If Nobody Is Playing Your Indie Game, Here's Why... And What To Do About It

This is for you...

...then you're about to learn indie game marketing techniques that show you how to get gamers to play and buy your game.

I'll show you exactly why nobody is playing, and then I'll give you 3 simple techniques you can use today to help you get gamers playing your game.

Here's what you need to know...

What REALLY Is Over Saturating The Indie Game Market (And It’s Not Too Many Games or Too Many Devs Making Games)

The reasons why there is an "indiepocalypse" is because the market is over saturated. But I'm not talking about too many game devs or too many indie games. Having too many games isn't why there's a indiepocalypse.

If you look at other industries like movies, books, even car companies... there is always people making NEW stuff... all the time.... every day.

Again, it's not that there is too many games in the market.

The real reason for the the market is so saturated is because of NOISE. Noise that gamers ignore.

You see, there is so much CONTENT game devs are publishing that it all just end ups in a big pile of noise that the gamer has learned to ignore.

Content like gifs, screenshots, demos, articles, blogs, podcast, tweets, instagrams, ads... whatever.

Not only that, all this content is also competing with other content. For example, some gamers would rather watch a Youtuber play a game than play the actual game.

So what does this have to do with why nobody is playing your indie game? And what can you do about?

If A Gamer Has To Struggle Through All This Noise, They Are Less Likely To Find Your Game and Play It

Again, the problem isn't that there are too many games, it's because there is too much noise. The gamer has to sift through to find a game they want.

They WANT all these game. The more choices the better. But finding a game is now the hard part.

You see, gamers will ALWAYS need to play NEW games (even old games, too). You don't have to create that desire. The desire is already in them. They will go out of their way to fulfill a need.

For example, one game will fulfill a gamers needs. Then the gamer gets bored. And a NEW need arises. So they go out and actively search out a NEW game to fulfil a new need.

Boredom is a great motivator.

So, how do you use this knowledge? How do take what you know now to help you get attention, and get gamers to play and buy your game?

Let me show you how, next...

Too Much Content Is What's Over Saturating The Market... Not Games

My point is, that gamers biggest challenge is to find that ONE game made specifically for them.

But if a gamer gets bombarded with content upon content that is all the SAME to them, they will ignore it all.

They ignore most content, games, demos, articles, gifs, screenshots, ads because it's too much noise to go through.

But, once in a while a game will peak their interest. There will always be atleast ONE game that grabs a gamers attention.


Well, remember a gamers desire is already there. All you have to do is line up your marketing message with that desire.

Let me explain exactly how to do this in a simple 3 step indie game marketing technique. But first you need to know this important insight...

Gamers Play Games That They Feel Are Made Specifically For Them

People want to feel that things are made specifically for them. For example, say you're a runner. Are you going to buy a "all-in-one" shoe that you can use for work and running? No, you want a shoe made for running.

Then it gets even MORE specific... what kind of running? Long-distance running? Sprinting? Ultra marathon?

A sprinter is going to ignore all the shoes made for ultra marathoners and long-distance runners. A sprinter will be attracted to a shoe made specifically for THEM.

And that's my whole point: If you want gamers to play your game, you have to show them how your game is made specifically for THEM.

THIS is how you peak desire. This is how you get your game to stick out in an over saturated market place. If you make your marketing message specific, you'll survive the indiepocalypse.

Let me show a 3 step technique you can use right now to help you find players...

Indie Game Marketing 3 Step Technique Showing You How To Get Gamers To Play Your Game:

Step 1: Be Specific With Your Sub-Genre

Let's say you're making a RPG. What kind? Get very specific. Why? Well, it's like telling that sprinter you made them a shoe that they can use for sprinting, walking, work, long distance running.

This is a very important step because one of the first things a gamer does when hunting fo a game is to judge it first on the sub-genre.

Remember, a gamer is trying to fulfill a need and a want. A gamer won't play every game they see for 2 hours and decide if a game will satisfy their wants. No, what they'll do FIRST is judge the game by its sub-genre as a shortcut to see if they want to look into this game a bit more.

So, you won't get attention if you're too broad. Narrow your sub-genre because this will help you in step 2...

Step 2: Be Specific In Your Marketing Message

You got your sub-genre right. Great! But getting your sub-genre right is only the first step. Your next step is to SHOW a gamer what your game is.

Game devs fail to underestimate the power of explaining what their game is. They assume that all a gamer has to do is look at pretty screenshots or gifs, and they'll get hooked.

But persuading people takes a lot more than that.

For example, a sprinter may look at a design of a shoe, and they might think it look pretty. It got their initial attention. But they won't know it's made specifically for a sprinter... unless they are TOLD this.

You see, you need a combination of shiney images and pretty pixels PLUS you need to tell the gamer what your game is. You need both because a gamer isn't going to put in the effort.

For example, if you tweet out #screenshotsaturday, also include in your tweet, "Game designed for gamers who love X and hate Y".

Remember, a gamer isn't going to take the time to figure out your marketing message. Be specific. Tell them. Show them. What's intuitive to you, isn't obvious to them.

Step 3: Tell Gamers Advantage They'll Get For Playing Your Game (And Talk Less About Features)

Let me go back to the sprinter example. Say the shoe company talked about the material, the colors, how long it took to design the shoe, and the science that went into making it.

So what? The sprinter doesn't care about that. They care about if the material will make him or her run FASTER.

They don't care about how long it took to design the shoe... they only care if the shoe won't fall apart on them and last a long time.

My goal is to show you the difference between a feature and an advantage.

Game devs want to talk about features. But gamers want to know the advantages to that feature.

For example, say you put 550 hours into developing a feature. Then explain why you did. Show the gamer the benefits and advantages THEY get from your hard work. Show them that you it took a long time because it would make their experience playing the game a bit better. Tell them all this effort put into the game was because you want the gamer to experience something that no other game has done before.

So, when creating your marketing material for your indie game (i.e. gifs, blogs, videos, screenshots), always ask yourself, "so what?". If you have a great feature... ask "so what?".

This will help you create a marketing message that will get a gamers attention, cut through all the noise, and get them to play your game.

If You Want Gamers To Play Your Game, Do THis RIGHT NOW....

This will only take you 7 minutes...

Grab a paper and pen, or open a word document. Tell me, what is your sub-genre? For example, RPG. What kind of RPG? Action RPG? Ok, what's the theme? Action Dark Fantasy Lo-Fi RPG? Ok, what's your best mechanic? Party-based.

So, then I would have...

X Game is a Lo-Fi Party Based RPG in a Dark Fantasy World

What I'm trying you to do here is to get specific.

Specificity = Attention

It's important to drill down your sub-genre because being specific is how you'll cut through all the noise. It's the first step in getting a gamer to play your game.

If you want to survive the indiepocalypse, then get your sub-genre right, and get your marketing message right.

If you're too vague, than gamers won't play your game. And you'll get buried with all the other noise.

That's because people pay attention to what is made specifically for THEM. A gamer WILL make an effort to find a game that is made for them. But if you don't make it obvious for them, then they won't pay attention.

And that, my friend, is your strategy to help you get a gamer to play your game.

Still stuck? Want me to personally help you for free? Here's how I can help you right now...

This FREE Indie Indie Game Marketing Workshop Will Help You Get More Gamers Playing Your Game

I invite you to join my FREE Indie Game Marketing Workshop, click here.

I'll work with you one-on-one and help you take some workload off your desk. I'll work with you, and your indie game, and show you exactly what to do to get a gamers attention and how to convert that attention into a sale.

My help is free because the more I help developers, the better my content for this blog gets.

But there is a catch... I only want to help game devs who are serious about this, and want to do this more than just a hobby.

So, if that's you... if you're serious... but you don't have a lot of time to market your game... and you're not sure where to start, then the FREE Indie Game Marketing Workshop is for you.

Click that link, and I'll show you what to do next. Thanks, and see you on the other side.