Your “solutions” to design issues aren't really solutions. When a design decision is literally game changing, let's say from 1st to 3rd person camera, it's changing your game's entire genre. Now you're making a 3rd person game that caters to a different audience, and all your design decisions up to this moment were in context of a 1st person game. A classically trained game designer would go with a new game mechanic instead - a visual or audio cue (screen borders marked in red or distinct sound of enemy behind you, etc), a minimap, and so on. The rest of your advice is spot-on, though. Especially the one about not following marketing strategies found on small KZbin channels. As with everything in life, those who succeed don't have time to teach, and only those who fail tend to give advice. That includes me, if it wasn't obvious.
@aamkaa340613 күн бұрын
Do you make money from developing games?
@joseluispcr17 күн бұрын
man you didnt even put a link for steam in your video
@KummoDeveloper20 күн бұрын
On lesson 4 you note a small youtuber giving tip to setup steam page as soon as possible. That actually used to be true in past and it used to help. And it still kinda is true but now with caviat that it does have to look professional when u do it. You still should have steam page setup at least weeks before launch of game (or demo) but it should have high quality capsules, trailer, screenshots and if possible few gifs showcasing the game. I know some small indie devs that kinda cheat and make fake material about things that aren't in game yet but that they know/hope/assume will be in final version (both on trailers and on gifs - for example there might be somekinda intro scene before battle that isn't actually in game but was edited on another software or on platformer games they might not be showing material for complete level but instead just recolored existing levels or are showing footage of very small portion of level they will work fully on later). This does need some extra work compared to how old "steam meta" used to work but u still want to gain wishlists passively and/or have some purpose for marketing (for example call for action to click wishlist button).
@BigCatsBiteАй бұрын
I found the parts about the steam store very enlightening, thanks for those tips!
@luckyknot2 ай бұрын
Great tips thanks!!
@sylwerx2 ай бұрын
I would love to know with how many wishlists you released your game? Please reply.
@lonbpalmer3 ай бұрын
Fantastic video, thank you.
@tcpikacu47443 ай бұрын
Sa abi
@ElConquista_Space_Game3 ай бұрын
Well, we all ask that question again... what's the point of mental satisfaction without the desired financial gains.?
@shanmukhag23493 ай бұрын
Extremely insightful. Not to be rude, but few of the listed issues are what many call *skill issues*.
@NoCodeFilmmaker4 ай бұрын
I love the constant reference to Jenga. A perfect analogy
@marcompe4 ай бұрын
Subscribed. Looking forward to your next projects
@PaulSpades5 ай бұрын
You know, some pretty good points I haven't already seen in other dev videos - and I watch a lot of them. Cheers and good luck with your games!
@RKGameDev5 ай бұрын
Kudos to you, fellow gamedev! Great job on making a good game. Beeing on the same journey myself, I trully understand you and how hard it all is!
@realemptystudio5 ай бұрын
How did you collect earned money, PayPal?
@locusruizlopez59975 ай бұрын
It seems strange to me that you call it a bug when it is a design flaw
@PaulSpades5 ай бұрын
Flaws are still bugs in "programmer speak". When we code logic it requires figuring out the corner cases and including them. Anything that we didn't think of - we call a bug, even though it's really a flaw in the implementation/design/requirements. "Real bugs" are unforeseen consequences in a system, not really flaws in implementation/design, but we lump both in the same basket in modern development.
@gameworkerty5 ай бұрын
the transitions are headache inducing
@ROPname5 ай бұрын
Thanks for sharing your experience :)
@paluxyl.86825 ай бұрын
Have you ever seen the archer characters from Genshin Impact ? I think a third person game with a female archer who shoots heartshaped balloons would be awesome, you could even release an adult version of this game on Steam or Nutaku. Creators like Xandra, MoonCat, Ida Faber, ... and many others got great models that got an extended license (you are allowed to make everything with the models), the models cost not much and are sometimes even on sale 50% off.
@brainongames68696 ай бұрын
Just wanted to point out that you missed out on the name Bowloon... :) Good vid, I make games too so I enjoyed your video, thumbs up! :)
@gracelessgames6 ай бұрын
I think one issue with your game could be that its name (which you mention several times in your video) isn't self-explanatory at all: It *could* be a about bows and archery, something about overwhelm, but what is a bower? The wordplay doesn't work and takes too long to process while quickly scanning a storefront
@nineret6 ай бұрын
bro I made only 13$ after I release my game on steam
@Talasuma16 ай бұрын
Mate, I did buy your game and it's a fun game, but please do some updates as there are things that drive me crazy. Here are some ideas: 1) When i started the game, i couldn't skip the guys naration. Implement a skip or fast forward option. 2) In the tutorial section, you can use text to tell people what to do instead of listening to something that they can't skip. 3) When the character levels up, do a 1-2 seconds of not being able to click as i've clicked on things i didn't so many times, like 90% of the time. 4) When the character leves up, the upgrades screen pops up, but the enemies still move towards you for half/1 second. It's really bad when i level up and i get hit because the enemies didn't stop when the upgrade screen showed up. 5) When i started the game, because i could not skip the narations, the music was so loud that it made the first impresion really annoying. 6) Implement going back/ exiting an upgrade menu/deck whne pressing "esc button" 7) Inprelent a sound or a red flash, something that will indicate/tell the player that they were hit as i have to constantly look at my health and this takes away from the gameplay. Don't get me wrong mate, i like the game a lot and it's really fun, but i hope that you understand that it's really annoying when you have a good game and some a lot of those things happen while playing. Anyway, going back at it as i need to level up the deck.
@knitejax6596 ай бұрын
Great video man! Keep at it
@maxmi30916 ай бұрын
Hey, come on. Playing vampire survivors instead of developing on your own game. We've all been at this point 🤣
@kevduc3146 ай бұрын
I really appreciate your honest description of how you felt and how things happened, can't wait to watch your progression and next learning experiences!
@dreamingacacia6 ай бұрын
dude I'd be fine with $100 so that I could publish the next game without saving more money. I knew that my games will gradually be better and people will getting more interest the more better games I make. The most important part for me is to be able to live and further improve myself and develop better games.
@connorjade54606 ай бұрын
How can I get the turkish perk???
@PandemoniumGameDev6 ай бұрын
Clicked on this video expecting the usual quick devlog which shows the profit at the end. Instead, I found a really relatable video about the struggle of making a game after coming from work and trying to combine it all with a decent social life. Good stuff! Keep going and I hope you're doing better, don't be so hard on yourself because that can really put you in a dark place, speaking from experience.
@NashEquilibriumDEV6 ай бұрын
thanksss bro 😄
@logosimian6 ай бұрын
Re: Lesson 9 Way I see it, bad code is an optimization problem. When people optimize code, they traditionally weigh how much memory it needs against how fast it runs. But making your code ugly optimizes for getting the project done sooner (or at all), and making it clean optimizes for making the code easier to fix and maintain, especially in the future when you have to re-read it after forgetting what you did. If you're working on a team, you might give more weight to readability. If you're making your first or second game, you might want to give more weight to quick turnaround, because it may be more effective to finish a bad game, and make the next game better than to try and make a bad game good.
@zekenebel4 ай бұрын
Everything u said was right except from the bold statement you opened this up with. Traditionally developers do not weigh those two things at all. They are completely separate from eachother. The ammount of memory something is taking is not relative to how fast something runs even by a fractional margin. If I don’t store X thing in memory it’ll take me longer to have access to it again as I’ll effectively have to bring it back to the exact state i need it in to do what I need to do. This inherently contradicts the statement. Memory is just for if and when you need frequent access to something in a state.
@BookFurnace2 ай бұрын
Isn't it exactly what he said? There is a tradeoff between loading things in memory in advance (spending more memory overall, but things run faster since you don't need to re-load stuff later), and spending less memory but having to load and unload stuff all the time.
@JAMPLEYDEV7 ай бұрын
Watching videos like this makes me realize how lazy I am and how much more time I could be putting into actually doing something. I mean, I have more free than many people who, although bearly have it, still strive to at least work an hour a day on something they're passionate about. Good video, man.
@ausername4meplease7 ай бұрын
Brilliant learnings! 🎉
@YOUR_MOMS_HP7 ай бұрын
just work with a publisher
@foode12327 ай бұрын
I was not expecting limbo to be in your video
@asgerleksoe98347 ай бұрын
my guilty pleasure is watching small youtubers video essays and im glad to say that this scratched my itched! very good video!
@NashEquilibriumDEV7 ай бұрын
thankss 😄
@morosov45957 ай бұрын
I totally disagree with this video. Using your example: many people like both chill and action games. Imagine how much more intense the action gets, if you start chill. And the greatest example: Minecraft. You build, you chill, but then the night comes, and you get to the action. Then you chill again during the day, just to go underground and fight again.
@NashEquilibriumDEV7 ай бұрын
a bit difference; minecraft is a survival game bro 😃. Ofc players seek for action in it. I was talking about cozy farm simulator
@NashEquilibriumDEV7 ай бұрын
But i get what youre trying to say. its more about the way you implement the action. There are less violent combat samples like Supraland. That may work
@morosov45957 ай бұрын
@@NashEquilibriumDEVThe survival game was not a thing before minecraft. Minecraft came from combining cozy farm simulator with an action game. And if you look at the best games over the years, they all have that in common. They break stereotypes.
@AwesomeAnimals247 ай бұрын
I’ve always found that it’s easy to tell if someone else’s game is good but it’s very hard to tell if your own game is good.
@marcinnawrocki14377 ай бұрын
Get better mic, it has some annoying "bumps".
@ruinaimperii4767 ай бұрын
20 bin dolara kadar devlet desteği ile ilgili detayları nerede bulabilirim?
@NashEquilibriumDEV7 ай бұрын
kosgeb veriyor hocam
@aleksapajic7 ай бұрын
So not only you made game with achievements and other functionalities, you also learned how to make good video edits. Congratulations man !
@NashEquilibriumDEV7 ай бұрын
Thanks Mate
@aproblem6ix8897 ай бұрын
How many wishlists did you have on launche
@NashEquilibriumDEV7 ай бұрын
it was around 178
@krzysztofbulicz4168 ай бұрын
If my first Steam game earns $100, I WILL BE extremely happy. GZ!
@jpowens20108 ай бұрын
Bought the game - absolutely love it!
@NashEquilibriumDEV8 ай бұрын
heyy mate just saw the feedback form you sent 😃. Thnks for your support ❤️
@DevNohara8 ай бұрын
I really loved this video! Only thing I didn't like was the voiceover 😭 it was tiring to listen to. I'm glad you learned a lot through your indie game dev experience and you're willing to share it with the world. This gave me a lot of insight on releasing a game. Thank you for sharing!
@NashEquilibriumDEV8 ай бұрын
Thanks for your comment mate. A lot of people say that I'll work on doin it better next time .:D
@dmangamesSTUDIO8 ай бұрын
Very inspiring that you put out a game on limited time and programming know how. I look forward to seeing your growth!
@NashEquilibriumDEV8 ай бұрын
Thank you mate <3
@CyborgPrime8 ай бұрын
Bro lose the AI voice
@blackestbill74548 ай бұрын
<3
@wingus6668 ай бұрын
It used to be, in the business world, location, location, location. That philosophy still applies, however, in an online scenario, i would only guess it's promotion, promotion, promotion. Whatever and however you can get the word out, links, word of mouth, use all the platforms you can, and blast your game out. T-shirts, mugs, pens ..anything you can put a link on, or logo of your game...or a website for it...whatever you can do. Since you already made the game, just a matter of letting the world know now.
@Spacemarine6588 ай бұрын
Hard disagree with the clean code, clean code can be fixed, understood, and improved. Spaghetti code will always be bad. Clean code is the difference between a junior dev and a senior one. Perfectionism is bad for sure but clean code is a must.
@PaulSpades5 ай бұрын
For an ongoing web service, or project that needs continuous development - yes. For a game? Nope. He's completely right. Focus on cleaning up the essential mechanics, logic and rendering - not GUI, notifications, achievements and other side goodies. The main stuff will probably need to be tweaked the most, the other stuff just needs to work (and preferably support localisation). Also, most of the side systems will need to be pulled out and trashed/rewritten for each platform, if you're porting the game to other systems. So you're gaining nothing by making the code look pretty there.
@Spacemarine6585 ай бұрын
@@PaulSpades players will absolutely notice poorly designed/coded UI (source am a UI/UX designer)
@PaulSpades5 ай бұрын
@@Spacemarine658 Well, I've been working as a developer on UIs for the web, mobile and games for 15 years. No they won't notice if a menu is a 400 line switch statement or a fancy modular system with components and state machines for each option. We're talking about code here, not the design. Just drop in any gui template you can get your hands on (or IMGUI), make the assets fit your game, add the apropriate options and don't worry about it, not until you have funds to hire professionals. Polish the gameplay, art, animations, effects, sound and music - not the buttons.
@Spacemarine6585 ай бұрын
@@PaulSpades if you are great at your job you can usually get away with it, this is a video for your average developer not experts. A Google search will disprove the players don't notice bad UI www.google.com/search?q=why+bad+ui+hurts+player+experience&oq=why+bad+ui+hurts+player+experience+&gs_lcrp=EgZjaHJvbWUyBggAEEUYOTIHCAEQIRigATIHCAIQIRigATIHCAMQIRigATIHCAQQIRigATIHCAUQIRigATIHCAYQIRirAjIHCAcQIRirAjIHCAgQIRirAtIBCDcxOTZqMGo3qAIUsAIB&client=ms-android-tmus-us-rvc3&sourceid=chrome-mobile&ie=UTF-8
@BookFurnace2 ай бұрын
Poorly designed - yes, but it's impossilbe to detect from outside whether the AI is poorly coded. Poor and clean code can provide identical behaviors.