FloofCorp.
u/whaleforge
I’ll definitely try my best with marketing, even though I don’t really have much experience or familiarity with today’s media landscape. It’s becoming clear to me that marketing is something you really need to plan before development, not just at the end. I’ll dig into the HTMAG resources you mentioned and see what I can put into practice.
And honestly, navigating Reddit as a dev can be tough — it’s hard to strike the right balance between sharing progress and not coming across as overly self-promotional. Still figuring that part out.
Thanks a lot for taking the time to check it out and give honest feedback. I’ve been pretty light on the marketing side so far. Aside from Next Fest, most players have just been discovering the game through Steam visibility bumps and a bit of organic sharing, but it looks like that’s not enough to sustain growth.
And yeah, the store page/trailer critique is fair. I kept the screenshots pretty consistent to show the core vibe, but I can see now that it doesn’t do a great job of showing variety or depth. I’ll work on updating them and making the trailer highlight more gameplay content rather than just the mood.
That’s a really good point about timing NextFest closer to launch — I’ve heard similar advice but wasn’t sure how much it really mattered. In my case I figured I’d test the waters earlier since the genre is a bit unusual, like you mentioned. It definitely makes sense though that stacking visibility at the end could create a stronger momentum wave.
I’m planning to keep building up through other events and social posts anyway, so hopefully this “early push” can act as a baseline rather than the big moment.