I'm Done Building My Game. Now I Have to Sell It.




For almost a year, my answer to "how do I grow Tiny Harvest?" was always the same: build more. New seasons, new areas, an airport, a whole valley, events every month. The game got so much better, but not enough people know it exists. So until the end of the year, I'm changing the rules: marketing is the product. 🌾 Play Tiny Harvest (iOS + Android): https://tinyharvest.app/go/youtube-simon In this video: – Why a year of updates didn't fix growth – Being at the mercy of Apple's Browse traffic – The developer trap: why building feels safer than marketing – My experiments: social accounts, lots of shorts, attribution links, small creators – My baseline: 30–40 downloads a day. The goal: a repeatable 100–200 that doesn't depend on Apple Chapters 0:00 I'm done building my game 0:23 The build year 1:08 The uncomfortable graph 1:58 The developer trap 3:14 New rules 3:47 The experiments 6:19 What "working" means 6:49 The honest part šŸ“ŗ My earlier video on App Store Browse traffic: https://www.youtube.com/watch?v=KOeMJVGXibE Follow Tiny Harvest: TikTok: https://www.tiktok.com/@tinyharvestgame Instagram: https://www.instagram.com/tinyharvestgame YouTube: https://www.youtube.com/@tinyharvestgame #indiedev #gamedev #buildinpublic

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