Happy to see they get noticed :) Although UA-cam limits the description to 5000 words so I always have to cut a lot of it out. But I try to include the most important things there!
@@mohamedmustafa9743 I don't think my project management experience had that big of an effect - or maybe it's just hard for me to notice since I'm so used to it. My advice would be to always plan ahead (on the high level, not detailed level yet) and try to think two steps ahead. If your game succeeds, what is your next move? If it doesn't, will that change the situation? Before starting it's also good to set some expectations for yourself when the game might be finished and what the budget might be. If you can't meet the expectations, no worries, it happens to everyone. But then it's good to think about why the expectations didn't hold. That way you will get better over time in estimating your development speed and how much money you will need.
Good question! The success of multiplayer games is very dependent on the playerbase. If you can't maintain a stable (or ideally growing) player count, the game is very likely to die off. New players won't be able to even play the game if there is nobody to play with. That is why it's important to keep the community alive and keep the marketing going to bring in new players to replace the ones leaving.
@@ClusterFame I don't have experience on that, but I would just keep actively using all the same marketing channels I used before the release. I would also actively push out updates and include the contents of those updates as part of my marketing message. If you have the budget, paid ads might also be a good idea at this point since keeping the player count up is so critical.
I appreciate the full content transcripts you provide. It's a very nice touch.
I agree. It shows that he really puts a lot of effort into his videos.
Happy to see they get noticed :) Although UA-cam limits the description to 5000 words so I always have to cut a lot of it out. But I try to include the most important things there!
I saw this video on a reddit comment, thanks reddit again! Very good videos, and congratulations, greetings from Argentina
Thanks for the info and openess. Hard to find numbers of actual wishlist conversions. Keep up the great work!
Thanks! Happy to share :)
dude ur videos are truly valuable for indie devs unlike many many other channels
hope to see more n more from u
Thanks! Happy to hear that :)
@@AuroDev tell us how u project management helped and tips for ppl with zero experience in project management
@@mohamedmustafa9743 I don't think my project management experience had that big of an effect - or maybe it's just hard for me to notice since I'm so used to it. My advice would be to always plan ahead (on the high level, not detailed level yet) and try to think two steps ahead. If your game succeeds, what is your next move? If it doesn't, will that change the situation? Before starting it's also good to set some expectations for yourself when the game might be finished and what the budget might be. If you can't meet the expectations, no worries, it happens to everyone. But then it's good to think about why the expectations didn't hold. That way you will get better over time in estimating your development speed and how much money you will need.
happy to hear that you are doing well with your game!
Great content as usual!
Thanks! :)
very informative again! good work!
Thanks! :)
my game is on steam, called "His Journey" if you want you can go wishlist it ;)
Those piercing blue eyes mesmerized me into staying the whole video, lol.
Hah! Maybe I should try making videos without any talking and me just staring at the camera. Would be a lot easier for me! :D
Where is NEXT GAME!!!
Man,I Can't wait
I'm so hyped :-))
Hehe, still some way to go! I am hoping to start working on my next game in April of this year.
Why will marketing a multiplayer game require more effort?
Good question! The success of multiplayer games is very dependent on the playerbase. If you can't maintain a stable (or ideally growing) player count, the game is very likely to die off. New players won't be able to even play the game if there is nobody to play with. That is why it's important to keep the community alive and keep the marketing going to bring in new players to replace the ones leaving.
@@AuroDev Right, so any tips on marketing multiplayer games better?
@@ClusterFame I don't have experience on that, but I would just keep actively using all the same marketing channels I used before the release. I would also actively push out updates and include the contents of those updates as part of my marketing message. If you have the budget, paid ads might also be a good idea at this point since keeping the player count up is so critical.
What would be enough progress on a game -- if not complete -- for it to be ready to have a Steam page?
It's up to you! I would advice making the Steam page when your visuals look nice.
@@AuroDev That's a good recommendation. Makes sense.