What we're doing here is "theory crafting". As always there are different ways to look at it and different things work for different developers. I hope you got something out of our perspective on this topic, though. Huge thank you to Chris for sharing his knowlege. Go check out his blog!
@i-am-the-slimeАй бұрын
Rolf Zuckowski?
@MAGNETO-i1iАй бұрын
@@JonasTyroller What is his opinion on mobile games market?
@EscapeCondition16 күн бұрын
My favorite part of this is how specific he is with some numbers etc. to jot down as targets
@BaekstromАй бұрын
That guy seems really easy to interview. You just ask a single question, and then he goes off providing a wealth of information.
@JonasTyrollerАй бұрын
Oh yes, he is. Always fun to chat for that reason.
@Martinit0Ай бұрын
It's almost like he's the best type of guest for KZbinrs to create interesting content.
@JDogB-tc3lxАй бұрын
lmao 🤣
@OmegaFalconАй бұрын
After watching this, I've decided. I'M MAKING A 2D PLATFORMER!
@MAGNETO-i1iАй бұрын
Add puzzles to it, and tweet as much as possible
@DoodleWorks22Ай бұрын
You FOOL don't thou knowest the trails and tribulations that come from a 2d platformer
@Lucas-gt8enАй бұрын
Maybe consider using cute pixel art for a unique twist!
@RickyWiildАй бұрын
This is me in EA, right now lool
@zionen01Ай бұрын
As long as you have other means to pay the bills it's fine..
@DewiDeciАй бұрын
That 20-40 hour point for indie scale could also be a factor for why rouge-likes do so well. Adding some item/powerup with a layer of RNG and synergies can greatly expand play time without too much work involved.
@JonasTyrollerАй бұрын
Yeah, very replayable, often has emergent gameplay properties, exciting to watch for viewers (because perma-death makes it high stakes), often a bit sandboxy and toylike by allowing for lots of different strategies and builds to mess around with. It makes sense.
@Ilcorvo.games1Ай бұрын
Do you think an endless mode for a side scrolling 2d space bullet hell would greatly improve replayability? Bonus points for guessing what kinda game I'm making. 🤣
@KassityypАй бұрын
Noita!!!
@SenorZorrosАй бұрын
@@Ilcorvo.games1 I'm just a random guy without any credentials so feel free to ignore. In my experience "Just an endless mode" adds little value. It''s the game I already played, just endless. I'd say adding modifiers, handicaps, challenge modes, minigames or any "spin on the default formula" works better for me while allowing reuse of assets. Endless modes really only work for me if it is a game about getting a highscore and the endless continuation is part of the design. Else it's just slop. Then again, It is almost always not my genre and players don't know what they are talking about so feel free to ignore.
@brandongregori995Ай бұрын
Just my opinion, but I dislike endless modes. They always have the same issue, which is they start slow and build up momentum. So you waste a lot of time getting to the challenging part every time you come back to it
@dapperdave42Ай бұрын
First, thank you so much for posting this. It's been so valuable already. Secondly, I think Chris's point still fits your original statement of "Just. Make. Great. Games." - the difference is how we determine what "great" means. My take away from Chris's point about successful genres is that a "great" game is one that meets its audience where they are while still being inspired by innovation.
@JonasTyrollerАй бұрын
Your take is now Jonas approved.
@dapperdave42Ай бұрын
@@JonasTyroller 🙏
@lisathewhitewolf14 күн бұрын
I get inspired by a great story more than I do innovation. But maybe I'm weird.
@QuietPenguinGamingАй бұрын
I wish every interviewer was as skilled as you are! "Is it one of those cases where if everybody followed your advice it would stop working?" That's a question I've wanted Chris to answer forever! I find your take on indie game development to be spot-on. You absolutely nailed this interview. Fantastic video.
@WizardofWestmarchАй бұрын
The funny thing is his advice about genre still has enough variety it would be pretty hard to fully saturate it. Doubly so if you throw roguelites in as well since they aren't necessarily craft-y but they do have a build meta to explore and allow player creativity in searching for broken builds.
@QuietPenguinGamingАй бұрын
@@WizardofWestmarch I agree. These games are also much harder to design & balance that many indies think. Creating a system with enough variety without a bunch of broken (ie overpowered) items (or even just 'strictly-better's) is a real challenge. I liked the question in part because it helps you try and get in the mind of indies who aren't following the trends. I grew up when Mario was a thing, but got pulled into the pokemon & trading card worlds instead so I have no affinity for platformers. I'm lucky in that I happen to really enjoy roguelike/roguelite games, and I guess if they were the 'unpopular' genres I would still want to make them.
@WizardofWestmarchАй бұрын
@QuietPenguinGaming I agree with everything, but one interesting point, a lot of people like a little overpowered spice in their rng build games. Personally I'm mixed opinion on them but I've seen people complain when they can't break the game in half ever
@QuietPenguinGamingАй бұрын
@@WizardofWestmarch Totally :) You want to feel powerful, especially when your build comes together. Imo, a game designer needs to make sure builds feel powerful yet distinct from others. If one build is significantly more powerful (or much easier to acquire) then there's little point in exploring or trying different things. Players will take the path of least resistance. It's a really tough balancing act. A truly 'balanced' game isn't as much fun. You want to feel powerful as player. When I start designing a new game system, I don't focus on balance yet. I try to find the fun, powerful mechanics within the system (to make sure the game is enjoyable to play), and then go from there. It's okay if one build/strategy is say 10-20% better, but if it's miles ahead of everything else it's an issue.
@BjörnTerlegård-h5dАй бұрын
I love the combined super power of Chris's data and Jonas's analytical skills! Thank you!
@TudvariАй бұрын
So if I got it right: (correct me please) - Demo should be released after tons of playtesting, and i.e. as a soft-launch of limited conted. - Should be released i.e. 1 month before the pre-release Next Fest - As soon as it's public, you contact all the influencers you know, so they have time to play it before the Next Fest. - They drive up your wishlists just before the Next Fest, causing Steam Algorithm to show your game a lot during the Fest. - Thus the Next Fest gets you ton of wishlists. (- Hopefully no major issue arises during the Festival and you can release soon after.) - You launch soon after and it gets promoted by Steam a lot due to the recent wishlist jump during the Next Fest.
@MondSemmelАй бұрын
Re: demos, one very basic benefit worth noting is that if you as a player wishlist a Steam game, then Steam will send you an email when the game releases a demo.
@KummoDeveloperАй бұрын
"They drive up your wishlists just before the Next Fest, causing Steam Algorithm to show your game a lot during the Fest" - didn't steam try to make new algorithm which disregarded how many wishlists you had before and gave equal chance for every game (probably within their own genre as i believe steam shows games/demos to players based on which games they have played in past so not every genre has equal share). And based on how many times trailer/capsule made people open steam page, how many new wishlists, how many installs, how many times players opened demo and especially: how long they played that demo - and then based on these new numbers they pump up visibility for games that got people clicking /playing or down if people skipped ? I believe they already tried this in october. I haven't watched any analysis if the thing worked like steam explained on their news/blogs/announcements and how it changed visibility (if it did at all) - am not sure if anyone has done such analysis yet - but am curious to see the impact of this. Ofc more wishlist before next fest can potentially help as it might mean you have player base to push notifications for. It might make people play your demo during next fest which might push your game on algorhihm compared to game from same genre that started with 0 wishlist and has to try and gain them during nextfest - where their playtime/player amounts might be lower on first few days and your game might be pushed to suppress your competition (potentially).
@TudvariАй бұрын
@@KummoDeveloper If that's the case then I guess the demo should be released just before the Fest starts. And maybe give a 2-3 days early access to influencers. It would be good to know for sure because there's a huge difference between releasing the demo 3 weeks and 1 day before the Fest.
@emeraldskellyАй бұрын
Putting the demo out earlier, after testing, can be good too. Rather than focusing on Next Fest, you could leverage the demo as a tool to get into other steam festivals (some of which might require a demo). Launching the demo does send an email to wishlisters so you might think to delay that email as long as possible, but having the demo up for longer gives content creators more opportunities to play and stream the game. Additionally, followers of your publisher get demo emails, so it can be really important to not launch the demo before contacting publishers, if you are interested in signing with one. Also consider that a demo is a very good way of receiving feedback so you can make changes early and often to improve the game
@TudvariАй бұрын
@@emeraldskelly Ahh, yeah, I totally forgot about that factor. So maybe the best solution is to: - Have the demo up as soon as it's in a solid state. - So you get more wishlists passively because you will be also featured in the demo section... and also there's a chance streamers will find your game. - Contact influencers a few days before the Next Fest so during the first day you'll have bunch of demo downloads, boosting the algorithm. This way you can have 2 PR events too: once when the demo is public, and once when the fest goes live. So you can post twice i.e. in restrictive, giga subreddits due to having two milestones reached. Am I correct? I'm so confused whether I'm choosing the right decisions or not ^^
@LeftoversWithAddyАй бұрын
I'm glad I'm actually getting this advice now. If I had already sunk a couple years of my life into a project only to suddenly realize I was making it for an imaginary market my spirit would be completely destroyed.
@cloogshicerАй бұрын
Really love that you're still posting videos after all your well-deserved Thronefall success! Really enjoyed this one!
@snugpigАй бұрын
Love how humble you are to not just be satisfied with your 'make great games' video but to go and interview someone who knows more about the subject to get more info!
@stephan553Ай бұрын
Kudos for the in-depth update. Few folks are willing to revisit anything they said in the past, let alone in any kind of self-critical manner. Hut ab!
@vycdevАй бұрын
There are a lot of amazing points in this video. I saw a lot of people talk about how the genre of the game is really important, but not the way that Chris said it, and if you think about it, steam players really love games where you have a lot of freedom to build and construct your own things, toys as he said.
@RhomitaАй бұрын
This video is GOLD! If you plan or you are making a game, you should watch the whole video! Thx Jonas for sharing! 😁
@WorstDeveloperАй бұрын
Differentiating between marketing and promotion is pretty clever. It allows you to look at marketing in a different way.
@HopperGameDevelopmentАй бұрын
I wonder how many games at this point owe their success to Chris, the marketing guru, the legend.
@IronFire116Ай бұрын
Probably none. He's an internet guru. If you keep following his stuff, you realize the actual important details are missing...but you will learn them in his $500 course!!! The people doing research on how to be successful will probably be successful, guru or no.
@N9TN9Ай бұрын
An 1 hour Jonas video? What a good way to start into the day!
@DanDoesDevАй бұрын
17:36 and 20:35 - Jonas smacking the nail right on the head. Indie devs don't want to be told what to make - but if you want to succeed, sometimes you have to compromise.
@Skeffles7 күн бұрын
Fantastic chat chaps! I'll definitely be returning to this video when I get to a marketing push. I definitely feel a lot better about making a buildy simulation manager now.
@code-garden-gamesАй бұрын
This has really encouraged me to get back to work on a crafty buildy game I started making.
@64-Bit_DragonАй бұрын
Just a couple of minutes in and I already hear RTS is hard lol. Hearing it's one of the hardest is actually really comforting seeing how well Zero-K (not my game, just somewhat affiliated) has been doing all these years. Being free and open-source is probably to thank for a lot of it!
@Lexie_TАй бұрын
Ursula Le Guin had a great quote for this. "There is a difference between the production of a commodity and the practice of an art." What we're talking about here is whether you are following the profit motive under capitalism to produce a consumable product, or you are making an artistic venture, and very often those ideals are in conflict. That's not to say that there can't be artful elements to a commodity game, but you have to as the developer understand that these are two separate concerns. Another aspect I'm a bit skeptical of here are the concurrent users metrics. An idler, or a game that just burns through your time isn't a better game, it's just a game that takes more time. Is Only Up a better game than Undertale because it has a longer average player time? All that said though, this was a really valuable video for indies to understand better the decisions they need to make and what goes along with choosing a path. I'm struggling to make a short narrative driven game at the moment and these videos help a lot to contextualise what the end result of the game will be. I know it won't perform well in a market, but the lessons I'll learn from it will help in future projects!
@MondSemmelАй бұрын
I get the point about artistic ventures, and it certainly applies to very experimental games with no expectation of making a profit. However, most indie devs who make platformers or puzzle games (two genres I love) aren't necessarily making something that's intrinsically more artistic than the survival crafty games, they're mostly making a commodity with less broad appeal.
@tuna5305Ай бұрын
Creating a good game and making art are inherently in conflict so there's really no need to be too much more concerned. A "good game" has pretty strict boundaries and rules for what you can do while giving the player a fun and rewarding experience. You will also probably have to change your vision according to play-testers and the will of other people involved in the project since games are such a massive undertaking. This isn't even mentioning the fact that many games these days try to be realistic or outright replicate reality (the simulator genre), setting even more limitations. All of these things already conflict with the artistic process. I think the the creative process for most games excluding a few genres like walking simulators and visual novels are fundamentally closer to craftsmanship than art.
@peacemaster8117Ай бұрын
@@tuna5305 Absolutely true. The closer something skews to art, the further it is from being a game. Something like "That Dragon Cancer" can't really be called a game at all, it's just interactive art. To me a game is a work of craft, like a chair. You can make a chair that's beautifully designed, or which expresses a feeling or embodies a memory, but ultimately it has to conform to the function of keeping a person's ass off the ground. If it fails to do that then it's a bad chair. Same's true for games.
@kkrup5395Ай бұрын
Is this a comment to the video or is this just mental mast*rbation? Your takes aren't even that profound, many thinks this way already, and contextually they make no sense there. Chris explains how to sell a game. To get money. Everybody knows that. There were never even a hint this video is about art or expression or making "good" by your subjective criteria games
@TWlazАй бұрын
@@peacemaster8117 How, for the purposes of this discussion, do we define a "game?" what's more, how do you define "art?" Because under the typical and intuitive definitions of those terms, your comment doesn't really pan out. How does something become "more or less" of either art or a game? Most significantly, I believe, is the fact that you haven't actually defined the functional aim of a game and how that precludes them from being art (in the same way a chair's function... somehow... precludes chairs from being "pure" art)
@BronsonBraggАй бұрын
I love that I watch interviews more than movies or tv shows... and that these interviews/podcasts are about the same length as a movie.
@AliMurtazaGameDevАй бұрын
Really great video! Technically we all are competitors. But despite that, there is this culture of successful game developers sharing their knowledge and methods with everyone else. I hope one day I can bring value to others the way you do.
@ZeffDevАй бұрын
This really helped a LOT! I learned so much as an indie dev. I didn't know that genre was so important. And as for promotion, I should give it a try like this. Thank you for this kind of content!
@calamitycal1Ай бұрын
In the What Actually Sells on Steam section, he's basically talking about sandbox games. And I agree with him. The benefit to these is you don't have to hand build hours of content. They're a force multiplier that allow a small team, or one person, to make a game that has 40+ hours of content without building 40 hours of content. Like if you want to make a big scale RPG, you have to not only build all of the systems, you also have to build all of the hours upon hours of content that players want. But, in a sandbox, you mostly just build the systems and allow those systems to interact in interesting ways. Way easier said than done, but that's basically what he's talking about imo. The biggest mistake I see with indie devs (especially the teams of 20+ people) is they try to build a AAA game (including the content) with a single-A budget and headcount. Not gonna happen.
@gamesbydesign8037Ай бұрын
Brilliant interview. Full of advice that's easy to understand, but hard enough to follow that it probably works. Thanks for digging so hard for this knowledge, and sharing it with us.
@jimkurthАй бұрын
Thanks for the video and asking some very great questions for indie game developers. I think when it comes to devlogs, I have an opinion that it hurts your sales when you launch. The reason is because so many people have seen the inner workings of it and there's less excitement for playing because they know what to expect and what to see. It's like reading spoilers and a critic's review of a movie that just got released. You read what the movie is about and maybe there are some things left out but you get the idea and the story and impressions of the movie before you see it and that experience is now jeopardized becuase you kind of already know what to expect. Whereas, if you release videos promoting the game and highlighting the best parts will make it exciting, teasing the viewer to want to see more by buying the game. And, if you come off as non-entertaining, then it only hurts you more.
@KummoDeveloperАй бұрын
21:43 "when they look up steam page they are trying to determinate is this game this genre that i really like". I.... i see myself in that. I might not look games whether games belong in specific genre or genres i like but when im making purchasing decisions i am looking from steam page if the game has the elements i am expecting on my gaming experience. The pegs in holes metaphor really made me nod my head. I think i have to add a new step on my prototype making loop. I guess if i let people (both friends and randoms) playtest my demos/prototypes maybe i should even ask a simple question: "what genre do you think this game is/would be". And i guess i'd be hoping for small variety on the answers with same genres being repeated multiple times.
@HungryHungryBАй бұрын
Cool! I actually got back into watching your productivity and theory videos recently (a few days ago) on drives and now you feed us with a new very long one. I'm gonna eat good for the next 2 years off this.
@Soluna7Ай бұрын
The game I am working on is a sandbox game with a very dynamic and manipulable world, and let me tell you 3:33 had me jumping with joy! I These are the kinds of games I love the most, but I wasn't sure about the wide appeal. But each word he said made my grin grow a little more, and I literally shouted "YES! YES! THAT'S WHAT I'M SAYING!" alone in my house to only my cat. I am positively ecstatic right now and I am currently getting a coffee and jumping back into development because I'm more sure than ever I've got a good idea
@piotryendel5444Ай бұрын
The way you have no symmetrically regulated headphones triggers me lmao. Recently learnt a lot about marketing and what making game that sells really is thanks to you! (thomas brush podcast plus this is a gold mine)
@archamondearchenwold8084Ай бұрын
This is AMAZING content. Basically journalism.
@ske200417 күн бұрын
this made me realize that of all algorithmic feeds, Steam is one of the few that cannot be easily manipulated
@vincentoreilly2704Ай бұрын
Really good interview - I appreciate the level of backed up knowledge and statistics your guest had. It is actually reassuring to understand more about what gamers want as it can afford us developers to make informed decisions and compromise on the types of games we want to make vs what is currently marketable
@xtexasredx605124 күн бұрын
Excellent stuff you guys; really appreciate it. As someone that has a fulltime job but want to get into it I really liked getting good tips for genre for success.
@Sisyphus_DeveloperАй бұрын
Randy brought me here. I'm super excited to watch this later. Thank you so much for this!
@ThraxxMediaOfficialАй бұрын
Thank you. Exactly the sort of advice that I needed to hear, at a turning point on my developing journey.
@ChroniclesofUnrealАй бұрын
This was an awesome interview. So much value jam packed in here!
@oldn00bsterАй бұрын
is Chris Zukowski making a tour of all indie-game youtubers?
@howtomarketagameАй бұрын
It kind of worked out that way! It was just a happy accident. At the end of the year everyone is doing interviews and so I always say yes!
@JonasTyrollerАй бұрын
I reached out to Chris after I got some crap for my "Just Make Great Games" statement to get a second opinion.
@WaytoOblivion29 күн бұрын
Thats called "Promotion". 😂
@niphil7437Ай бұрын
Right now I'm making a crafty buildy simulation game and until yesterday I was convinced no one will play it, but after watching this I think It has some potential haha
@LunarBulletDevАй бұрын
Thanks for this video, game marketing is like a black mysterious box, glad to see more content for such an arcane topic!
@TomsudobrejАй бұрын
I really wish Chris would have said other generes that do well and others that do ok. For example how well do racing games or action-adventures story games. Thanks Jonas and Chris for this long video! :D
@-N-L-Ай бұрын
So glad you made another video with this guy, the last one was genuinely so insightful and this dude feels like the Sun Tzu of game marketing
@JDogB-tc3lxАй бұрын
What I learned, if it don't look good then make sure it goes deep. good advice for many areas in life
@YaronLaviАй бұрын
Such an eye opener! Thank you very much! Great video!
@bastianovitali5248Ай бұрын
that graph hits hard. much love to all the devs and to you Jonas!
@RocketBootsManiaАй бұрын
Just started a channel about making my video game, thanks so much for sharing this, Jonas!
@Juniper-z2uАй бұрын
Great video, everything in it was so helpful. And extra thanks for the amazing summary at the end. Thank you so much.
@nousername8162Ай бұрын
cant understate how important graphics are, i know many people that wont touch a game with a 10 ft pole if they dont like the graphics. it doesnt necessarily have to be hyperrealistic, but it has to be a appealing artstyle.
I love how I just watched the whole video even thought it's 1 hour long, it didn't feel at all that long
@WattDesignsАй бұрын
Lots of useful info, thanks for posting! :)
@xdevantx5870Ай бұрын
I'm playing a crafty, buildy, simulationay, management game while I'm watching this so this guy is onto something.
@bobbykanaeАй бұрын
Super helpful and validating! Thank you!
@okay_camАй бұрын
This is such valueable and insightful advice. Thanks for the video
@cozymonkАй бұрын
If you have ever seen Mad Men, they depict that often it was the marketing firm that designed or conceptualized the actual product their client was to sell. Apparently people who worked in the industry at the time said the show was an accurate representation.
@LiquidFlower8 күн бұрын
59:36 what does he mean when he says capsule? Like capsule artist as well. 🤔
@TheMagokaiserАй бұрын
My two favorite content creators of indie games teamed up to make a video. I'm going to play the lottery, because today is my lucky day.
@benithemakerАй бұрын
The best 1 hour I'll invest today!
@benithemakerАй бұрын
Wow, I was right... This video is packed with so much value! 💚
@godottutorials7854Ай бұрын
THANK YOU SO MUCH I NEEDED THIS
@thomascurtis889Ай бұрын
Speaking of early access, Steam offers a playtest feature that allows you to get feedback on your game without going into early access and killing your momentum!
@adoek980Ай бұрын
Couple of months ago Valve released some new feature for Steam demo games. Demos can now be released with a standalone store page (so it isn't the same page as your full game). Also these demos can also be reviewed now. Not mentioned in the interview. Any insights already on how this new feature benefits the marketing?
@KummoDeveloperАй бұрын
i've seen BiteMe games mention this few times and i believe Chris has said it somewhere as well (might had been on another video where some other dev interviewed him or maybe it was video on his channel he posted just before october next fest... or maybe BiteMe games read his blog and was quoting it? Or maybe it was someone else and not our beloved steam-guru who is spreading this info). The times i have seen/heard it being mention the info so far seems to indicate little to no difference with how steam promotes your product. I think the only good thing it potentially could have is the case where your demo is just bad... lets say it worked on your pc, you didn't have friends to test it for and just published the demo on steam... and it was filled with bugs and people with their pc-gear couldn't get it to work. Your demo is now getting negative reviews. In this case in theory you can just delete that demo, hide the demo page (or delete, am not sure what options there are) and when you release full game you have a fresh start kinda. (But i don't think we have had an actual example of this happening so maybe steam has build some system where it does check the demo-history and doesn't promote the game cuz of those negative reviews? - am not sure if steam believes in fresh starts and gives the game 2nd chance or if they only give one shot). But people who have shared their data about this are indicating no significant growth or difference. Oh and to back this up a bit iirc steam in their blog/news/announcement wrote that at least for october next fest there is going to be no difference if demo is on its own demo-page or if its on your main game page: steam at least planned to give equal visibility in both cases. Even if steam got their algo to work as they intended and marketed i wonder if that is also how they tend to keep it up. At least for now.
@adoek980Ай бұрын
@ great informative answer, thanks!
@freakingcoolindiesАй бұрын
Chris is a legend - very excited about this 🎉🎉 (you are pretty cool too Jonas 🤪😋)
@JonasTyrollerАй бұрын
Chris Level: Legend Jonas Level: Pretty Cool Fair enough. I'll take it. :D
@freakingcoolindiesАй бұрын
@JonasTyroller for what it's worth, you are like 200 XP away from levelling up 👏🥳
@freakingcoolindiesАй бұрын
For what it's worth, you are like 200xp away from levelling up to Legend! 🎉🎉
@ItzTheFuryАй бұрын
This is really awesome Jonas. Thank you very much!
@blackcitadelstudiosАй бұрын
Hopefully my game will do well on steam. 😅 thanks for this info
@knight_lautrec_of_carimАй бұрын
>The steam audience really likes horror games Kinda. They like to watch streamers playing horror games and then buy them themselves. Horror games are like THE perfect streamer bait titles.No wonder they're doing well.
@eniolotero8808Ай бұрын
Summarizing, is it a better time-investment to focus on the development of a demo to distribute to streamers rather than trying to create your own audience through devlogs or other content creation?
@howtomarketagameАй бұрын
From an outside, non-youtube full time person, no question, a demo is more important. But I hope Jonas answers too.
@BelugaBuilds28 күн бұрын
lol im a roblox dev, and I watch all ur vids, very relevant surprisingly!
@MrElroodАй бұрын
Brilliant dump of useful information and theories.
@wojtsternaАй бұрын
11:52 So I saw yesterday some stats suggesting that an average player today *watches* video games more than actually plays them. Which makes sense that to be successful you need to make games which streamers want to play.
@a1a3a5Ай бұрын
Fantastic advice as per usual
@DOSRetroGamerАй бұрын
Congrats to the sucess of Thronefall Jonas. These are crazy numbets. Looks like you really made it in the indie space.
@nubbe8986Ай бұрын
That playtime minimum stuff (20-40 hours) might be actually true! which is why a lot of indie devs makes pixel rougelikes that combines the easier option of both the art and the gameplay aspects
@howtomarketagameАй бұрын
YUP! The roguelike meta-structure is a great way to get a long playtime. Great insight.
@Firestone-GamesАй бұрын
Perfect timing for this video! I just finished the first trailer for my game!
@leonhardrobinАй бұрын
Lets go! Now hopefully you didnt make a platformer 😬
@Firestone-GamesАй бұрын
@@leonhardrobin Well.....
@Ilcorvo.games1Ай бұрын
It's a good looking platformer though. I believe I've seen it in some other groups if I'm not mistaken. Edit: the one with the cave man?
@Firestone-GamesАй бұрын
@@Ilcorvo.games1 Yes exactly, thank you!
@richardbloemenkamp8532Ай бұрын
Just make a small crafty buildy mechanic into the game and focus 90% of your demo on that. You do have a demo I assume? Different way to dress your main characters also falls under craft if it is sufficiently customizable and tweakable.
@NevercadeАй бұрын
Loved this video - Chris is the GOAT 🙏
@socialkidmusicАй бұрын
After watching this, I feel ready to make my SHMUP and put it on STEAM!
@ProxyDougАй бұрын
So all the genres that sell well are the ones I don't play and the ones I like sell like crap... well, fuck.
@JonasTyrollerАй бұрын
Not a deal breaker. Just makes it more difficult. There are successful games in almost any genre.
@cybershellrev7083Ай бұрын
it's not that the games you like are crap but are dying to be innovated, genre-mixed or effectively Simplified. Unbiased Optimism is a skill.
@amaryllis0Ай бұрын
You can try find cult audiences for the genres you like. Zachtronics games for puzzle games, Hollow Knight or Celeste - likes for platformers, etc.
@PaulPaulPaulsonАй бұрын
What's the best time to make a demo?
@gameboardgamesАй бұрын
I'm a simple solo game dev man. When I see a Jonas Tyroller video or a Chris Zukowski video, I hit play. Side note, really happy my RoadHouse Manager game is a crafty-buildy-simulation-management-ish type game.
@subbu_createsАй бұрын
oh man Jonas thanks a lot for this!
@AliMurtazaGameDevАй бұрын
Another extremely important thing to realize about the crafty, buildy, simulationy, management blob is that it is aimed towards the more casual player. I have worked on mobile hyper casual games in the past. I learned from senior game designers that the whole point of those games is that the target demographic is extremely broad including middle age women and children.
@howtomarketagameАй бұрын
I think the crafty-buildy blob hits all interest levels from casual all the way to hard core. Factorio is definitely crafty buildy and it is HARDCORE. Same goes for games like hearts of iron, or rim world. Crafty buildy cuts across all interest levels. Also you must remember that steam is the most hard core audience in gaming. Casual games don't typically do well here. All I study is Steam.
@AliMurtazaGameDevАй бұрын
@@howtomarketagame Yeah good point. Thanks for all the knowledge you deliver! So these games also have the advantage that they get interest from all types of players.
@peacemaster8117Ай бұрын
@@howtomarketagame Rimworld is such a masterpiece of a game. It takes most of the appeal of Dwarf Fortress' insane simulation and combines it with mainstream accessibility that allows new players to dip their toe in... next thing they know, they've clocked 1000 hours and they're doing ice sheet "losing is fun" Randy Random colonies just for the sheer fuck of it.
@FireF1y644Ай бұрын
Minecraft RLCraft modpack... 20m downloads... very "casual"
@AliMurtazaGameDevАй бұрын
@@FireF1y644 lol
@be2inasАй бұрын
Jonas talk with Chris was most informative and helpful for me. Interesting, did Chris paid famous gamedev indie youtubers (Thomas Brush, Jonas, Code Monkey....etc.) to promote his course in these chats, or not? Just trying to apply his own theory here. Teaching materials are the same digital products like games, or aren't they?
@ThrowawayAccountToCommentАй бұрын
Hopefully, if you make an amazing game with an interesting concept, the players will come with you.
@JonasTyrollerАй бұрын
If I had to summarize it in a sentence, that would roughly be my conclusion as well. "Just make great games." and then there is some additional nuance that can be helpful to look at as well.
@fkjahaАй бұрын
Have a question about reaching out to streamers, how to send 1000 emails if your emails land in spam?
@JonasTyrollerАй бұрын
Not entirely sure but maybe a few thoughts: Don't send them out too fast or all at once. Customize/personalize them. Make it as much of a "normal" email as possible, no fancy formatting. Use your personal email address that you've been using for a while and regularily and is deemed "trustworthy". Reach out through other means (often you can contact people through other social accounts as well). Don't spam (don't send a billion follow-ups).
@fkjahaАй бұрын
@@JonasTyroller hmm, this approach is worth trying I guess, hopefully my personal email wont be marked as spam because of that Idea of using other sm to contact also sounds legit, didnt think about that for some reason Thank you for the response :)
@disregarded10Ай бұрын
Are there any festivals you'd recommend?
@howtomarketagameАй бұрын
All of them are good. in the video jonas shows a URL to a spreadsheet my community keeps to track them. Apply to everyone that fits your game.
@disregarded10Ай бұрын
@@howtomarketagame O I missed the url thank you
@roborogue_Ай бұрын
what an incredible video! i learned so much
@FloatingOerАй бұрын
Time for Jonas to reskin "Will you Snail" into a horror "I have no mouth but I must scream" platformer game 🤣
@zzz12466Ай бұрын
This video is another toolkit for indie developers. (I'm not skilled to make games, but this is helpful If one day I would have the possibility to participatr in a way)
@renefehr9084Ай бұрын
Hey there. I want to get into gamedev and i was wondering if you went to school or university for it, or if you just started from sqratch one day 😊😊
@YaenGamedevАй бұрын
In Jonas' case, the answer is kind of "both". He started it as a hobby as a kid for many years and then went to university studying game design. If you want more details, check out his video called "my gamedev journey" or something like that, it's on his channel
@BobbeDevАй бұрын
I wonder how well something like Mario maker would do given it’s a 2D platformer and a creativity thing
@jonathanwilson8809Ай бұрын
Time to start work on my 4 hour 2D puzzle platformer with penty of dialogue and a great story.
@thefirstcoatlineАй бұрын
Extremely helpful video! Unfortunately, my game falls into the local multiplayer category...
@SophiaWoessnerАй бұрын
As someone who likes 'crafty buildy simulationy' games, yeah, I want more of those.
@uIz_slcАй бұрын
I dont know how well this video will be doing, but I suggest to change the title to something like "Games are marketing?", "What kind of games are successful on Steam?", "How to make a viral game" or "This Indie games genre is booming!". Maybe I am wrong, but personally I find the current title very generic and many people have made similar videos, but this video speaks about a very interesting way of looking at marketing for games that I dont remember seeing in other videos, and this uniqueness should reflect in the title or thumbnail imo.
@JonasTyrollerАй бұрын
Yeah, I am experimenting a bit. Will wait for the numbers and make a decision based on that. Maybe "What Actually Works: Indie Game Marketing" could be good as well.
@uIz_slcАй бұрын
@@JonasTyroller Some additional examples that came to my mind: "What Everyone Gets Wrong about Indie Game Marketing" or "These Things Makes Your Indie Game Go Viral" or altenatively "These Mistakes Make Your Indie Game Fail" I personally think the title should be more catchy to make people curious and interested, and they are exactly what the video is about, so no misleading.
@dxmissileАй бұрын
is it also an algorithm strategy why chris frames his camera so close to his face?
@howtomarketagameАй бұрын
Nope I just like being close to you
@Pedritox0953Ай бұрын
Great video! Peace out
@EduardMalxaАй бұрын
thank you!
@MaximumAxiomАй бұрын
I wish you made a video on breaking down "appeal", I think that's always the murkiest part for me
@nobodyinparticular80Ай бұрын
One issue with this is that I don’t personally like “toy”, craft-y, simulation-y games. Nothing against them, I just don’t really get it or see the appeal, so that makes it hard to relate to those players. But I’ll try.