9:25 I think the difference between the UA-cam algorithm and the steam algorithm, is that while your channel did not have a lot of data points at the beginning of your channel, UA-cam did and you posted content that plugged in nicely. So because other people produce content like yours, when you uploaded videos, UA-cam looked at the subject matter and suggested it to me. Because I am contently watching game dev content. They are not going to show me make up tutorials, because I don't search for makeup or any related topics. But when you posted videos on a subject that I watch, UA-cam put your videos in my feed hoping that I would click on it. Steam probably does this to some degree based on my library and what types of games I click on, but it is still can only promote ~500 games like Chris suggest.
Whoa, so many more interesting takeaways than I expected. Very generous of Chris to rattle off the high level concepts so well. I feel like I can do something with this insight right away and with much more confidence. So often it seems like everyone is just guessing or getting some second/third hand info on how things work. Chris sounds like he's found a secret door into Steam's inner workings, stuck his head inside, then started describing to the rest of us about what he actually saw. I realize it's not that simple, which makes me appreciate all of the hard work he's clearly done to get this level of clarity. And I feel like I've stumbled upon a little vein of gold. Thanks to both of you for this gift.
At least this marketing advice video is at least more accurate, relatable, and respectable. Void knows how many marketing 'advice' videos I've went through of which none of them were accurate nor proved those 'experts' knew what they were talking about. I've already wasted nearly a decade just trying to master marketing for my games.
@@soloudouzoukwu1415plan a game you can make all the mechanics for in a week. Spend a week on that. Spend the next week making all of the levels/content you need. Spend the 2 weeks after that just polishing and bug fixing. This is the hard part because you’ll want to add new things, but you must not. This will be a tiny game but if done right, will be fun and polished. If you have a full time job or school? Your weekly timeframe might be 4-8hrs. Meaning this game that takes you a month took 16-32hrs of real time. This will give you an idea of what it’s going to take to make a game. Using that knowledge, do research on steam to figure out what genres are appealing to you but also fit within your ability to make a game, and steam’s ability to support that genre. This is how a lot of famous studios have ended up getting started with seemingly weird titles like sudoku or solitaire games, other genres that may not fit the games they make later.
@@soloudouzoukwu1415 roguelike deckbuilders are good, chris has another talk just on genres, watch that. but it will take longer than making a horror game for example
9:25 I think the difference between the UA-cam algorithm and the steam algorithm, is that while your channel did not have a lot of data points at the beginning of your channel, UA-cam did and you posted content that plugged in nicely. So because other people produce content like yours, when you uploaded videos, UA-cam looked at the subject matter and suggested it to me. Because I am contently watching game dev content. They are not going to show me make up tutorials, because I don't search for makeup or any related topics. But when you posted videos on a subject that I watch, UA-cam put your videos in my feed hoping that I would click on it. Steam probably does this to some degree based on my library and what types of games I click on, but it is still can only promote ~500 games like Chris suggest.
I cannot stop watching talks from Chris. It's incredible how much new useful things this guy can say in any of his talks
Whoa, so many more interesting takeaways than I expected. Very generous of Chris to rattle off the high level concepts so well. I feel like I can do something with this insight right away and with much more confidence. So often it seems like everyone is just guessing or getting some second/third hand info on how things work. Chris sounds like he's found a secret door into Steam's inner workings, stuck his head inside, then started describing to the rest of us about what he actually saw. I realize it's not that simple, which makes me appreciate all of the hard work he's clearly done to get this level of clarity. And I feel like I've stumbled upon a little vein of gold. Thanks to both of you for this gift.
Talking to Chris Zukowski. Instant subscribe
Great stuff - I love all of CZ's tips
Pretty eye opening ... Thank you Cam & Chris!
Haha I liked how Chris went full waaa !! Great video, Cam. I didn't know about the types of games that work on Steam for example. Amazing!
great insights! keep up the good work, these are gold.
the stream and steam process rolls off the tongue
At least this marketing advice video is at least more accurate, relatable, and respectable.
Void knows how many marketing 'advice' videos I've went through of which none of them were accurate nor proved those 'experts' knew what they were talking about. I've already wasted nearly a decade just trying to master marketing for my games.
So much good info 🙏
Is a roguelike deckbuilder a small game to work on
NO THAT'S SO BIG OMG NO
No roguelikes! Not by yourself and not for your first game 😭😭😭
@@Amaiguri 😂😅what would you recommend then, for context I've been using unity for about 3 years
@@soloudouzoukwu1415plan a game you can make all the mechanics for in a week. Spend a week on that. Spend the next week making all of the levels/content you need. Spend the 2 weeks after that just polishing and bug fixing. This is the hard part because you’ll want to add new things, but you must not. This will be a tiny game but if done right, will be fun and polished.
If you have a full time job or school? Your weekly timeframe might be 4-8hrs. Meaning this game that takes you a month took 16-32hrs of real time.
This will give you an idea of what it’s going to take to make a game.
Using that knowledge, do research on steam to figure out what genres are appealing to you but also fit within your ability to make a game, and steam’s ability to support that genre.
This is how a lot of famous studios have ended up getting started with seemingly weird titles like sudoku or solitaire games, other genres that may not fit the games they make later.
@@soloudouzoukwu1415 roguelike deckbuilders are good, chris has another talk just on genres, watch that. but it will take longer than making a horror game for example