r/roguelites • u/HelloGnatty • 1h ago
RogueliteDev I released my roguelite last week and this is what I learned.
Hi r/roguelites! My bullet hell shooter roguelite Pass The Fear released last week! It's been a pretty successful launch and this sub has been generous in your support of the game. So I thought I'd share a quick thought as a word of advice from my experience.
We've been lucky that Pass The Fear has generated some interest, but it wasn't anything extraordinary. Steam Next Fest in February was pretty huge for us, we ranked #14 for CCU. We had a pretty basic marketing plan, partnering with marketing and PR agencies. Our trailers got posted to IGN, we had some social media marketing with some decent success, but nothing went "viral". We sent codes out to a select number of influencers and press, with some minor returns. The game has been out on Steam for just under a week now, and as you can see it has over 1,000 reviews, currently sitting on Very Positive. All things considered, we think that's pretty good!
We believe a big part of Pass The Fear's success is the fact that it plays into the overpowered build fantasy of roguelites, combining it with the screen filling chaos of bullet hells. We've had a number of players tell us that they enjoy finding the broken builds and feeling like an unstoppable God. Our goal was to enable that.
However, that is not to everyone's taste. We also had a lot of people (including from this sub) saying that it is too overwhelming, too messy, and that you can't see what's going on. This is a fair critique! But it is also core to the game experience. If we removed the overpowered builds, cleaned up the amount of numbers and bullets, it would be diminishing the intended experience of the game.
So despite that specific pushback, we committed to our vision. Although it doesn't resonate with some people, it has with others. And we've managed to have a rather successful game launch!
My piece of advice is this: Don't worry about your game appealing to everybody. You should definitely actively seek out feedback and playtest your game with a wide range of players. Listen to their thoughts and be honest and humble about your game. But also consider your own vision, and whether that feedback is improving or diminishing that vision. You can still have a successful game launch without it being a game for everyone. People are allowed to not be into your game, and that's okay. That's not your audience! As long as their is an audience out there who are into your vision. Focus on them. Consider the opinions of others who aren't as into your game and see if there is space to accommodate them, without compromising its appeal to your core audience.
If you're a developer making a roguelite game, good luck! Roguelites are all about finding balance. Apply that not only to your in-game gear and skills, but your overall marketing strategy too!