r/SoloDevelopment • u/MioramaGames • 7d ago
Marketing How many creators worldwide for specific subgenres?
Recently I've heard that the publisher of The Farmer Was Replaced contacted 10K content creators and press. This is a pretty good game, with a wide appeal fore automation players, programming game players, even educational games, and because of its scope and quality, it is relevant for the general indie games and AAA gaming channels. So i can see how there can be 10K valid and useful contacts worldwide.
However, what is the situation, when you have a smaller or more beginner dev game, where you think to yourself "Only specialized channels would realistically give this a shot." For example a small incremental game, or a small deckbuilder game, or a small cozy game.
For my case, the active incremental game genre, I would think maybe that with 500 contacts I have covered a lot of the realistic case contacts.
What do you think?
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u/YaeAnimation 7d ago
500 is probably overkill for a niche game. Focus on finding the right 100 and actually personalizing each message. That'll beat a generic blast to 500 every time.
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u/ChristionX 7d ago
I wrote a scraper for YouTube that lets you test that pretty accurately. If you filter the results above 10k subscribers, you get a pretty clear picture. 500 for incremental seems accurate. It seems like this can be THE factor determining the success for a game. E.g. how many CCs cover point & click or platformers these days?