry the viewer along. There's no visual build up and payoff and this makes it really hard to make compelling short form content. Also, the Autobattler genre, by it's nature, is rather chaotic and inconsistent. My scenes are a bunch of heroes fighting in various configurations. It's hard for the viewer to focus in on one thing that's happening even if I reduce the number of heroes on screen. So I have to try something radically different. I've learned that content being legible is super important (viewers have to be able to know - at a glace - what is happening) and it's also extremely important for scenes to pull viewers along as they watch something unfold. Watching a spell play out does this. Watching a frantic battle with 8 heroes does not. These two aspects of good content are kind of elusive. It's not as simple as balancing audio or having good framing. You have to get creative with it. So here's an example of this principle in action: my most successful "Some of You May Die" shortform video earned 143,644 views while the others do ~20,000 views. That's a 7x outlier. I believe the reason is legibility and action that pulls the viewer along. In that short, I explain how the Summoner is a unique hero that creates units the whole time he's alive and if you protect him long enough he can create a massive army that snowballs. This is a process and viewers get to watch that unfold as the army grows larger and larger. Each game has a different angle, even if they seem similar on the surface. What works for one may totally fail for another. Find your angle and then figure out how to frame it so that it is clear (legible) to those watching and so that it carries viewers along. I plan to implement this in future content and so we'll see if I'm right. I talk a lot about game dev marketing so if this post has been useful to you, you can follow me here for more.

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Reten@chess2guy·
@eranboii çok satan daha geç çıkış yapmıştı bu arada
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Reten@chess2guy·
@eranboii aynı fikirde iki oyunun çok farklı satış rakamlarına ulaştığına denk gelmiştim steamde. implementation da bir o kadar önemli.
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boba ✿ VGen
boba ✿ VGen@bobablin_·
I don't know much about algorithms, but am I the only one who thinks that a post without hashtags consistently gets more views?
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Reten@chess2guy·
@nholdorf do you have any suggestions?
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Nicholas Holdorf
Nicholas Holdorf@nholdorf·
After my first Steam release I'd say to anyone that I wish I would have done more marketing and studied more about the process. It took me 30 days after my game was complete to get to the release stage. The sales I think are supposedly best in week 1. #indiedev #gamedev
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Lizzergas
Lizzergas@Lizzergas·
Woohoo! Time to prepare Steam Store page! First time making something that has high chances to be released! #gamedev #indiedev #rts
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Reten@chess2guy·
marketing a game is just as fun as building it
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Reten@chess2guy·
@MadeBySgobs I wish we could see who wishlisted our game. I want to see my game sitting in peoples wishlists among other beautiful games 😅
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Reten@chess2guy·
@IndieCurator factorio and to some extent mindustry. moving in 3d reduces the fun for me for some reason
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Reten@chess2guy·
@whirlightgame The game looks very appealing as well. Have you done any short form content? I heard they cause really strong leaps.
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Whirlight - No Time To Trip
Whirlight - No Time To Trip@whirlightgame·
@chess2guy We really stuck to the basics - applied to Steam events, released a demo and playtests, and kept sharing updates. Not all was organic, we also did some PR outreach. It’s been a slow grind, but showing up consistently really matters. Ofc having a game we rly love helps too 😊
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Whirlight - No Time To Trip
Whirlight - No Time To Trip@whirlightgame·
We just crossed 18K+ wishlists on Steam. Small team, no publisher, built around day jobs, step by step. If you’ve supported the game, thank you. ❤️ If not, wishlisting really helps! And we’ll do our best to make it worth it 😊 #indiegame #thankyou #wishlist
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Reten@chess2guy·
@dyrkabes my demo is longer than my game
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