What I like the most about you is that you talk a lot about your beginnings. When you talk to us, you always remember that you were one of us, looking for more views and trying to market your games. I feel like you understand us, and I think you deserve all you have achieved!
YES! Us UA-camrs LOVE testing out new games in our niche (I do Space/Rocket/Sci-Fi)!!! But I would STRONGLY suggest more than a month (2 months is better!) in advance to release to get us enough time to play the game prior to its release so we can get our vidoes out in time! I'll also say for the views, having multiple camera views in your game help UA-camrs alot at showing the game even though its not the typical player view (think travel videos with drone shots, you as a traveller will never see from that aspect but it does a good job in showing off the whole region). So sneaking that into your game and giving UA-camrs that feature helps us help you! And Media packages, links to those makes making vidoes on you game and coverage on basic pitches etc so much easier. Also: And I say this nicely... games with a lot of swearing (that you can't turn off) hurt as YT and Algorthrim tag these words (spoken or written) and de-rank videos for profanity, so if you starting video cinematic intro is "F do you want to live you S O Bs marines???" its not going to do well... sorry.
If you find youtubers that match the target audience of your game, I think it is always worth reaching them, even if they have a very small audience. Having someone play your game and record both the game and their reaction is really such an useful feedback. It may not convert to a lot of wishlists, but you will see how people react to your game. With Twitch it is even better because you can also the reaction of the viewer live.
Very insightful tips. I've already collected a small list of streamers and plan to add more when the demo build is ready. Wouldn't surprise me if I can find 200 of them. A streamer I talk to already has a 1 month waiting list. Probably safe to assume that could be normal for many more of them.
I think it's important to get your game out to as many UA-camrs as possible. Reserving keys for only the largest channels isn't helpful, especially when those channels need an incentive to give your game coverage. Make your game available to anyone interested if you want to maximize its outreach. When nobody cares about your game, you shouldn't act like its above even the smaller channels. Especially since those are the people willing to give you any interest at all.
something i've noticed is that a lot of people who try to make 'good visuals' by checking boxes on the things you've said here still look pretty bad because they don't have that gut sense of aesthetics that you only really get from making a lot of art and getting criticism. You should really consider partnering with someone who is already good at that stuff if you aren't.
Good visuals are critical for UA-camrs, because while it might be a lot of fun to play, if its not a lot of fun WATCHING someone play... its not going to retain viewers through the whole video and the algorithm is going to think its a bad video :(
Great video bro. I would love to cover more games for developers. Only ask 5USD donation and the cd key for the game. At this moment I only care about building a foundation and a company rather than pushing for the youtube algorythm.
Nice video! The only thing I want to ask is if you send youtubers email, do you do it manually? Or do use some sort of tool like mailerlite, mailchimp, etc etc? Because I'm afraid gmail or other email providers will block me if I send idk, 300 emails in a day for example
Nice video, if my game is a story based horror game with no demo, would you tell the influencer to post the video day off launch? And so reach out 4-6 weeks before launch of the game?
QUESTION: How would you approach a multiplayer-only game? We are currently promoting our Team Fortress 2-like game, but we’re facing the challenge of ensuring enough players are available when the streamer is online.
I highly suggest to not "just" look at sub numbers. There are some highly specialized channels out there, covering just very small niches. Even 1 or 2k subs can be "a lot" in that case.
Thanks for this helpful and informative video! I attempted to do some marketing for my first Steam game and wasn't able to get much traction. I definitely did a lot of things wrong (like releasing in Early Access with no marketing/wishlists) and am trying to learn from my mistakes for my newest game. One of the biggest issues I ran into with emailing UA-camrs was that I actually got blocked by Google for sending out too many emails. I think it's some sort of anti-bot tech and it went away eventually, but I was wondering if you've experienced something similar.
I haven't experienced that yet, I've sent out emails through our own email servers (not gmail), but even when using gmail, you can normally send hundreds of emails without being marked as spam. If that is the case though, you can look at using a service like mailchimp to send the emails for you. -M
I am not aware of what game keys are and how much control do we have over them or Can they be used by one user and how do you generate one. Can someone explain this to me.
After your Steam page is set up you can get generate keys for your game, even if the game is not finished. You send a key to whoever you want and they enter it into their steam account and the game will automatically be available to them when it launches. You can make it available early to UA-camrs before the main launch so that they can have videos ready on launch day.
regarding sponsorships, do you think something like affiliate links for the game could work? I.e. give the youtuber a custom link, and if folks purchase the game through their link, they get a cut. Is there any data for something like that for games?
Unless Steam integrates a system for it directly, no. It's a great idea I think, giving an incentive to the influencer to advertise the games, but it won't take off if it's a third party site that's not Steam, since 99% of all people buy their games through there. -M
@@bitemegames Hmm, one thing that might be worth researching further: I remember Thor from Pirate games mention that he sells Steam Keys on places like humble bundle and itch io. So maybe it's possible to separately distribute the steam keys that can be redeemed, and from that, you can create affiliate links to access downloading those keys. I will investigate this for my own games as well to see if that yields anything useful (I've got nothing to lose, I'm a broke boy atm). If I get any interesting data I can share it as well.
@@bitemegames You were too quick :). I just came across this in your video and was going to delete my comment so I didn't waste your time. I'm really enjoying your content by the way. It's both straightforward and very helpful. Thanks again for the response!
If you're considering turning this into a SaaS, I don't think it's a good business idea, since this is still a very manual thing. Platforms like Lurkit and Keymailer have "AI" content creator matching, but they are absolutely useless. I think this is something you need to do manually for the main part, as you are the only person who really understands your game and what kind of genre/creator fits it. -M
@@bitemegames I had a different approach in mind which still gives you all the control to search for creators that fit your game but speeding up the process and allowing to reach out to them in bulk. Ultimately, it would be nearly the some process as you described in the video, but much faster and convenient. Thanks for the feedback though! :)
What I like the most about you is that you talk a lot about your beginnings. When you talk to us, you always remember that you were one of us, looking for more views and trying to market your games. I feel like you understand us, and I think you deserve all you have achieved!
I still am a beginner as well at the end of the day, looking for more views and trying more ways to market our own games. -M
@@bitemegames you are doing great for sure!
YES! Us UA-camrs LOVE testing out new games in our niche (I do Space/Rocket/Sci-Fi)!!! But I would STRONGLY suggest more than a month (2 months is better!) in advance to release to get us enough time to play the game prior to its release so we can get our vidoes out in time!
I'll also say for the views, having multiple camera views in your game help UA-camrs alot at showing the game even though its not the typical player view (think travel videos with drone shots, you as a traveller will never see from that aspect but it does a good job in showing off the whole region). So sneaking that into your game and giving UA-camrs that feature helps us help you!
And Media packages, links to those makes making vidoes on you game and coverage on basic pitches etc so much easier.
Also: And I say this nicely... games with a lot of swearing (that you can't turn off) hurt as YT and Algorthrim tag these words (spoken or written) and de-rank videos for profanity, so if you starting video cinematic intro is "F do you want to live you S O Bs marines???" its not going to do well... sorry.
What a helpful reply! Thanks for sharing this great information!!
@@GiantsOnTheHorizon Alwyas happy to help out indie developers!
If you find youtubers that match the target audience of your game, I think it is always worth reaching them, even if they have a very small audience. Having someone play your game and record both the game and their reaction is really such an useful feedback. It may not convert to a lot of wishlists, but you will see how people react to your game. With Twitch it is even better because you can also the reaction of the viewer live.
This is one of the best videos you guys have made. Sincerely, thank you!
Very insightful tips. I've already collected a small list of streamers and plan to add more when the demo build is ready. Wouldn't surprise me if I can find 200 of them. A streamer I talk to already has a 1 month waiting list. Probably safe to assume that could be normal for many more of them.
I really needed to see this! I launched my game a few days ago and I've been struggling to get people to cover my game!
Good luck! Sure ain't easy getting noticed. What's your game?
Looked at your channel, It looks Sci-Fi, send it my way.
Love your videos! And love the live streams. I will try to add to it next.
Thank you guys for being so interactive with your community
Have you showcased guild of the architect yet
Actually, this video is really helpful. I will definitely use these tips very soon!
I think your channel will get more and more popular the more games you review and show.
Valuable information. Thank you!
As soon as I received the notification, I came here to watch the video!
I like how you slipped in the Don't pay to sponser, use that money for our patreon instead.😂
I wish I could get my mother to try one of my games. Great vid though guys as always.
I think it's important to get your game out to as many UA-camrs as possible.
Reserving keys for only the largest channels isn't helpful, especially when those channels need an incentive to give your game coverage.
Make your game available to anyone interested if you want to maximize its outreach.
When nobody cares about your game, you shouldn't act like its above even the smaller channels. Especially since those are the people willing to give you any interest at all.
something i've noticed is that a lot of people who try to make 'good visuals' by checking boxes on the things you've said here still look pretty bad because they don't have that gut sense of aesthetics that you only really get from making a lot of art and getting criticism. You should really consider partnering with someone who is already good at that stuff if you aren't.
Good visuals are critical for UA-camrs, because while it might be a lot of fun to play, if its not a lot of fun WATCHING someone play... its not going to retain viewers through the whole video and the algorithm is going to think its a bad video :(
Great video bro. I would love to cover more games for developers. Only ask 5USD donation and the cd key for the game. At this moment I only care about building a foundation and a company rather than pushing for the youtube algorythm.
"Generic 2d plataformer 455"
Painfully funny😂😂😂😂😂😂😂😂😂
Super helpful!!
Nice video!
The only thing I want to ask is if you send youtubers email, do you do it manually? Or do use some sort of tool like mailerlite, mailchimp, etc etc? Because I'm afraid gmail or other email providers will block me if I send idk, 300 emails in a day for example
Nice video, if my game is a story based horror game with no demo, would you tell the influencer to post the video day off launch? And so reach out 4-6 weeks before launch of the game?
QUESTION: How would you approach a multiplayer-only game?
We are currently promoting our Team Fortress 2-like game, but we’re facing the challenge of ensuring enough players are available when the streamer is online.
When do you do roasting your game livestreams?
There's no real schedule for it, but we announce our roasting streams in our Discord where we ask for submissions. -M
I highly suggest to not "just" look at sub numbers. There are some highly specialized channels out there, covering just very small niches. Even 1 or 2k subs can be "a lot" in that case.
Thanks for this helpful and informative video! I attempted to do some marketing for my first Steam game and wasn't able to get much traction. I definitely did a lot of things wrong (like releasing in Early Access with no marketing/wishlists) and am trying to learn from my mistakes for my newest game.
One of the biggest issues I ran into with emailing UA-camrs was that I actually got blocked by Google for sending out too many emails. I think it's some sort of anti-bot tech and it went away eventually, but I was wondering if you've experienced something similar.
I haven't experienced that yet, I've sent out emails through our own email servers (not gmail), but even when using gmail, you can normally send hundreds of emails without being marked as spam.
If that is the case though, you can look at using a service like mailchimp to send the emails for you. -M
@@bitemegames Gotcha, thanks for the speedy reply!
Yess...send key get honest review. however i'm actually honest. if it sucks i WILL say so
Yes, I kinda understand why my game wasn't chosen for roasting xD
It wasn't appealing enough
I am not aware of what game keys are and how much control do we have over them or Can they be used by one user and how do you generate one. Can someone explain this to me.
After your Steam page is set up you can get generate keys for your game, even if the game is not finished. You send a key to whoever you want and they enter it into their steam account and the game will automatically be available to them when it launches. You can make it available early to UA-camrs before the main launch so that they can have videos ready on launch day.
Do you need to send a key if you only have a demo? Or do you just send the full build 2 weeks prior because your game isn't out yet?
regarding sponsorships, do you think something like affiliate links for the game could work? I.e. give the youtuber a custom link, and if folks purchase the game through their link, they get a cut. Is there any data for something like that for games?
Unless Steam integrates a system for it directly, no. It's a great idea I think, giving an incentive to the influencer to advertise the games, but it won't take off if it's a third party site that's not Steam, since 99% of all people buy their games through there. -M
@@bitemegames Hmm, one thing that might be worth researching further: I remember Thor from Pirate games mention that he sells Steam Keys on places like humble bundle and itch io. So maybe it's possible to separately distribute the steam keys that can be redeemed, and from that, you can create affiliate links to access downloading those keys. I will investigate this for my own games as well to see if that yields anything useful (I've got nothing to lose, I'm a broke boy atm). If I get any interesting data I can share it as well.
2:42 ASCENDING INFERNO SPOTTED!!!!!!!! WTF IS AN EASY GAME 🔥 🔥 🔥 🔥 🔥 🔥 🔥 !!!!!!!!!!!!!!!!!!!!!
How did you know my game was called " generic 2D platformer 455" 😅
Sorry if this is a dumb question but, you mentioned that you should email the UA-camrs. Where are you finding their email addresses?
10:12 -M
@@bitemegames You were too quick :). I just came across this in your video and was going to delete my comment so I didn't waste your time. I'm really enjoying your content by the way. It's both straightforward and very helpful. Thanks again for the response!
Gosh, not even my mom will play my game...
If i get a chance cover me❤ please🎉 i would like it. But 2D ! it is called a land Goo's crazy
Would you pay a small fee for a tool that automates the majority if not most of this process?
If you're considering turning this into a SaaS, I don't think it's a good business idea, since this is still a very manual thing. Platforms like Lurkit and Keymailer have "AI" content creator matching, but they are absolutely useless.
I think this is something you need to do manually for the main part, as you are the only person who really understands your game and what kind of genre/creator fits it. -M
@@bitemegames I had a different approach in mind which still gives you all the control to search for creators that fit your game but speeding up the process and allowing to reach out to them in bulk.
Ultimately, it would be nearly the some process as you described in the video, but much faster and convenient. Thanks for the feedback though! :)
2D games are not harder to market. UGLY and/or BAREBONE games are harder to market. More and more people can spot asset flips too.
So TL;DR curate a email list of creators, good steam page, good press kit, get keys in hands of creators.
Here first.