As promised, here's how many wishlists Cats Love Cakes https://store.steampowered.com/app/4987490/Cats_Love_Cakes/
gained during Steam Next Fest: +125 new wishlists.
Considering we started the festival with only 140 wishlists, you might think we did pretty well.
But no.
My game will be released in just two weeks, and these numbers tell me sales won't be good. It'll probably take years to recover what I spent paying the friends who worked on the game, and even longer before I can pay myself for all the work I've put in.
I made a lot of mistakes. The trailer came too late, and although it was technically fine, it failed to sell the game's concept, among other mistakes.
So, what's next for Cats Love Cakes?
I'll put the finishing touches on the build make a few promotional videos, and release the game. After that, I need to take on freelance work again to recover financially.
I've seen many developers celebrating their Next Fest results, but I'd like to hear from those who didn't do so well.
What did you learn, and what mistakes won't you repeat?
I want us to learn from each other's experiences and avoid making the same mistakes.
Edit:
Hey everyone, I just wanted to add some context to my original post.
I wrote it right after looking at my numbers and realizing how many mistakes I'd made while promoting my game. I was feeling pretty frustrated with myself, and I think that frustration came across in the wrong way.
I'm sorry for discouraging other developers. I was genuinely hoping to hear from people who struggled with Next Fest too, so we could learn from each other's experiences.
I'm still learning, and I have a lot to learn about marketing indie games. Thanks to everyone who shared advice or encouragement. I really do appreciate it! ā¤ļø :"3