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@marooninkstudio@tolgasnl No worries at all. Your excitement came through fine. For Nozomu School Daze, that sincerity can actually help; dev posts that feel human often make people more comfortable supporting a wishlist, as long as the CTA stays clear.
@Dravekor That mindset is good. Just don’t sprint silently. Even one short devlog per week showing what improved can warm up the right audience before Next Fest. It gives people a reason to remember the game before the demo traffic arrives.
@LunarCTbuilder Great. For the trailer, I’d show the NPC memory hook in the first 3 seconds: player action -> NPC remembers -> city consequence. That makes it feel more human than a normal city-builder pitch and gives people a clear reason to wishlist.
@QuickSliceGames Exactly. Keep the pinned Steam post, but make the first asset a 5-8s gameplay clip instead of only a link. Best structure: one-line hook, clip, wishlist link, demo/release timing. Then reuse smaller clips to keep sending people back to that pinned post.
@HighEnergyA@WishlistWedRT Glad it helped. A simple test: keep the Steam CTA the same, then rotate only the opening hook for 3 clips: cute moment, near-miss danger, and reward/discovery. After a few posts you’ll know which angle actually earns attention.
@ReBladeG ReBlade’s action-roguelike angle should work well with short repeatable clips. I’d test posts that show one decision, one mistake, and one payoff in under 10 seconds. That makes the Steam page click feel earned instead of just another wishlist link.
@zuxin_dtmer Purrfect Waiter has a very approachable cat-game hook. Since the demo is still being finished, I’d start posting tiny “job moment” clips now: a request, a cute problem, a satisfying result. That builds context so the demo launch has warmer wishlist traffic.
@SolitaryGames Congrats on The Sinkhole Steam page going live. If you’re still building early wishlists, I’d test posts that show the central tension in one sentence + one clip. Horror/mystery pages usually need a very quick “what am I afraid of / curious about?” signal before the store link.
@HighEnergyA@WishlistWedRT Asteroid Hopper has a nice “cute but hazardous space” angle. I’d test clips where the cute visual style meets a clear danger or near-miss, because that contrast is more shareable and gives people a stronger reason to wishlist than a static Steam link alone.
@25dgamingstudio@TheGamerSection Congrats on getting Wizzy Buds onto Steam. For a low-poly action game, I’d lean into one clean combat loop per post: enemy wave, spell/attack payoff, upgrade or survival pressure. Focused clips often convert better for early wishlist growth.
@PlutoniumPow War Asunder’s “classic War card game + tactical twists” pitch is easy to understand. I’d make the first asset show the added strategy clearly: elements, abilities, upgrades. That is what turns it from familiar card game into wishlist-worthy hook.
@MosscatStudios Good timing to restart the CampSight push before the Steam page goes live. I’d prepare 3 posts now: hook reveal, gameplay loop, and “why wishlist now.” Then the wishlist link lands into an audience that already understands the premise.
@Melongungames Congrats on the Shutter Chance Steam page. Since the trailer is the main conversion moment, I’d test one pinned clip that shows the “only in this game” moment before the title card. It gives people a faster reason to wishlist instead of just liking the post.
@IcePunchStudio Huge congrats on getting Harlow's Climb onto Steam. For a first Steam page, the clearest growth lever is making the core climb/fail/retry loop instantly readable in the first few seconds of every clip. That kind of “I get it immediately” hook usually helps wishlist clicks a lot.
That is a good window. I’d use July and August to test the hook before locking the Next Fest push: one cave/glitch mood clip, one clear gameplay-risk clip, and one devlog/polish update each week. The goal is to learn which angle gets saves, replies, and wishlist intent before the bigger demo traffic arrives.
Good question. I’d check 3 things before relying on Next Fest traffic: can a visitor understand the core loop in 5 seconds, do the first screenshots show real gameplay decisions, and does the demo/trailer have one clear hook. If you want, I can take a quick look at the page positioning and point out what I’d fix first.
@doublejlabs2025 That sequence makes sense. Visual identity and attack pattern give each boss a clean hook, then parry-timing clips show the feel of combat. For launch week, I would keep each post to one boss plus one readable action so the CTA stays clear.
@SamMeese_ October Next Fest is a good milestone. Testing the trailer hook early, especially the first 3 seconds, could make the demo traffic work harder.