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Our game’s not getting any players and I’m totally stuck

A topic by Tsuyuri57 created Jun 19, 2025 Views: 399 Replies: 9
Viewing posts 1 to 6

Our team poured a lot into making a mobile game, but it hasn’t really taken off like we hoped. Does anyone have tips or strategies for getting more players, or any experiences to share on what’s worked for you when it comes to promoting a mobile game?

(+3)

The mobile market is saturated with big players and attention seeker games. If you do not walk that path, you will have a hard time to get attention to your game.

Maybe it can help if you concentrate on making a game first and a mobile game later. What is it about your game, that makes it a "mobile" game? Does it need the gyro sensor in a phone to work or what? Is it about attention span and casualness? People play silly games on desktop too.

While Itch has capabilites to upload some mobile games, it is specialized for desktop. Oh, people do ask for mobile versions of games all the time. But they searched out the game for the game's sake and not because it has a mobile version. So you might find a certain bias for non mobile games here.

(+1)

Thanks a lot for the thoughtful reply! 🙏 Your point about focusing on making a game first, then thinking of it as a mobile game really hit me. We're also reflecting on the game itself and working on adding more gameplay depth. Really appreciate your insights!

I am a solo dev and have a lot of trouble getting people to see my games  and I would like to post some of them in this topic so they can be tried.

We're working on improving the gameplay and preparing a new version of the game. Once it's ready, we'll upload it to itch.io and give it another shot! Wishing you all the best with your projects too!

I’m sure you will get more players 

Well that's nice, but that won't make anyone play.

(1 edit) (+2)

I have the same concerns as you.
However, I have my own tentative hypothesis for an optimal solution, and I’m currently working hard toward that goal.

That is, to 'catch people's attention.'
Ultimately, for someone to like my game, they go through the following steps:

  1. Someone discovers my game.
  2. Someone tries my game.
  3. Someone plays my game.
  4. Someone comes to like my game.

So, if step 1 doesn’t happen, step 2 obviously won’t either.
And the same goes for the rest.

That’s why I use the principle of 'first, make sure people who might like my game find it' as my guiding action.

Conversely, I believe that approaching people who are unlikely to have any interest is almost a complete waste of time and effort.

(+1)

That’s a really clear and structured way of looking at it. Thank you for breaking it down like that. I like the idea of focusing on people who are already likely to enjoy the type of game we’re making, rather than trying to convince everyone. It’s a great reminder to be more intentional with targeting.

thanks you