I'd be curious to hear more of what you think about what is enough traction and interest on SideQuest to signal a project being worth while to build out. What are your thoughts on views, clicks, and reviews on SideQuest, how they vary based on factors unique to a game (genre, time&energy, art, etc.), and to what degree they reveal a viable pursuable product? I'm currently investing a good chunk of time into building a VR game and have a primitive demo on SideQuest, but am wondering whether the interest I've gotten is worthwhile in growing further or not. Always love your videos, and they've been a huge help!
This is a great video idea. I'll need to poke around and see if I can scrape up some data points and come up with some opinions. It's so easy with steam because people can wishlist games and you can get a rough idea of what your conversion rate might be. Usually having roughly 1000 wishlists on steam means you have some healthy traction. Considering the VR world is still very small, I think I'd be happy if my game reached 100 reviews on sidequest. I'd really consider going all in on 500+ reviews.
I think while you're prototyping and testing out a game, that side quest is still a great choice. Going through the process of getting a game on AppLab can be a huge pain and I wouldn't want to go through that process until my game was at least heading towards an alpha build or early access.
I'd be curious to hear more of what you think about what is enough traction and interest on SideQuest to signal a project being worth while to build out.
What are your thoughts on views, clicks, and reviews on SideQuest, how they vary based on factors unique to a game (genre, time&energy, art, etc.), and to what degree they reveal a viable pursuable product?
I'm currently investing a good chunk of time into building a VR game and have a primitive demo on SideQuest, but am wondering whether the interest I've gotten is worthwhile in growing further or not.
Always love your videos, and they've been a huge help!
This is a great video idea. I'll need to poke around and see if I can scrape up some data points and come up with some opinions. It's so easy with steam because people can wishlist games and you can get a rough idea of what your conversion rate might be. Usually having roughly 1000 wishlists on steam means you have some healthy traction. Considering the VR world is still very small, I think I'd be happy if my game reached 100 reviews on sidequest. I'd really consider going all in on 500+ reviews.
Can you make a tutorial on how to set up and use all the features in unity 6?
Once Unity 6 LTS is released, I'll be posting all sorts of videos on it!
@@FistFullofShrimp I need help getting my thing to app lab
Nice one, two, three step on getting your VR game out to there! Thanks.
Please let the logos hit the corner in the next video :D In addition to videos like hands on, informative videos like this are very nice.
Cheer! I'm happy to hear me testing out this new content is helping. 🍤
Epic
Leader,
I would like to hear your thoughts about Applab now easily accessible on the quest store. Would you still advice devs to start at Sidequest?
I think while you're prototyping and testing out a game, that side quest is still a great choice. Going through the process of getting a game on AppLab can be a huge pain and I wouldn't want to go through that process until my game was at least heading towards an alpha build or early access.
@@FistFullofShrimp Thank you the reply, I get started on your side quest tutorial.
I more then liked, i subscribed!