How much effort marketing an indie game?
As I race towards releasing my first game, Unicopia, one thing that's taken me by surprise is how many non-game dev tasks I've started clocking up. Creating assets for Steam, making a trailer, polishing my Itch.io presence, creating a v.basic website, tidying Discord for public consumption, the list goes on and on.
I've been recording all those tasks as Marketing, and thought it'd be interesting to see how that compares to all the other tasks, on the belief it'll only grow over the next couple of months.
There's some guesswork in there, predominantly in the out-scourced bits (e.g. art and music), but it gives a good ballpark of the effort involved. Clearly if I had a publisher, started with an existing codebase, or exclusively used generic assets, then the mix would be different, but as I get release candidate 1 ready, Marketing's already at 6%, and already surpassed my design effort.
However, what I'd love to know is how does it compare? How long did you take, or do you plan to take, making and marketing your first game?
Unicopia
Retro 2D platformer about a unicorn racing to rescue her girlfriend from the clutches of an Evil Poodle.
Status | In development |
Author | squeakypig |
Genre | Platformer, Action |
Tags | 2D, Arcade, Female Protagonist, Gay, Godot, Retro, Speedrun, Sprites |
Languages | German, English, Spanish; Castilian, French, Italian, Japanese, Korean, Chinese (Simplified) |
Accessibility | Configurable controls |
More posts
- Porting from Steam Deck to Picade74 days ago
- Unicopia launches with Picade prize draw78 days ago
- A tale about chasing a pixel perfect tailAug 25, 2024
- Edge-cases and emergent behaviourAug 17, 2024
- Unicopia Beta timeMay 11, 2024
- Unicopia full-game alpha released!Mar 31, 2024
- Jump to it!Mar 30, 2024
- Unicopia release v0.2.4Mar 17, 2024
- The surprising fun of Boss designMar 16, 2024
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