I have a few of your games, totally love them! The article on my little website got more traffic than the video I did with HOL, but I can say the link to your steam page was clicked almost 600 times. We've spoken a couple times, and you've been super cool - the fact someone would try and charge you to make content around your game is insane to me. You helped me out! I got a couple subs and a ton of traffic from the content I made around your work, and I had a blast playing your games! I hope I sent some sales your way for sure! A rising tide lifts all boats, I wish you continued success! I appreciate you!
I hope you continue to have awesome success. Your advice has helped me a lot and I just put up my game for steam wishlists this week and it's been going well, definitely in part thanks to you!
wow congratulations! I have mad respect for you, one of the few people who actually published games, that's why I respect every word you say. Thanks for the video.
Well done, great to hear the launch went well! I tried the demo and had good fun with it but will have to buy it at a later date. Started my own business a few months back so not quite the right time for me to buy games, it's on the wish list. All the very best!
Bought the game when it came out and I absolutely love it. Its really cool and worth the small price tag. It's interesting that you said your wife likes it. My wife took an interest in the game too when she saw me playing it. She pays no attention to my games so I would say that is a very good sign. Congratulations on releasing another great game.
Figured people would like an actual look into such numbers! They are small compared to the big stuff that sites usually cover, but they work for small dev teams!
Congrats! I actually played your demo and loved it (and wishlisted it) without even realizing it was your game until just now. (*Edited - Just bought it on Steam! :)
Hi, I watch your videos and I'm very jealous because I'm also launching a game on Steam and I have..... 18 wishlists!!! The release of "Angor" (all eyes balls counts 😅) is scheduled for 25/06! And I wishlist Regulator City 😇
Thanks for the developer tips & tricks!🌟 Btw, could you tell use how to set up an email newsletter? What kind of external service did you use for it? Or which one do you recommend? Or if it feels like it helps at all? Especially nowadays that Discord seems to be the best platform to gather your followers as game developer.
I use Sendy.co which is self hosted on your own domain and uses Amazon SES to mail. It takes a bit of tinkering to get it running, but it's very cheap way of sending out newsletters (6000 mails is like $0.40). Compared to other services out there. Email will always be here, Discord might not!
@@orangepixelgames thank you, will look into it! Also good point with the Discord lol, forgot that some of these social media websites just fall overnight sometimes.🙌
dumb question since i have no xp, do u think the price impacted the sales numbers? I mean, I trust the quality of your work but wondering if the price made ppl avoid buying it?
Don't think so. You can go with a lower price and then some people see it as cheap and don't think it's a game they want to try out. If you go more expensive some people will complain about that. You can never please everyone, so you try to look at other games in the market place, and look at your own games and gut feeling, and make sure you can do a lot of discounts in the future (which is harder to do if you go with a very low price)
I actually think setting the right price is one of the absolute most important things to get right as an indie developer. Most indie devs will price their games (way) too high. Yes, it is true that there can be the whole 'this is so cheap, it must be bad' bias for anything sub-10 euros or so. But a lot of people will avoid overpriced games, regardless of wishlist interest. This is all about getting a good conversion rate to sales. And I understand the discount problem when starting low. But I see a lot of indie games being sold at 20 euros or more that will really have a hard time justifying that price and getting the sales numbers they want. I actually believe price is more important than literal wishlist numbers, even though some of that stuff (or rather any end consumer engagement) is important for visibility on Steam. I also think there's a lot of confusion about what the conversion to sales will be based on just wishlist numbers, none of which can be predicted very accurately at all. Needless to say, anything above ~5000 or so wishlists will probably see sales, but for plenty 'bigger' indie games it might still be a bad conversion. I'm also pretty sure Steam lists are actually dynamic listings, meaning one week you might need 5000 wishlists to show up high, but the next week you need 8000 wishlists, because competition that week is different. I also am certain the algorithm checks for engagement of potential audiences, meaning it is quite a bit more complicated than just hitting a wishlist target, before your game disappears from the list again. Needless to say, the game still needs to be good, meet expectations of the potential customer and so on.
Who said you were all washed up, suffering game writers block, and you couldn't see the game over sign blinking on your forehead? 😅 Well not anymore, Orange Pixel is back in the saddle. People lock up your free time, send your missus to the shops, boot up your PC's and consoles, cause you have some gaming to do! Hopefully all that hard graft pays off, on this and the next game you publish. 🕺