Once again, thank you for all the support! For the second time, I’ve been part of a game that got Greenlit. If you don’t know much about INK yet, here’s a bit of background:
INK was created by Zack Bell as a late submission to Ludum Dare 32, but quickly turned into a small side project that he worked on for three weeks and then uploaded on itch.io for a couple of bucks. He also uploaded the source code to the GameMaker Marketplace, which is something he has been doing as a way to teach the community about game development. Here are some links to both of those places where you can find INK:
About three weeks ago, Zack talked to me and asked me if I could put INK on Greenlight, since I already have the pass from SUPER III’s campaign. I agreed and also told him I’d make a trailer for the game, in order to improve his chances of getting Greenlit, as well as organized the images and description for the Greenlight page, since I already had experience with it. Well, INK got Greenlit in only 19 days! This time around it was slightly easier for a couple of reasons: Zack’s community is a lot bigger now and the number of votes needed to get Greenlit has decreased significantly. Let’s show some numbers and contrast them with SUPER III’s numbers.
As I already mentioned, this time we got Greenlit with a ton less votes (basically, a third of what SUPER III managed to get) and in just over two weeks but, same as last time, we had only achieved barely over 70% to the way to the top 100 when we received the notification saying that we had been Greenlit. My guess is that Valve staff goes through submissions that are near the top, but not within the top 100 yet, and see if anything catches their eye.
What I found interesting though, is that the percentage of “Yes” and “No” votes was very similar to that of SUPER III, which reinforces my belief that, even though it’s less than half the people who voted yes for us, it was still a very good number, since it got us Greenlit twice. On the second chart, you can see that we had a very good curve when compared to other games in the top 100. You can see the spike from the first couple of days and then it continues to grow at a very slow pace. That’s why it’s so important to make the most of those first couple of days and go crazy with marketing and advertisement!
I want to keep this post short, since I already gave all my Greenlight advice on my previous post, but I still want to tell everyone to take the risk and try Greenlight! Get a prototype of a vertical slice from your game, prepare some nice video and screenshots, write a detailed but concise description and publish it! You might get on Steam faster than you expect.