I think there are ways to frame devlogs in ways that don't promote your game to only game developers. I think the main of which is by making them more like a video essay. That's how I strive to make mine but you can see other examples like Aia's "water isn't real video".
Speaking strictly as a customer- yes, I definitely think UA-cam is the best. There is little to no chance that I would buy a game from a short, tiktok or simple post. A UA-cam video, however? Definitely! Long-formed content will give me the chance to grow interested or even emotionally attached to a game, motivating me to buy it! It works similar to word of mouth, which might just be the most "effective" strategy, though difficult to make happen intentionally! :)
For sure! Word of mouth marketing is praised as the highest form of marketing. I remember some 10 years ago in my marketing class, the order was 1st - word of mouth, 2nd - events, 3rd - everything else lol
now im actually taking steps to become an game dev, but for the longest time, im talking for years before i truly jumped into game dev i watched dev logs just because as someone who aspired to develop games for the longest time it was really cool to see peoples processes and seeing these average people all by themselves make genuienly really fun and worthwhile games was super cool. i think the first game dev youtuber i watched was dani, because hes like basically the gateway dev log channel.
The hardest part about making devlogs is trying to make the boring parts interesting. Like I spent *so long* on the pause menu for my game, and there’s no chance it’ll be longer than 30 seconds of explaining 🤣 Anyways, I agree with a lot of what you said. I’m still learning how to “dumb down” my process so anyone can enjoy watching. Making content for only devs probably isn’t sustainable since they’re such a small number and they’re usually already busy with their own projects
For mobile games what should I do to get good at User Acquisition? It's very expensive and very competitive. How games like Hill Climb Racing gets 100+ millions of installs? Please give me some resources specially for mobiles. Can you make special video for mobile games marketing and User Acquisition?
Let me see if I can be of a bit help. It is not my main field, but I have advised Studios dedicated to Mobile. What I can condense from it is that investing for a hit in Mobile is expensive and sometimes a publisher or partner can be key to positioning, they have the budget, experience, and data. The issue is to find a good one and not someone that only tries all to see what sticks to the wall in not so much ethic ways. Still, there are ways to stand out independently. * Invest in an Ad tool to research the most successful campaigns and coordinate your own based on data from tendencies. * Be sure the game or app meets as many of the guidelines as possible of the target App Store and be up-to-date with any future changes and requirements, doing so to not lose positioning. * Make playable Ads from a mini section of your game, a free sample always traction. * Public relations to find Influencers who are in line with the core audience you are looking to target, so you can coordinate events and streams or Welcome Gift Codes, and Prizes with them. Campaigns and events are good for keeping the game relevant. * Take care of metrics CAC and Lifetime Value, big data is King. * Be creative with campaigns, but understand your target audience and what they want. * Organic first, then the rest arround it. That's within the ethics ways that I could sugest. Today is more competitive than ever and making a successful Mobile game is an expensive uphill struggle, but when you achieve it, it flows on its own.
Will this game eventually be available on consoles like ps5/ XBX or handheld like the switch, 3ds, steam deck, and psvita? Is it only going to be on pc through steam when released or?👀
I think there are ways to frame devlogs in ways that don't promote your game to only game developers. I think the main of which is by making them more like a video essay. That's how I strive to make mine but you can see other examples like Aia's "water isn't real video".
This is an excellent point.
Speaking strictly as a customer- yes, I definitely think UA-cam is the best. There is little to no chance that I would buy a game from a short, tiktok or simple post. A UA-cam video, however? Definitely! Long-formed content will give me the chance to grow interested or even emotionally attached to a game, motivating me to buy it! It works similar to word of mouth, which might just be the most "effective" strategy, though difficult to make happen intentionally! :)
For sure! Word of mouth marketing is praised as the highest form of marketing. I remember some 10 years ago in my marketing class, the order was 1st - word of mouth, 2nd - events, 3rd - everything else lol
@@OandCoGames I see! My own anecdotal evidence for the win, then!!
now im actually taking steps to become an game dev, but for the longest time, im talking for years before i truly jumped into game dev i watched dev logs just because as someone who aspired to develop games for the longest time it was really cool to see peoples processes and seeing these average people all by themselves make genuienly really fun and worthwhile games was super cool. i think the first game dev youtuber i watched was dani, because hes like basically the gateway dev log channel.
Not into marketing and stuff but this honestly seems very interesting and informative to people needing to market!
Yeah, I'm hoping it can help spark up a discussion that we can all benefit from :)
The hardest part about making devlogs is trying to make the boring parts interesting. Like I spent *so long* on the pause menu for my game, and there’s no chance it’ll be longer than 30 seconds of explaining 🤣
Anyways, I agree with a lot of what you said. I’m still learning how to “dumb down” my process so anyone can enjoy watching. Making content for only devs probably isn’t sustainable since they’re such a small number and they’re usually already busy with their own projects
Yeah, it's definitely tricky. It's funny, our devlog on the pause menu did pretty decent: ua-cam.com/video/T_k1Tq7mYPQ/v-deo.html
@@OandCoGames wow, you did a great job explaining it! I have a lot to improve on for my story telling LOL
Oh hey, just noticed the BYU t-shirt! If you're still in Utah and do another in-person playtest with strangers I'd love to swing by and meet you guys!
Awesome! Yeah, I'll let everyone know if we ever do another round of farmer's market playtests.
Great video! I agree that youtube is great for devlog. Some people really like reddit for them too.
For mobile games what should I do to get good at User Acquisition? It's very expensive and very competitive. How games like Hill Climb Racing gets 100+ millions of installs? Please give me some resources specially for mobiles. Can you make special video for mobile games marketing and User Acquisition?
Gosh, that's a great question, and I don't have a great answer. Anyone else have thoughts on this?
Let me see if I can be of a bit help.
It is not my main field, but I have advised Studios dedicated to Mobile.
What I can condense from it is that investing for a hit in Mobile is expensive and sometimes a publisher or partner can be key to positioning, they have the budget, experience, and data.
The issue is to find a good one and not someone that only tries all to see what sticks to the wall in not so much ethic ways.
Still, there are ways to stand out independently.
* Invest in an Ad tool to research the most successful campaigns and coordinate your own based on data from tendencies.
* Be sure the game or app meets as many of the guidelines as possible of the target App Store and be up-to-date with any future changes and requirements, doing so to not lose positioning.
* Make playable Ads from a mini section of your game, a free sample always traction.
* Public relations to find Influencers who are in line with the core audience you are looking to target, so you can coordinate events and streams or Welcome Gift Codes, and Prizes with them. Campaigns and events are good for keeping the game relevant.
* Take care of metrics CAC and Lifetime Value, big data is King.
* Be creative with campaigns, but understand your target audience and what they want.
* Organic first, then the rest arround it.
That's within the ethics ways that I could sugest.
Today is more competitive than ever and making a successful Mobile game is an expensive uphill struggle, but when you achieve it, it flows on its own.
Would you be interested in an interview for tethergiest? I have recently just done one with the Dev of Rooftops and alleys!
Sure! DM me on Discord!
Will this game eventually be available on consoles like ps5/ XBX or handheld like the switch, 3ds, steam deck, and psvita? Is it only going to be on pc through steam when released or?👀
Yes. It's actually already on Steam Deck too.