When the idea of an "indie" market was first introduced, it seemed that the gaming world laughed at it. Games not made by Activision, EA, Capcom, and all the other big names? Blasphemy! These were proven companies with big titles under their belts that we all knew and loved. Why change that? Why trust these other titles with their small budgets for big ideas? Well, now we aren't laughing so much. In fact, and I still believe this wholeheartedly, the indie market is part of what's really keeping gaming afloat.
However, over the 10 or so years it took indie games to reach this sort of mainstream success, even this novel idea has seen its fair share of problems and hardships. For one, big named companies entering their market with smaller games. While we all liked Child of Light, why did Ubisoft enter that into the indie market? Yes, I know it's because of the low-risk nature of it for them. It seemed weird to see Ubisoft associated with "indie." It could have easily turned into a matter where the AAA space tainted it like they do most things, but thankfully we have not had such an issue.
"Child of Light" |
It's easy to say a game should be "original" when so many games have been done in so many ways, but if a game is going to play off a genre, it needs to do it well. The "Metroidvania" genre is full of games, but only two I played and enjoyed more than most is Axiom Verge and Hollow Knight. Honestly, Axiom Verge is just Metroid. It doesn't try to be anything BUT Metroid. However, the art style, weapons, visuals, and music really hit a lot of notes as to why I enjoy it so much. Same with Hollow Knight. While not a direct reference to anything, the world it builds, art, music, and atmosphere make it well worth the price it asks for. Not to mention the game is packed with hours of stuff to do and find. Anyone who's heard me talk about indies usually ends up hearing me go on about this game simply because it is incredible.
"Axiom Verge" |
Now, having a good game with a good art style is all well and good, but what good is any of that if you've never heard of the game? Advertising is essential and easier than some may think. With the explosion of social media, getting the word out should be pretty easy. Yet, so many good games get unnoticed and simply overlooked. Not because they were bad, but simply because they didn't do a lot to advertise or be heard. I'm gonna list 10 good indie games and I want you to think of which ones you've heard of: Gunman Clive, Mighty Switch Force, VVVVVV, Blossom Tales: The Sleeping King, Crossing Souls, The Sexy Brutale, Freedom Planet, West of Loathing, Kamiko, and Battle Chef Brigade. If you've heard of all of these games, then chances are you have good friends or spend a good chunk of your time on YouTube. Now, bonus question. Do you know everywhere you can get these games? Some are Switch games, but most are multi-platform. I implore you to give them a look.
"Crossing Souls" |
So you have a good game, you have a good trailer, and you've even been featured in an indie spotlight or two. However, this still doesn't guarantee that your game stands out. I know, it's a lot. But the indie market is as competitive as it is flooded. So, for starters, Twitter is one of the easiest and fastest ways to spread the word. It makes it easy for your fanbase to spread the word with a simple retweet and their own personal recommendations. Make use of hashtags that will help people find your game. There are some great resources on Twitter and Discord for free promotion. Plus, you get to talk to those who love your game and build public relations, which makes people want to talk about them more. Facebook is alright, but I wouldn't exactly recommend it unless you pay for the advertising space. Which you can, but I think Twitter is the prime social media mouthpiece. After that would be YouTube. Whether it be sponsored content from a prominent content creator or early review copies to generate some sort of awareness, you can't go wrong. Very often, when someone hears about a game, even in passing, they go to YouTube and look up as many reviews as possible. The more reviews, the more informed a consumer is. And if they're all positive, that's even better. There's also reaching out to publications (especially independent outlets) to do preview articles, developer interviews explaining more about the game, and DROPPING A DEMO (yes, I had to capitalize that). Let the internet be your billboard and make sure the world at least knows your game exists. Without this step, your game could fall into obscurity and that would be unfortunate. Too many good games don't do well because of low visibility, so dedicate a portion of your team and time to signal-boost your project as much as possible.
"Flinthook" |
What do you guys think of indie games? Love them? Hate them? Ignore them? Let us know in the comments. You all know the plugs: Facebook, Twitter, Spotify, Apple Music, and of course here.
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