So I’m about to finish and release my first game, Chromasy, for Android.
Pretty much everything is done at this point and I’m hoping to release it in the next week or so.
This game has been made as a learning exercise and also as a way of gaining experience in game design, not as a money maker. However the game does include some adverts (rewarded ads that let you continue after one death) just so that if it does do well, I will make some money from it.
I would however obviously love it if it was successful.
So my question is, what are some easy simple to do things that I could do to make my game more of a success, that can be done on a negligible budget? Ways of getting my game out there to give it a chance of doing well.
Thanks in advance for any advice and also a big thanks to anyone who has ever posted a tutorial or answer to problem someone is having. Probably spent more time on Unity Answers than I have in the Unity editor at this point.
Well you already have a cool looking game and a fun trailer so thats a good step :). Get the game reviewed on some small game review sites, that should get you some traction!
Thanks and well done to you as well, making games really is tough. I tried your game (if it’s Ball On A Stick) and liked it. Simple concept done well. The physics feels unforgiving in a good way.
Hope it gets noticed by people!
Well, making games is easy, FINISHING them is hard, ha ha ha
Indeed it is, and thanks! I think you are the first person to actually appreciate that part of the physics, ha ha
Yeah, I hope yours does too! Let us know when the game is actually published, and I’ll see if I can casually bring it up in conversation with some friends
I think one advantage your game is gonna have is that you have a made up word for the title. Our game doesn’t appear in the standard search because all of the words in the title are common words used by thousands of other games. So people might have an easier time finding yours than they did our game in search at least. but every little advantage helps.
I think I largely wanted to have some experience of every stage of development. But if I’m honest using a publisher is never really been something I’ve thought too hard about, especially as I’ve been making this at my own pace and now that I’ve finished it I want it to be released as soon as possible so I can move on to other things.
I think the game looks decent enough and interesting enough that it would do well if you just published on Googleplay, Apple, & Microsoft Store yourself but I am biased though for your game as I like the old arcade game Tempest.
I don’t like the name though as it’s too much like Google Chrome. I’d go for a technical sounding one syllable name, maybe something like Ohm or Watt or…
That would be because as far as I can gather you need a mac to build for iPhone or you have to use a virtual environment (can’t remember if that’s the term but you know what I mean).
I also only own an Android phone so I wanted to focus on what I can test and build for easily myself.
Thanks for saying it looks like it could do well! With regards to the name, you are right that a snappy one syllable name would have been better but I just couldn’t find one that I was happy with myself. I think at this point I’m sticking with Chromasy as it would require changing too much.
Only thing I could think would be that it could be due to you not being in a country that it’s distributed to. I’ve only distributed to English speaking countries as I haven’t been able to find anything about whether or not you can or should distribute it to countries without localisation. I can change it to all countries though, I just wasn’t sure what’s best.
We got a bunch of requests from different people in different EU countries to make it available in their countries, so we pretty much just published it everywhere
Theres no reason not to, better to fix that now rather than later when a bunch of people who would have downloaded it just pass it by because of arbitrary barriers