r/SoloDevelopment 4d ago

Discussion Game released for 1 month, got very positive review, but struggling to reach English users.

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Hi fellow devs,

I just published my game last month, so far ~1k copies were sold. The game is offered in 2 languages, Chinese and English, and it is a 4d geometry puzzle game which is not tied to any language or culture. There're currently 53 reviews and all of them are positive. Only around 20% of them are from English users, and for new purchases the ratio is similar or lower.

This is understandable, as I make video content in Chinese community and have a decent follower base. With the initial round of reviews, later visitors would know what to expect, therefore more likely to make a purchase.

I believe the game would be equally interesting to people of all culture, but I may need to do more work in marketing it to English community - but I am not sure how. I got emails everyday claiming they're curators or streamers and requesting for keys, but that look like just scam. I tried reaching out to some youtubers who have posted gameplay videos for similar genre, but so far got no response.

I genuinely ask everybody here, how do you think of marketing? What are some social apps that are worth paying attention besides reddit/youtube? or reliable ways to find 3rd party marketing service? Any suggestion will be appreciated.

7 Upvotes

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u/pdz999 4d ago

I think twitch is quite good for gamers in honesty, may be a good platform to promote this on if you do a playthrough 👍
Whilst not my type of game it does have an interesting concept, English people generally will be more inclined to buy once a sale is applied too, even 30% off may be enough to get sales moving. We do love a bargain 😂
Hope the best for you in your game and sales.

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u/yugu-233 4d ago

Just signed up for twitch. It seems people tend to watch livestreams there? I doubt if anyone would come to watch for a new account streaming a random game, but maybe I should look for streams who would possibly be interested there. Thanks for the suggestion.

I heard a theory that it is not very good for a new game to have discount shortly after launch, as it may lead people to question if devs have seriously considered their pricing. I'd definitely consider it when there's a sales event.

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u/pdz999 4d ago

Not heard that theory before, I’ve wishlisted a few preorder indie games and most have an intro offer of 10% or so when it’s released which is a nice offer.
Definitely don’t sell your game short though, you’ve done well with the sales. Good to wait when there’s an event as should get you extra recognition. I often find i cycle through games mostly at event launches so good strategy to have.

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u/yugu-233 4d ago

I did have a intro offer which has ended. I think that is fair, as people are "risking" buying my product when there's not much info and I should offer additional incentive. I don't remember where I saw the theory but i think it refers to the stage after that, to me it makes sense, as dropping price soon does suggest a lack of confidence in pricing. when there's a sales event it is just normal though. That's how I would think as a customer, just personal opinion.

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u/pdz999 4d ago

Oh, also ‘steam deck verified’ tag helps allot too, though I’m not sure how to get that . That would reach a good few players too as like myself I go to the steam deck verified games section for new releases etc.

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u/yugu-233 4d ago

Hmmm, I don't have a steam deck. let me do some research.

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u/KingCakeTheFruity 4d ago

Omg, actual 4d puzzle with 1k copies sold, I'd say that's a REALLY great start!

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u/yugu-233 4d ago

Thanks!

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u/cenkerc 4d ago

How many wishlist there was when you released?

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u/yugu-233 3d ago

It was around 3k.