This thread was brought to my attention.
I'll answer as well as I'm able!
At 11/13/23 10:48 PM, CubePunks wrote:
About a month ago, we released our browser game “Greedy Goblins,” and we’re interested in expanding from the browser game into a full title.
However, we don’t know the best avenue to take to get it made. Our main issues are:
Funding
Does it feel like there's a high demand for an expanded game? Small games are a good thing! They can teach you a lot.
I would recommend exploring alternates to going "all in" too quickly. Publishers are especially risk-averse at the moment. And crowd-funding takes a LOT of effort to put together. Either route to suck up weeks or months of work.
Marketing
And like you mentioned, there are about 15+ games releasing on Steam every day. You would need to spend a minimum of ~half a year building the Wishlists needed to get noticed. Based on your insane trailer, it wouldn't be impossible to get noticed! But you'd need to be working every possible angle to get the word out. There aren't really viable alternatives to brute-forcing promotion as often as possible, in as many places as possible.
Storefronts
Steam costs about $100 USD. Itch is Free. Starting out, no other storefront really matters. But if you want the game on Steam, make that happen asap! Anywhere else is likely secondary to that.
Don't bother with Mobile in the short term. It's the most punishing platform out there. Visibility is 0, as you're competing against companies that are pouring millions of dollars into promotion. It's only a real option once you/your game are already known. If you're dev pipeline allows you to do so with little-to-no-effort, you might as well try? But don't expect much there.
Expanding dev team
Unless you have a list of to-dos you can't do yourself, keep things small. Worry about managing larger teams when you have more experience (and likely when you have funding to support that). Work with people you trust to both share your vision, and to execute on your intended timeline.
Self-publishing is still viable! But you'll have to teach yourself a lot about marketing.
Finding a publishing partner is tough. Focus on small titles with a small team. Learn as much as you can. Then you can use that experience and track record to leverage deals on bigger projects.
Suggestions
Put the game on Steam either for Free, or for just a couple bucks. You'll get a LOT more eyes on the game with a Free release though. It'll cost $100 store submission fee, and the time you put in learning how to promote and launch a page/game. And while you wouldn't earn off a Free release - if you keep the timeline short, that knowledge will be worth far more than you spend.
- Set yourself a deadline (eg. 3 months from live store page, to full launch). Don't aim for a target Wishlist count, as that can be insanely difficult to achieve.
- Use the existing game as a public demo - and take part in something like the Steam Next Fest to learn about Event participation.
- Do trial and error promotion through as many different avenues as you can. Keep a close eye on what works and what doesn't.
- Learn as much as you can about optimizing a Steam page, and best practices to make that as appealing as possible.
At the end of that, you'll have a Steam page, a wealth of knowledge in handling promotions, and a greater confidence in how to build up and launch a game. Then you can always make Greedy Goblins 2, or Greedy Goblins DX based on the feedback you receive. Or if that Free launch performs well, you could sell additional levels as a DLC!
I hope that helps!
There is no boot that fits every foot. But I hope these general recommendations can make that path forward feel a little less impenetrable :)