After working in the #gamingindustry for a while now as a social media manager, you tend to learn a few things about promoting games across platforms.
Here's the 6 most common mistakes that I see #indiedevs making on Twitter:
We may work remotely across the globe, but that doesn't stop us from meeting!
On Sunday, we had a chance to gather our team for axe throwing in Wrocław before sitting down & catching up face-to-face.
Thanks everyone who came, we can't wait for the next one!
#meetup#teambuilding
Posting multiple tweets a week is good for keeping your community engaged (and if you can, you definitely should!) it's also okay to just take a break and knuckle down on development from time to time. Be open about it. Your fans will understand.
#gamedevtips#SMM#socialmedia
Sometimes it's difficult to prepare content for your project, especially if you feel like you're running out of things to talk about.
It's okay.
Remember, quality of posts over quantity.
#SocialMediaManagers - what are your thoughts on the Reddit protests and the API changes to Twitter? Do you think they will drastically affect the way we promote games, or is it something we will just find workarounds for and just keep on going?
And of course, don't forget to try out other people's games! You might find some inspiration for your own, or even just a new favourite way to pass the time :)|
#gamedev#steam#steamnextfest#indiedev#indiedeveloper
Just 4 more days until #SteamNextFest!
If you're an indie developer, consider participating and showing your game off. A boost in visibility such as this can help to build a community quickly for your game, and help you to know which areas you need to improve before release.
Looking forward to #SteamNextFest next week, to check out all of the new indie projects coming soon!
#GameDev and #indiedev, show me some of your projects so I can try them out next monday!
I might even be able to offer you some advice for marketing too :)
@NewfangledGames This artwork alone sold me on your project. Watched the trailer, and I'm mesmerized! Do you promote your game in other places aside from Twitter?
@DeadeGuard98 For me, solo dev means it's 1 person behind 99% of the development. They might outsource a couple of things, but for the most part, they tackle everything themselves.
It's a lot of work, but probably the most rewarding IMO.
A similar point goes for promotion - don't force yourself to promote your game before you're ready to. Teases are all well and good, as is WIP, but if you're not happy with what you're doing, then don't show it off just yet.
Not really marketing-related as per usual, but a reminder to take regular breaks and avoid burnout.
Gamedev can be fun, and so can community building! But you need to remember to take care of yourself too; pushing yourself too much can, and will, affect your projects.
A good community will understand that you need a break from time to time. There's no shame in taking care of yourself, in order to bring about the best game that you can.
#indiegame#indiedev#burnout#gamedev
⚡️ NEW POST ⚡️
Going beyond the usual TikTok gaming insights! I wrote about on my research on:
🔎 TikTok SEO & discoverability tips
🔎 The algorithm???
🔎 Why it matters
I used a nice stock photo too! WE'RE MOVING UP IN THE WORLD.
📰 Read: https://t.co/AxTtCCkvjo
Of course, not all games fit this format, and that's okay! Instead, as I've mentioned before: time to build a community and ask for feedback. Devlogs, WIP clips, and blog posts help bring people along for the ride and can build you an audience before you know it.
#indiemarketing
Early Access can be a good call for many indie projects.
Sure it's nice to have a full, feature-complete product, but sometimes a small early access period can help give you valuable feedback on how to improve your game before launch.