Indie game creators struggle to get feedback on their games
10 posts across 3 communities in the last 30 days; 60% from r/IndieDev.
“I've been working on my 2D platformer for about a year now, and I'm just about ready to release my demo on itch. Unfortunately I can't set up a Steam page as I'm not an adult yet and can't handle the payments and stuff. 1) How much content should my demo provide? I have the…”
“Ok, so i say "before" steam because i can't get a steam page up yet, and my game as a demo on steam wont fit, its more of like Karlson (the one posted on itch) quality game (prob more, but lets keep it low). And i feel like putting up an itch demo before the more polished demo…”
“Essentially my "problem" is that my game is pretty much completed. However I was not able to sign up for the october steam nextfest, so I signed up for the February one. Now I have 5-6 months ahead of me for playtesting/polishing, but I'm afraid if I release too much in advance…”
Multiple posts detail the process of developing indie games, seeking feedback, and preparing for Steam Next Fest. Developers are looking for advice on demo release timing and player engagement.
SOURCES (10)
“I've been working on my 2D platformer for about a year now, and I'm just about ready to release my demo on itch. Unfortunately I can't set up a Steam page as I'm not an adult yet and can't handle the payments and stuff. 1)…”
Hello all, just released my demo. What's the next step? Press email? Reaching out to creators? What did you do or wish you did differently? submitted by /u/kparsons7 [link] [comments]
We just received our first Steam Curator Review on the demo for our game, we are so stoked! Took us roughly 4 weeks of outreach to get our first review and around…
“Ok, so i say "before" steam because i can't get a steam page up yet, and my game as a demo on steam wont fit, its more of like Karlson (the one posted on itch) quality game (prob more, but lets keep it low). And i feel like putting up an itch demo before the more polished demo on steam would be alot better, since what matters most are "steam users" liking it and making itch users be the game testers, and the ones giving feedback. Then i polish the demo up and post on stea”
“Hey everyone! We’re trying to figure out the best release date for our horror game demo and would love some advice. Steam Next Fest ends on October 26, and Steam Scream V Fest starts on October 26. We want to avoid releasing during Next Fest, but we’d also like to take part in Scream V Fest. Would you release the demo late in the evening on October 25, or early in the morning on October 26, on the first day of Scream V Fest? What would you do? submitted by /u/DreadmithGames [link] &#”
“I'm an indie dev. I haven't released a commercial game yet, but I've worked on a few. However reading comments from people on Steam whenever a dev [insert literally any action a dev can take here] is literally making me want to just put down game development forever. Update your game? Gamers angry that you didn't include X with the update. Don't update your game in X amount of time? Gamers accuse you of abandoning the game. Your update introduces a new bug? Gamers insult you”
“Im ready to release the demo of my first game ever on Steam, but was wondering if there are good reasons to hold it off, like incentive for reviewers to do it before its public, or any other reason submitted by /u/solisol [link] [comments]”
“Hey everyone! 4 months ago I made a pretty scary decision: I put my computer science studies on hold to work on my own game full time. That game is Spintal , my very first game, made in Godot, and its free demo went live on Steam literally a few minutes ago. Spintal is an incremental game where you keep a reactor named ATLAS alive by smashing atoms into each other. Every collision produces energy, and the harder they hit, the more you get. You fire atoms at each other, place bumpers, build walls”
“Essentially my "problem" is that my game is pretty much completed. However I was not able to sign up for the october steam nextfest, so I signed up for the February one. Now I have 5-6 months ahead of me for playtesting/polishing, but I'm afraid if I release too much in advance it's detrimental? My current plan was to release a demo (on a separate app id) within the next 2 weeks, gather feedback and polish the game as much as I can until the nextfest at which point I'll hav”
