The static images and their text descriptions do not convey what the game is about. e.g. Platform action, puzzle solving. The description section helps, but I'm not sure how many potential customers go past the images as a first filter.
As someone not familiar with your previous games, it wasn't until I went and looked at the video on your website that I thought that yes, this is something I would find fun to play.
I think the reviews coming out should help to attract customers for you. That is, it will be the review that sells them, and then they'll go and buy your game, rather than making an impulsive choice while browsing the App Store.
I'll go see what the heck happened.
Wow the time I spent hanging out on this thread totally just paid off. Thanks!
I hope things turn around for Spider. Tiger Style is a star in the Austin (indie) game development scene and I am rooting for your continued success.
And it has also become way too easy to acquire games. Back in the 1980/90's, unless I wanted a specific game, I could easily spend an hour in a store trying to decide which one game I could afford to buy.
Meanwhile, it took less than a minute to purchase Spider: Rite of the Shrouded Moon on Steam, looks like fun, cheers.
I remember the old days of reading about video games in catalogs. Do I want Ultima V or Wasteland or Kings Quest?
Ironically, those are all still active properties in one way or another, after 30+ years!
I really want to have more time, to play U5 again ...
But I have promises to keep,
And miles to go before I sleep ......never mind, youtube delivers where devs don't :(
That sounds very intresting. I'm currently enjoying TIS-100, which is on the same subject.
As aspiring indie-developer myself, I always love to read about those that already have marketed their first games and can share their experiences.
I hope, your game will be a success! I saw, at Steam the reviews and images look very good!
To make it short: I am currently building a strategy online game as a browser-game (only a current browser and JavaScript is needed). I think, that currently most online games lack strategic/tactical depth and rely on almost all the same mechanics (city-building and build up the biggest army), with only small differences (topic, graphics and some minor mechanics are different, the basics are mostly the same).
I hope, that I can convince enough grognards that online-gaming can have depth.
So what's different? Well most notably, there are probably 20-30x more indie development studios in the market than there were when we started in 2008. I've heard hundreds of games come out on the App Store EVERY DAY. Angry Birds 2, one of the biggest properties ever, is free and it came out last week. This feels like a quiet time on Steam, but so far we have little traction there, and you need to demonstrate sales before Steam gives you main carousel promotion. Gaming press is overwhelmed with things to write about, so although they've been interested, we don't have many reviews from them yet. We've got lots of Lets Play and YouTubers, but how many sales does 500 views convert into?
Honestly, in the past we've been like "It's fine. We make great games that people love. We'll just release it, and the audience will find it." That was true in 2009 when we released Spider: The Secret of Bryce Manor with literally no promotion whatsoever. It was less true in 2012 when we released Waking Mars (alongside Outwitters, if you're out there Alex!), but still the App Store sustained us and the Steam market eventually found and loved us and gave us a few dollars. But the worry is that in 2015, no matter how good your game is, the audience has way way way way too many amazing games to choose between.
We're currently far behind, as just one example, a game about programming in Assembly language. It's probably amazing, I can't wait to try it. And that's the problem. So many things to play, competing for your attention.
SO! What does the dramatic near future look like for us? Well, I think we have major piles of new press reviews coming in on Monday and Tuesday. That will definitely help with awareness. And we're pushing on some of our more unique features in hopes of being recognized as newsworthy (eg - it uses your local real world time and weather and mirrors them in the game, it's based on a real historical secret society that you have to research in real life to learn the deepest secrets, many many layers of mystery and gameplay). We're asking our tastemaker and other well respected developer friends to help spread the word. I believe with enough awareness we're back in business - it's happened for us before. But if that doesn't pay off by the end of the week, very few people will write about us after that. So our hope at that point would be to be a "long tail game" that wins awards and winds up on "best games you didn't play last year" lists. It might pay the bills, or not, and it certainly isn't what we hoped for.
Alex - if you're out there - I've been in indie 7 years, before the indie revolution really started. I was in mainstream for 11 years before that. It's been crazy watching the market as we worked on this game. It's hard to target a market this volatile when the game you make takes 2+ years to make. By the time you're done, everything is different. So, yeah, I relate to a lot of what you wrote, and thanks for sharing! -Randy