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I'd do these things:

1. Write up a press release announcing your game (check out the articles at http://www.dpdirectory.com/3newsltr.htm ). There are PR distribution services, but you can distribute a release yourself by gathering e-mail contacts for editors of magazines and websites.




I looked at your link and it's mentioning of paying $129 - forget that as it's too expensive. Plus, what is this "press" thing?

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3. Make sure you submit your demo everywhere (e.g., have you hit all the big sites such as Tucows and download.com? The indie sites such as GameTunnel?) Learn about the PAD format ( http://www.asp-shareware.org/pad/ ) and submit your game to all the shareware sites you can find.




I was told not to use download.com and to use Regnow instead. I often don't think of Tucows as I almost never go there. There's one other one, but don't recall it's name.



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4. Place DOWNLOAD and BUY buttons prominently on your website.




What do you mean by this?



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And last, but not least:

5. Get honest feedback about your game, improve on it for a month or two, and release a sequel. The feedback should be somewhat painful but constructive. Ask enough what they want to see more of in your game, and you should begin to see a consensus.

The iterative process in #5 is, IMO, the most important -- many indies seem to get discouraged and dump a project rather than finding out which parts to improve and improving them.




Although it won't be a sequel to the game, it'll be in the form of updates where new features (such as new challenges) get added, of which updates, to version 3.x, are free. The next update is 2.5 with 2.6 following after that.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials