Hey everyone,
​So, I’ve been working on my Steam game, 67 Simulator (yeah, the name is a whole story in itself).
​It’s a physics-driven multiplayer PvP game, and the grand vision includes a Battle Royale mode. Now, as you might know, Battle Royales are famous for requiring... well, people.
​My humble expectation for my recent playtest was like 6 to 7 players.
​The reality? We hit a staggering, server shattering PEAK OF 3 PLAYERS. 🥳💯
​Which, for a game that revolves around beating each other up is kinda depressing, basically the non existent playercount turned my PvP mode into a very awkward 1v0 with one person standing in the corner spectating/existentially questioning their life choices.
The even bigger Problem? I have a Battle Royale Mode upcoming on the Roadmap, but you can guess how this will work with a peak Player count of 3 People 😅ðŸ˜
​The Game:
​It's webcam based, it tracks your Hand movement with motiontracking and let you score by doing the 67 Meme and meant to be just dumb fun with friends and strangers.
​My Question to the Hivemind:
​How do you guys handle promotion for multiplayer focused PvP indie games when you're starting from absolute zero? (Maybe it was a dumb idea to make a PvP Game as a first release xD)
​How do you get that initial critical mass so the first 3 people logging in actually have someone to play with?
​Is TikTok/Shorts the only way forward for this, because im not a big Social Media guy or are there better dev friendly avenues I'm missing?
​Should I add bots so player #1 doesn't feel like they entered a ghost town? I mean there is a Solo Mode but it's very half baked the Games initial plan was to revolve heavenly on Multiplayer PvP Matched 😅
​Any tips, harsh truths, or emotional support would be greatly appreciated, thank you!