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Vincent CASTEL (Dev)
Vincent CASTEL (Dev)

Posted on Edited on AI-assisted

A launch checklist for indie web games, ordered by effort

Disclosure: I build IndieRadar, one of the sites listed below. I tried to keep the list useful even if you skip it.

You finished a prototype, a game jam entry, or a small browser game. The build works. Now what?

Most marketing advice assumes a funded studio: months of community building, press outreach, a store page with a trailer. A solo dev with a weekend project needs something lighter. The idea below is simple: start with the channels that cost the least effort, collect feedback, and only then move to the expensive ones.

The checklist

Step Where Effort What you get
1 A curated directory of playable games (for example IndieRadar) A short form A listing page with a link to your game
2 itch.io Account + page setup Hosting, game jam integration
3 Newgrounds Account + portal packaging Community votes and comments
4 Subreddits built for feedback Account + reading the rules Direct player feedback
5 Short videos (Shorts, TikTok, Bluesky) Video production Test of your visual hook
6 Newsletters and micro-streamers Outreach Editorial coverage
7 Steam $100 per game + store page setup Wishlists, commercial release

No timings on purpose: they depend on you.

1. Post it where a human can play it right away

If your game runs in the browser, make that the headline. A link that opens a playable game converts better than a zip file, because nobody has to trust an installer.

Curated directories of playable games help here. They are smaller than the big storefronts, so a new game is easier to find. On IndieRadar, submission is a short form with no account (an email is needed), every game is reviewed by a human, and your listing page links back to your own site or itch.io page. It is free for now and you get your own page /games/{slug}.

Whatever directory you pick, check three things: is submission free, is there a human review, and does the listing link to your real URL?

2. Host the build on itch.io (or your own domain)

itch.io is still the easiest place to host an HTML5 or WebGL build, and it ties into game jams. Two tips:

  • Enable "Embed in page" for browser builds, so the game runs on the page.
  • Take the cover image seriously (itch.io recommends 630x500). High contrast beats a tiny screenshot of your UI.

The catch: uploads are open, so discovery on itch.io alone is hard for a new account. Plan to bring your own traffic.

3. Newgrounds for arcade-style web games

Newgrounds runs a community voting system for new submissions, which gives you quick, honest comments on pacing and difficulty. It suits arcade, rhythm and quirky games better than slow narrative ones. Note that you upload your HTML5 bundle to their portal rather than linking out.

4. Reddit: only where feedback is the point

Do not drop a bare link in a general gaming subreddit. Many of them restrict self-promotion, and rules differ from one community to the next. Read each sidebar first. Subreddits like r/PlayMyGame and r/WebGames exist for this, and a short gameplay clip plus a clear description works better than a link alone.

5. A short clip beats a long trailer

Open with your most satisfying interaction, not a logo. Pin a comment with the playable link so people can try it in one click.

6. Newsletters and streamers, once the build is stable

Contact people who regularly cover short or browser games. Say clearly that the game is playable in the browser with nothing to install. Streamers appreciate that.

7. Steam, only after the hook is proven

Steam Direct costs $100 per game, and a proper store page takes real work. Use feedback from the earlier steps to decide whether your prototype deserves it.

The short version

  1. List it somewhere curated and playable.
  2. Host it on itch.io or your own domain.
  3. Get feedback on Newgrounds and the right subreddits.
  4. Test your hook with short clips.
  5. Reach out to niche curators.
  6. Go to Steam when you know people like it.

I wrote a longer version, with a comparison of itch.io, Newgrounds and IndieRadar, on the IndieRadar blog.

What would you add or reorder? I am especially curious which feedback channels worked for you.

Top comments (2)

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hanin_mp profile image
Hanin Mp •

Welcome to DEV, Vincent. Ordering the channels by effort is a useful way to frame it, and the disclosure up front is appreciated. One SEO-side addition for browser games: give each game its own indexable page with a descriptive title and some real text (genre, controls, how it plays) instead of only an embed, because an iframe alone gives search engines very little to rank. Which of these feedback channels has worked best for you so far?

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vincent_casteldev_91ec profile image
Vincent CASTEL (Dev) •

Thanks for the warm welcome!

That SEO point is spot on and something a lot of devs overlook. Wrapping a game build inside a proper semantic page with real copy (premise, controls, genre tags) makes a night-and-day difference for indexation. That’s actually the architecture we chose for IndieRadar—every submission gets its own indexable /games/{slug} page so search engines have real text to crawl instead of an empty iframe shell. I’ll make sure to highlight this tip.

As for the channels, Reddit (subreddits like r/WebGames or r/PlayMyGame) has brought the most direct and actionable player feedback so far, but it’s definitely a double-edged sword.

The current climate on Reddit makes people hyper-skeptical: on my own narrative game, I even had a post flagged as "AI slop" despite spending weeks hand-writing the plots, logic, and scripts. The barrier to entry isn't just following subreddit rules anymore—it’s proving to an ultra-cynical audience that real human craft went into the project before they even click.

When you get past that friction, the feedback quality is unbeatable, but the pushback can be rough.

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