@Yitzi Litt I did the same thing for Finding Light, I actually spent some money on marketing to get the game out to as many YouTubers and gaming outlets as possible. TBH in my case it didn't pay off. Funny enough, I'm not making a lot from Finding Light by itself, but I am making more from having bundled my three Steam games together.
I could be wrong on this but I believe any RPGMaker user who was making games 2-3 years ago (back during the Greenlight era) had much better luck than they do today. That could be part of
@Tuomo L 's success, alongside having a good game of course--and that helped him establish an audience too.
I wish that, after making three games and trying a few different marketing strategies, that I had good advice on marketing. You can use Steam's Curator Connect, Keymailer, Woovit and IndieDB, but they all have their issues and I honestly didn't notice a huge boost in sales as a result of using them--even though I advocated for all of those platforms earlier in this thread.
I've been reading a lot lately about the indie game market, and pretty much everyone agrees that it's absurdly over-saturated right now. I'm not even talking about RPGMaker games or jRPGs in particular. I was reading an anecdotal story from a guy in Spain about how there's
hundreds of indie game studios in Spain, and out of those hundreds
maybe ten of them are actually making a profit.
It's bad, and I've read some people are even wondering if there might be an "indie game crash" (if such a thing could even happen), simply due to the astronomical popularity of independent game development right now - there's simply too many games coming out and not enough time or money for gamers to give attention to all of them. This is especially a problem on Steam, as many of us have noticed. It used to be that Steam's visibility for new games would be enough to give you some traction, but nowadays there's
so many freaking games coming out every day that even Steam can't help anymore.
TBH I'm not really sure where I was going with this (kinda just felt like getting that stuff off my chest I suppose), but I suppose what I'm trying to say is not to be too hard on yourself if your game just isn't selling how you expected it to. Likewise don't spend too much time comparing your sales to other RPGM devs here, especially ones that have an established audience from previous games and/or got a foothold in the market back before it was over-saturated.
All I can say is to keep learning and keep trying new things. Personally, I'm going to look into Localization to see how games perform in other languages. I'm doing this because, well, it's obvious the
english indie game market is over-saturated, but I wonder how small-scale indie games perform in other countries in their native languages.
That, and maybe try my hand at the absurdly popular *ahem*
erotic rpg-maker game market.