July 16, 2020, 03:23:41 PM

Author Topic: itch.io traffic  (Read 4946 times)

Offline 3DzForMe

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Re: itch.io traffic
« Reply #60 on: September 28, 2019, 08:02:30 PM »
Quote
but having the desire to make something, and making it happen is a quality in itself (that i have rather lost concerning video games...)

Yep - that can be kinda elusive - the motivation for me seems to come in waves - sometimes it can be years between waves though ;)  Thanks to Qube for this site - my coding mojo has been re-invigorated  8)

Offline Pfaber11

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Re: itch.io traffic
« Reply #61 on: September 29, 2019, 01:38:56 PM »
Well here it is I've found a way to do it not too difficult really . I may be doing this completely wrong but it works .
Celeron N3060 1.6 ghz duel core  4 Gb ram 32 gig storage  HD400 Graphics 160 gig external hard drive....

Offline Derron

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Re: itch.io traffic
« Reply #62 on: September 29, 2019, 02:27:30 PM »
- create a better looking hud
- re-unwrap the banana or whatever this is - to avoid this ugly "uv border" (dark on the bottom and bright on the top)

Now you solved the issue of texturing the ground - maybe you can improve the look of the ground now? For now all looks pretty bright, colorful ... "vibrant". Play with how it looks if you added some variation to the ground texture? Maybe you could even mix multiple textures (so a dirt texture is on top of the ground - adding some dirt here and there.


Keep on experimenting.


bye
Ron

Offline Santiago

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Re: itch.io traffic
« Reply #63 on: May 12, 2020, 05:40:11 PM »

Did you mean: estaba viendo este post, si quede impresionado con la cantidad de vistas y descargas que tienen! los felicito! mis estadisticas son catastroficas? que estoy haciendo tan mal?
175/5000
I was looking at this post, and I was impressed with the amount of views and downloads they have!

I congratulate you!

my statistics are catastrophic? What am I doing so wrong?


Offline iWasAdam

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Re: itch.io traffic
« Reply #64 on: May 13, 2020, 05:37:14 AM »
Pfaber11 has found a way to short the system:
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Think the "putting on sale" is what brings in new visitors (it is listed in the "sales" extra page then). Have mine for free since begin - and the browsergame (Ape's Banana Conquest) got a whopping 26 views in 4+ months. Genus Prime (winner of last syntax bomb competition) has 157 views and 26 downloads.

Those are pretty solid stats for a game with no marketing or pickup from another source. A good thing to look at is the referers as this will tell you where people are coming from. A good tip here would be to have solid youtube/facebook/twitter

Offline Santiago

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Re: itch.io traffic
« Reply #65 on: May 13, 2020, 01:37:22 PM »
ahh, ok!, i go to try!

in my gamejolt i cant price my game because im from Argentina, and it seams Argentina is like from another planet.

In put 1 or 2 dollars my game in itchio, and i go to do the same in gamejolt
maibe i can do sales things with simulador naval.

thank for u answer!

Offline Xaron

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Re: itch.io traffic
« Reply #66 on: May 13, 2020, 02:06:42 PM »
I could ask some youtubers if they like to talk about your project - cannot promise anything. But getting visible is not that easy today.

I think you already spot the right "niche". You could try to make some postings in some forums, can look for some good places.

All in all it should have bit more to show before telling some youtubers but you're on a very good way!

Offline Santiago

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Re: itch.io traffic
« Reply #67 on: May 13, 2020, 02:48:56 PM »
Hi, I suppose I would rather have the game just a little more finished, with the new menu, and not seem so improvised.

There are several details that could be striking, that I have not done yet, and I really want it to be something that if a youtuber proves it, that he can really get to like, and that it is not something forced just because he is indie.

I love the proposal, but I suppose I must work a little more to go through that step!

Of course, it is very tempting! Thank you!

 

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