99 percent of devs logs I see on KZbin never launch a game. Congratulations on that huge milestone.
@rungeon839 ай бұрын
THIS! I have released a little game on the xbox360 indie section and honestly the learning experience of this is much more than starting and giving up on lots of projects. You cannot buy what you learn, I hope his game does pick up it seems a bit insane how hard it is to get games known these days.
@nugget94589 ай бұрын
Should of released it on the switch those guys will buy any garbage on the store
@ghostradiodelete8 ай бұрын
This is the #1 reason why I didn't start one, hah. Also, who has time for that? I'm making a game and working a day job, I can't make videos too, that's insane.
@dadlord6898 ай бұрын
@@ghostradiodeleteI relate more to this point of view than to the author one. There is not enough life time and life force to work and to do an actual side project. Not everyone can win the Olympic game and make a record, but there will always be few. More to this point: it is quite psychotic to persuade only the highest bars. While you have no war outside - have a chilly evening and appreciate it.
"Building a game is so incredibly hard that you really cannot afford to build it on an idea you're only half passionate about" That quote is pure gold. Thank You for the informative and quite inspiring video and wish You luck in future productions.
@austinreed73438 ай бұрын
Then what is the bare minimum? Two-thirds? Three-quarters?
@TheBinklemNetwork8 ай бұрын
Two thirds and three quarters of that final third. :B@@austinreed7343
@karlhendrikse7 ай бұрын
Mmm yes I concur. I worked for a long time on a game I was less than half passionate about. It's still somewhere.
@austinreed73437 ай бұрын
@@karlhendrikse Amazing. Hopefully you can find it and show the results of working on an idea you have insufficient passion about.
@dondahighhh127 ай бұрын
@@austinreed7343 the real answer is have a team so work still gets done at a steady rate regardless of passion level
@clarisrichter79669 ай бұрын
Making a 10 hour long game with fully hand-built content as a part-time solo dev takes and iron will. Looking forward to seeing what you have in mind for your next project!
@Sanquinity8 ай бұрын
And it takes a very strong character to see the game then "fail", decide to learn from it rather than be down, and look towards how one can improve the next project.
@SarpSerter8 ай бұрын
Man.. I am a gamedev as well and coming from a youtube dive.. You are like the 8th gamedeveloper video I watched. All videos I watched was 2 years ago, 1 year ago, 3 years ago.. None of them finished it. Store link, wishlist. No release date. You did it dude. You finished it! So much respect!
@gbo2steam6 ай бұрын
You are expert if u keep track of them
@GameDevDul9 ай бұрын
You launched mate, that's not a failure! I think the hardest part is uploading the final build and pressing release :) Onwards!
@smokinjoe94159 ай бұрын
It is a failure.
@IcedCub9 ай бұрын
@smokinjoe9415 not half as much as your life
@Vistorri9 ай бұрын
@@smokinjoe9415And how many commercial successes have you released on steam?
@moonchildeverlasting99049 ай бұрын
ITS NOT A FAILURE IF SOME CHECKBOXES EXIST. 1. Was it your first game? 2. Was it something you made mostly on your own, or with a few people involved? If these two questions are answered with Yes. It wasn't a failure. Because I opened the app. I saw the game. Lots of parts in this "game" is just learning and using parts of game features. example, * Rope swing, originated from "Worms" * Levels design are the same in most games. Using VFX, using parallax, blur, depth-perception * Hub worlds (towns) to buy items from * Item shop which require state management of inventory, health, and attributes points * 2D travelling methods (bridges, slopes, elevators, mine carts, ...) * Maps, progression, save points Lots of its is core things you need to have in 2D platformer that (first time) takes time to learn, memorize and understand fully. You now possesses that knowledge. This is extremely valuable. Onto the game itself, It has a great premise. The idea of climbing comes with many challenges and possibilities for surprising experiences. --- Imagine yourself playing the game. The game should be fun. And it probably is too! But when you released the game. Did ANYONE know it was released? Did the word spread by people online? Was it considered something that people was "excited" to get their hands on before release?
@OcnarfPro8 ай бұрын
@@Vistorri 67
@CodeMonkeyUnity8 ай бұрын
Congrats on successfully releasing a game! What you learned from this game will help you a lot in your next one!
@NicNac24518 ай бұрын
Thanks for the kind words and thanks for stopping by. Your channel has been a huge inspiration!
@Vanduo6105 ай бұрын
👍
@WikiPeoples8 ай бұрын
Hey man, appreciated your post mortem here. I'm a solo dev who shipped a massive SaaS B2B project a few years ago, and have made a whopping $500, with a net costs of around $6k (hosting, PO box, and local tax). So just here to say that I resonated a lot with some of your points. I also at one point reached a development hell, and realized I needed to ship or I might never ship. The result was the project worked but lacked enough features to really drive organic traffic. Marketing was also not my strong point so there was very little of that, and as a result many people never even saw it!
@TB1918 ай бұрын
What kind of project did you build?
@100_Dollar_Bill7 ай бұрын
@@TB191you won't get a response. Remember, not good at marketing 😂
@planescaped7 ай бұрын
@@100_Dollar_Bill People who value their sanity tend to disable reply notifications. I know I do, lol. But that's assuming youtube even notifies you to begin with, which it frequently doesn't.
@RyotaKen-n3q7 ай бұрын
@@planescapedcan confirm.I comment alot but never seen the replies because i turned it off or something,it legit doesnt show any replies even from months ago.I wont b seeing if theres any replies on this comment too
@eganrabiee6275 ай бұрын
so you would be $5500 richer if you never made that project?
@titusorelius94589 ай бұрын
I think the art style was a major factor in the game's failure. As you said, it's hard to stand out and art style can make or break an otherwise good game.
@Mangeurdemouton8 ай бұрын
nah art does not mean anything, gameplay is the key! Look at games like dwarf fortress ascii, vampire survivor and minecraft.
@titusorelius94588 ай бұрын
@@Mangeurdemouton You have a point to an extent but I think those games were able to sidestep artstyle because of outstanding gameplay. But if you just have good gameplay than you are among thousands of games that are also "good" and not outstanding". In which case having an great artstyle can lift the game up to greatness and get it noticed. It's a balance.
@Patxi__8 ай бұрын
I agree. I am illustrator and concept artist and I think he made an awesome job considering he have not an art education. But yeah, it doesn't stand out at all. It looks quite generic and amateurish. He would benefit a lot collaborating with an experienced artist for his next project.
@Patxi__8 ай бұрын
@@Mangeurdemouton Minecraft looks unique, it have its own aesthetic. And have also a unique and never seen before gameplay. The other 2 I don't know them but probably shine a lot in terms of gameplay. And last but not least, I think marketing and social media is an important thing in the sucess of a game launch.
@seto0078 ай бұрын
@@Mangeurdemoutonas mentioned in the video there exist games with simple yet charming art styles. Both Minecraft and Vampire Survivors fall into that category. By contrast, the art in this game just looks fairly generic and cheap. Dwarf Fortress is an insanely expansive game that has been in development for decades and can be downloaded for free. The paid version of course has a rather charming art style and QoL improvements, as opposed to the default ASCII and keyboard controls of the free version.
@_Nay_Nay8 ай бұрын
The fact that you released a game in general on steam is something that not many can share. You should absolutely be proud of yourself and your work.
@NYNmetal8 ай бұрын
I think you can also consider making a "Summit Remastered" by working with an artist, and playtesting with a community etc. You've put a lot of effort into this game and you can probably pivot it to the point where it gets the attention it deserves!
@nathanfranck58228 ай бұрын
Definitely deserves another go in a couple years once you leveled up and made some connections
@cliqist7 ай бұрын
I was thinking the same thing. I'm not a metroidvania fan, but the concept is intriguing enough to not abandon. Makes me wonder if it would be worth doing a revised vertical slice with some updated art and animation.
@nowayjosedaniel5 ай бұрын
It's a platformer. It is unsalvageable. Platformers are the most oversaturated genre in PC gaming. Even more than match-3's. At least they used to be. I think most people got the memo after realizing that the supply was 1000 platformers released every day (hyberbole) and demand was 0. Platformers are the MOST POPULAR genre to be made by gamedevs and the LEAST popular genre among gamers. It's literally the biggest flooded genre and the least in demand. Supply:Demand people. It's not hard.
@Assimandeli5 ай бұрын
@@nowayjosedaniel "Platformers are the MOST POPULAR genre to be made by gamedevs and the LEAST popular genre among gamers." Any actual stats behind this claim?
@BeepBoopMegaАй бұрын
Yes, you can literally look up the stats. No need to be lazy.
@doriane.r14379 ай бұрын
Hey, you shipped a game and learned the right lessons, for a very first commercial game that's a success! You should be proud! As someone who released a *somewhat* successful game, here are other things I learned: - Start with a very short game. If you want to make a game in 6 months, imagine a game that could be made in 2-3 months. - Playtest your game a lot, every month/2 months or so. Even when you think you won't learn anything valuable, you will! - Invest money in your key art. Pay someone to make it if you're not skilled enough in art. It's such an important part of you game getting noticed on Steam! - Manage expectations: in your communications, trailers, Steam page etc, don't hesitate to state what your game is and particularly what it is not. Very important for reviews. Best of luck with you future projects!
@ricktyner58019 ай бұрын
I think Thomas Brush would tell you that all of this is part of the success of failing forward. Many people never even finish the process of actually releasing the game. Keep moving forward!
@wPelniSwiadomy8 ай бұрын
Recently I watched a documentary about Bethesda. The most important thing about it was that they were constantly testing the game at every step. They have the whole testing procedure there. They give the product to the testers and observe in silence. Maybe create a demo of the next game and share it on steam, advertise it on YT and ask people what they like and what they don't like, I know that many people do it and it works.
@Archheret1c8 ай бұрын
@@wPelniSwiadomy kinda fascinating to hear since Bethesda is known for their many bugs.
@VarietyGamerChannel8 ай бұрын
YES! Listen to this dev. ART matters. Visuals MATTER. If the game was 70% shorter and artistically eye catching it would have sold 100x more.
@maikaviprostata76533 ай бұрын
@@wPelniSwiadomy Много хубав:) пример И на каква цена се случват там нещата? кой плаща? Едно е да гледаш друго е да виждаш приятелю ;)
@MateusAntonioBittencourt9 ай бұрын
The art style is too reminiscent of yearly and mid 2000s flash games. Which for me gives the gut reaction of a basic game with one single mechanic, you play for free for 30 minutes then never again. But don't feel discouraged. What you did is already an incredible achievement. I know how hard it is to work on your free time on a project like this. I've been making an android app I hope to publish this year. And having to project manage myself, plus my social life, plus my ADHD is terrible. Seeing someone able to complete a project, regardless if it's successful or not is a great inspiration.
@Fickji9 ай бұрын
I too would have passed the game up as an asset flip Shovel ware style game if not for this video. Now it is Steam wish listed. So even this video may have helped market the game. I'm trying to figure out why the art style throws me off so much and i think it might be those ground textures. They're not as artistically shaded as the rest of the areas. They're just flat dirt or flat stone and they take up a lot of the foreground. I'm trying to remember any 2-d games that I like doing that. I think most will put different interesting little filler or easter eggs in or just shadow the area so it isn't as noticeable. Think Terraria or Aquaria.
@rhyantrick81788 ай бұрын
yeah the art style is lacking and the large head characters remind me of old toddler cartoons my kids use to watch. the general design is very basic too. people want to play as cool creatures or interesting otherworldly characters in crazy enviroments that are unique
@Korn1holio8 ай бұрын
Just what I wrote a minute ago, almost using the same words. Pretty neat, I think our feedback has some merit.
@manashieldworld8 ай бұрын
I just posted this! Everything else seems perfectly serviceable but then the graphics are such a turn off. Not that they're terrible but like you said. Just gives off Flash vibes and people associate a certain feeling to that.
@chickenmadness17328 ай бұрын
@@Fickji Because you can tell it was made by an amateur so it looks cheap lol. If a professional artist worked on it the colour pallete would be consistent and not all over the place for starters.
@SimonSlav-GameMakingJourney9 ай бұрын
Sorry to hear that. Chris Zukowski says that you need at least 2 games to get a good shot at being profitable and most studios quit after the first one, so you're on the right track! Good luck with your future development and thanks for sharing this.
@ImpreccablePony8 ай бұрын
I am not sure I've heard "play testing" even once. It's a shame people don't understand the value of play testing. Giving the opportunity to see other people interact with your game will make a world of difference.
@8ightBitKid8 ай бұрын
Ok mr know it all
@aarondcmedia95858 ай бұрын
Very good point.
@fictitiousnightmares8 ай бұрын
Love how easy it is to criticize. I know as a solo hobbyist dev myself with pretty much NO social media presence and no desire for one, finding players to play test and to market to is not only hard, but practically impossible without 'building' that social media presence.
@ImpreccablePony8 ай бұрын
@@fictitiousnightmares So you literally have no partner, no parents, no coworkers, and no one in the whole world who you can ask to play your game? Okay, I respect that. But dude. You have reddit with a million subs with some of them bound to be interested in what you build. You are one post away from play-testing.
@fictitiousnightmares8 ай бұрын
@@ImpreccablePony Oh, so your definition of 'play testing' is having 1-3 people who will most likely lie to you because they are friends/family play it then? smh Come on, use some common sense. And you making up random numbers about Reddit and not even talking about any specific subreddit doesn't help anything. Also, reddit has that weird ass thing where you have to have points or thumbs up or some crap over time even to post or respond on it. I tried and stopped using it years ago because of that crap.
@Ryandb28 ай бұрын
I launched a game on Xbox 360 20 years ago. It failed. I have been developing but never launched another game since. Launching a game is one of the best things I have ever done. Getting a game released is an amazing accomplishment regardless of sales. Congratulations!
@Ryandb27 ай бұрын
@@NewRomancer37 Yeah it was an indie game, I was a solo dev. It was called resistanceBlocks, it was basically a poorly made Lumines clone. It only sold about 200 copies, but I spent two years of my life creating it and am proud of having completed it, even though it failed. I made a game was rereleased and you can now play it on Xbox and Steam and its free, so go pick it up.
@Korn1holio8 ай бұрын
If you'd like a little feedback,..... I would say the main reason of your game's failure is artwork. Vector based high-definition 2D graphics are very much "out of fashion", reminding people of early 2000s Flash games and are commonly associated with low-quality low-effort productions. Even very lowres pixelated art would work better in your case. Just my impression. You have to evoke a certain feeling and your game's look is a bit too sterile. Wishing you best of luck with your new endeavours!
@thejunkwall8 ай бұрын
I'd be careful with a generalization like this. There are still plenty of modern 2D vector games that have been able to nail the style and there are plenty of modern pixel art games that come across as generic and unimpressive. It depends on how you implement them and also who the audience is.
@Pivot-Shorts7 ай бұрын
@@thejunkwallDo you have any recent examples?
@IsThisDustin7 ай бұрын
@@thejunkwallSurely you can give an example
@Korn1holio7 ай бұрын
@@thejunkwall sure, every generalization is wrong at some level. I myself would remember "Oxygen Not Included", "Don't Starve" (and maybe Cult of The Lamb) as examples of Hi-Def 2D graphics done right, however, opting for HD 2d graphics makes it way easier to fail and produce something that looks unappealing and amateurish - you have to put in more effort, which is often unattainable if you're a solo developer. So, to re-generalize, pixel art done by solo developers *generally* looks better than HD art.
@katiedoucet47485 ай бұрын
The artwork makes me think of a mobile game. Which isn’t necessarily a bad thing but it turns me off.
@beardyluke9 ай бұрын
I absolutely know this... We released game a month ago and it is a failure... about 250$ before steam cut. But like you said, lessons learned...
@NicNac24519 ай бұрын
Exactly! All the best for your next game!
@beardyluke9 ай бұрын
@@NicNac2451 Thanks, you too! By the way, I will buy Summit today! As developers We have to support each other!
@beardyluke9 ай бұрын
@@NicNac2451 Thanks! You too! By the way I bought your game today, I think as developers, we should support each other!
@fiveprime79689 ай бұрын
Congrats on being one of the few people who have actually released a commercial game though!
@educate3d8 ай бұрын
You finished it, its a win. Keep going, your next project will do better
@niuage9 ай бұрын
I'd be really proud if I were you of the end product. It's no Ori or whatever but I still think it has its charm.
@realElzie9 ай бұрын
Not a failure, this is an inspiration. I’m new to game dev. Like you, I’m a programmer and not an artist but I have always been driven to create things. I look forward to your next game!
@BobsiDevlog9 ай бұрын
Just the fact that you got to release is amazing. Especially with a project lasting 3 years! Most solo game developers lose interest and never look back, so all power to you for sticking with it. Game marketing is a beast of its own for sure. Gathering 1.000 wishlists is still good! Good luck in the future, hopefully I can get my game to release in 2024 🙄
@ph0b0x929 ай бұрын
You have a released, good looking, well designed, complete game on Steam... I do not see a failure there. No no no! Sales numbers do not defined failure nor success! I see a great accomplishment here. Keep updating the game based on feedbacks. Good luck.
@NewHopeGames8 ай бұрын
Well said and just by what I see, I can already see he has what it takes to be successful in game dev. I believe if he had a publisher and marketing, his initial launch with this game would of been a lot different.
@jigsaw22538 ай бұрын
Cope, money defines success
@LukeSly915 күн бұрын
What a sad and shallow worldview you have lol
@realdonkeydong9 ай бұрын
Part of our faults are sometimes to set an expectation against a back drop of a type of people that might not match up. That being said, the truth is you have already put yourself up there in my opinion, the top 1%. I only see great work ahead of you and wish you your best success.
@NicNac24519 ай бұрын
Thanks for the true and kind words!
@CloudlessStudio8 ай бұрын
It took me 4 games on Steam to make significant money. The way I see it as a solo dev, I can’t make my ultimate dream game, so I make games based on my life experiences. Short and polished is what finally gave me some success
@starlightskyes6 ай бұрын
I took a year off from game development because it was so hard. Really impressed with your mindset to finish, seems like you learned a lot! Content creation and making games for sure are both very time consuming but we appreciate you sharing your story. Good luck on your next project
@iamblinkin9 ай бұрын
Honestly dude as a programmer > artist, your art is excellent. Great video and reflections, thank you for sharing!
@zwenkwiel8168 ай бұрын
@V3SPRlol how's that for constructive criticism XD I kind of agree though. Like if art isn't your strong suit just lean into that. Like pick a simple style you can do instead of poorly doing a style you can't. Like forget about realism and shading. Just make something simple that looks cute.
@EggCess5 ай бұрын
You didn't only start a big project, you actually completed it. That takes incredible discipline. Then you learned from it. AND your shared your learnings with the world. You're an amazing person. Best of luck with whatever you have planned for your future!
@AdmiralJonB8 ай бұрын
As someone that likes to work on mini projects and then leave them at the side - you did a fantastic job at rounding off a project into a total product. As others have said - not many get to this stage and you did. In a recent podcast I was listening to - they were talking about the reasons you go in and do something. "Did you lose all that time for no monetary gain?" or "Did you learn so much during that time that the learning is the value out of what you did and that's what you value?". If you think of the second more -- you have a good chance at doing great things. Based on this video, it sounds like you're the second type now ;). Good luck for your next project - I'm sure you'll learn a lot more and produce something better! (I've wishlisted your game for when I next have some time - looks right up my street!)
@WhatforNameIsThat8 ай бұрын
I appreciate anyone willing to share their learnings. Good luck on your next project.
@NewHopeGames8 ай бұрын
Congrats on actually finishing and publishing a game. Many indie devs don't even get to that point. Initial launch is critical but sometimes there's games that still find their audience after release.
@Xix13266 ай бұрын
Very good vid, thank you. And I kinda like your art style. Good to see the concept of reusable code is still alive.
@gravious9 ай бұрын
a possibly interesting way to introduce the game and have it more zappy at the start is have him be fully capable, you do a small mission then fall and get injured, lose your equipment, and you need to build back up?
@ricktyner58019 ай бұрын
Exactly! Typical Metroid intro, that is part of the magic.
@ryanorionwotanson45689 ай бұрын
Metroid 101! Yes!
@manashieldworld8 ай бұрын
I would say artstyle hurt this the most. I'm only speaking based on footage, but the mechanics and setting are cool. Just screams flash game. Solo dev is so frustrating because your limitations are GLARING as you continue your project.
@fictitiousnightmares8 ай бұрын
I disagree, I think the art style is pretty decent actually. Fantastic graphics are not a necessity in games and if you read one of his very few positive reviews, it even mentioned how beautiful the game was.
@manashieldworld8 ай бұрын
@@fictitiousnightmares It doesn't have to have "fantastic" graphics and if we're being blunt the artstyle looks like a child learning Flash did it. Stop arguing points no one brought up.
@fictitiousnightmares8 ай бұрын
@@manashieldworld Are you not educated enough to comprehend the English language you are using? Points that no one brought up? You literally said "I would say artstyle hurt this the most" I responded "I disagree, I think the art style is pretty decent actually." I then added to my comment with a relevant statement about games not needing fantastic graphics AND that I am not alone in disagreeing with your statement as the review itself stated it was a beautiful game. Thomas was Alone is all rectangles for christ's sake. West of Loathing is stick figures. Get the hell off your high horse already. Your opinion does not trump mine or anyone else's. I will argue any point I want, especially ones that WERE brought up but you can't comprehend the English language enough to realize apparently.
@manashieldworld8 ай бұрын
@@fictitiousnightmares No one argued it needs to have fantastic art either. No one brought up whether or not a single individual liked the artstyle. The guy who made the video/commenters literally agree with my statement. I'm glad you think 1 is more than 100. Smart guy you are.
@chickenmadness17328 ай бұрын
@@fictitiousnightmares When I see a game with this art style I pass on it instantly. Just looks cheap. I'm sure many people have the same reaction.
@View6198 ай бұрын
Most indie games fail, you have to be satisfied with completing and releasing it. Congratulations.
@Wip3ou77 ай бұрын
I spent 7 years making a fully featured 12 player air combat moba, it's in early access and I have virtually no players... it's called SKYRAID. I'm still working on new content and have some plans for getting it out there still, but man people really don't understand how difficult it is. Congrats on the release of your game.
@plehmann25955 ай бұрын
Multiplayer requires a minimum population of players being online. If you add combat against bots, the time a player is in your game at least increases to have the chance to meet someone else.
@RyuRamasama9 ай бұрын
Pro Tip if you set your launch discount to 40% people tend to think your game is an Asset Flip/bad game 10% - 15% is typically what people normally set it as.
@NicNac24519 ай бұрын
Hmm, that's interesting. I guess 40% was indeed a little high to start with. Guess I have to put in some work to nail the Steam basics next time.
@Joxerlol9 ай бұрын
That's very subjective. I can say one thing though, setting discount less than 20% will not send an email notification to people that wishlisted the game.
@RyuRamasama9 ай бұрын
@@Joxerlol i mean you might day that but I have never seen a game that had a discount that was more than 20% have legit positive reviews
@shannenmr9 ай бұрын
Also I believe you get a "free" marketing push the your Wish listers the first time you discount to 20% so that can help you by releasing at 10 - 15% off and then after you have fixed the majority of the repeating issues people complained about and building your wishlist think about doing a 20% one to trigger that.
@RaveMasterr9 ай бұрын
Agree. Author needs to have more confidence in their creation.
@TheBendixSA9 ай бұрын
Most important thing here is that you didn't give up. Sucks that summit didn't do the numbers (might still randomly go a little viral at some point) But you are ready to jump in and go for the next one. That is the right attitude and i wish you great success on round 2.
@LostPlaceChroniken4 ай бұрын
Servus Dominik, mir wurde dieses Video zufälligerweise vorgeschlagen. Ich muss zugeben, ich bin eigentlich recht beeindruckt, was du hier auf die Beine gestellt hast. Gerade die Grafiken finde ich eigentlich sehr anspruchsvoll. Sehr viele Details und Spielerein. Großen Respekt für diese tolle Leistung. Schade, dass es nicht so gut ankommt wie erhofft. Selbst wenn man nur Zeit hinein gesteckt hat, ist es dann natürlich trotzdem enttäuschend. Ich plane auch gerade ein Game (welches nicht annähernd dein Level erreichen wird) und bin froh über so ein ehrliches Video. Viel Glück für das nächste Projekt.
@cheepcheep22049 ай бұрын
It's always funny how when people talk about their failed indie game it only takes me 3 seconds looking at their game and I can already tell why
@Combus9 ай бұрын
Why did my indie game "fail"? 👀
@CockieCrafter9 ай бұрын
@@Combus the gameplay and graphics are like a 2010 browser game
@mitsuhh9 ай бұрын
@@Combus Because there's nothing special about it
@usercontent21128 ай бұрын
@@Combus How did your game fail?? It is free! Maybe some people can buy it to support you. However, I think new people need to know about your game, I never heard about your game before but I think it is fun
@benjaminreinsch392Ай бұрын
I am an indie dev, working on my game for 3 years now. I am scared of this. The fact that you are so transparent with it and make yourself vulnerable is amazing and brave. Thank you so much, this really eases my anxiety. That things move on, even if you fail your own expectations. Any you can be SO proud to finish the game and present it to the world. Keep going man, we are living our dream. That alone is it's own extraordinary reward.
@darksidegirl8 ай бұрын
I don't know much about game success, but most of what you say is really obvious... Too many 2d platformers, too mny metroidvanias, huge game... It's sad most people working on their dream project are doing exactly the same others are doing... Congrats for releasing. At least you learned something.
@xylvnking5 ай бұрын
Releasing a fully functioning game especially one of that size is such an accomplishment. Great work!!
@delicious_seabass9 ай бұрын
Im really not sure why indie devs tend towards making platformers. There's so many out there, making something that stands out enough the it peaks people's interest is tough.
@mitsuhh9 ай бұрын
Platformers are easy to develop, that's why
@shannenmr9 ай бұрын
Not only is it an oversaturated market its one that the majority of Steam user don't like / buy.
@nsmetroid34038 ай бұрын
Balatro is a great example of "simple and different enough" for it to be a massive success.
@Martinit08 ай бұрын
I would state it even more extremely: I don't understand why indie devs tend towards making games. It's incredibly competitive with low barriers of entry and customers have limited ability/desire to pay AND you are competing against people who are doing it as a hobby.
@plehmann25955 ай бұрын
@@Martinit0 Its fun to learn and make your own creations. The problem comes when people jump into the risks of doing it as a fulltime job, as the is a high chance to never get a payout that yields the time spend on it.
@ichigokurosaki7820Ай бұрын
for graphics side, i recommend playing with contrast, contrast can help a lot
@teddyboukagain99858 ай бұрын
You launched a finished game, congratulations.
@harag98 ай бұрын
Yea, think that's a first on steam...
@henniewest59068 ай бұрын
Don't think I have ever made a comment on a KZbin video. However, your honesty and sharing of mistakes is something I have tremendous respect for. May your future projects be blessed.
@ghostradiodelete8 ай бұрын
Congrats on shipping your game! My piece of advice that I've seen other devs lean heavily on, is playtesting. That first negative review was mostly critical of the controls. Controls might feel good to you, but maybe the majority of the play-testers will reveal what you're too comfortable with it to notice? Anyway, my #1 thing to do after making sure the art direction, and basic stuff is where you want it, is to playtest. Good luck with game #2! Never stop doing what you love. =D
@Ironroc8 ай бұрын
Just found this channel and I appreciate all the clarity and honesty. Congrats on finishing a game! May all your future ones only go upwards in success.
@glowshedfilms8 ай бұрын
Brutally honest, the visuals look weak and disconnected. I feel if there was some very strong art direction involved, it would likely have more success. The mechanics seem very strong but as always people are drawn to the visuals. Consider developing visuals in Mid Journey if art isn't your strength. I know many will protest the idea of using AI, but MJ can give you a strong visual base to use as a style / visual guide. Best wishes with future projects.
@williamthompson28666 ай бұрын
I actually think your art style is very beautiful. The off-putting part about it for me is the animation of the main character. As someone who is currently working on my first platformer game, I would encourage you that it’s a really cool looking game! Good luck with future projects!
@peekstone9 ай бұрын
Love the video! Thanks for sharing your experience! I think the game is definitely something you can be very proud of and it is great that you have motivation for the next project! Cannot wait to see what you come up with next!
@NicNac24519 ай бұрын
Thanks! All the very best for your upcoming launch as well!
@YMRGUITAR8 ай бұрын
This is an incredibly humbling and informative postmortem but, although it wasn’t a commercial success, you can’t call this a failure. You had an idea, you worked on that idea, and now a game is out in the world that wouldn’t have existed otherwise; well done!
@arpitkumar45258 ай бұрын
I think art styles and satisfying animations are the most important factor for a game's sale. Then comes gameplay and game design
@MeaganEater7 ай бұрын
Family of four new developers working on setting up our own studio here in Florida. Much love and respect for releasing your first and what looks like a well thought out 2D Game. Hang in there and you will level your RL developing, artistic and marketing skills, just like leveling characters in a game. Dominik the Dominator! Hybrid Leveler because you Soloed your first Quest and people are buying it. 😎👍👍👍👍👍 that makes you at least level 33, so level 50 is just around the corner.
@EarwormEngineAI8 ай бұрын
You made a bunch of great points. And I think your art looks polished. Good luck on round two!
@xenleah8 ай бұрын
I really admire that you posted about the outcome even if it wasn't what you hoped for, and I'm glad it was a great learning experience. Thank you for this video!
@MichoSchmidt9 ай бұрын
If I was you, I would try to expand the game more if it's possible, give some news on the steam page, example "New feature" added, new map "Added". If there is new viewers is a good chance you can get more sells, nearly every month your gonna get new "views" if you of course market from social media, but I feels like it's quite important to Add new stuff at the beginning. Sometimes adding small feature can help too, maybe climbing got stamina (just a example). But the art style aren't bad, you could add "Post Processing", to spice it up, add some particle effects around the ice (cold smoke). Great video btw!
@animehima37586 ай бұрын
Just some advice from me as a game design student. When making a game, always be sure to let someone play test your game first so that you could know where the issues is and what can be fix.
@Kermit_E_Frog8 ай бұрын
Visually it looks like a flash game which I'm sure is a shot in the foot
@hellangel287 ай бұрын
having a finished game on steam is something to be proud of, not many people are getting that far, well done!
@Mangeurdemouton8 ай бұрын
After 15 sec in the video I understood why the game failed. But gratz on making one!
@retrotechtive8 ай бұрын
Purchased 🙂 I will mention this video and the game to others I know both in the retro community (since I think it will have some appeal there) and in the games industry where I work, perhaps some of my colleagues will try it out. I'm not particularly influentional so I doubt I will exactly cause a stampede 😄 But I think the value for the price makes this a no-brainer really, to anyone interested in Indie games. Huge congratulations on your launch, I love seeing labours of love like this reach the finish line.
@michaelduan55929 ай бұрын
I just want to say don't give up quite yet. You've learned a lot about finishing a game and launching it, but there's still more to learn about post launch support. (Also, you launched during a Steam festival amongst several huge indie releases: Manor Lords the #1 wishlisted game, Hades 2, V Rising, etc.) You have to realize that one of the strengths of digital products is that you can edit your copy live, change your trailer, update the first 10 minutes of the game to be snappier, A/B test things, buy ads, and participate in Steam sales. There are plenty of games that didn't sell well at launch but sold well later. You'd be surprised at what a new trailer + intro fix + reply to negative reviews + ads + sales combo can do.
@BrianVaughnVA7 ай бұрын
My guy I love you for your enthusiasm and one thing I always do is try to talk to indie devs over the AAA companies, especially now. Working with about five as they're starting the launching process of their games (most people have zero idea how long it takes to set it all up, to get deals, to push and market things) - so I get it.
@Berlioz19919 ай бұрын
1. People don’t like vector graphics 2. Where’s the battle system? If it’s only platformer where’s the challenge? Where’s platforms? You should play Celeste and take some ideas from there
@roozbehebadi66616 ай бұрын
In reviews some players even mentioned they enjoyed the game from start to finish. you know, finishing something and realizing you don't regret that is an amazing achievement for creators! hands up to you and thanks for sharing your experience! I'm noob in game design yet! 👍👍
@grindalfgames9 ай бұрын
Thats actually really scary. You released with over double my wishlists and I've still made more money(only by 100$) I felt that if I could increase my wishlists for my next project that would fix my sales but you just proved me wrong. There must be another factor that we are missing. I thought maybe you released to close to a big launch but there was not that much releasing that month(Star wars jedi survivor, minecraft legends and a dead island game) nothing that I feel would impact the sales of an indie metroidvania anyway. Maybe you're right and its just genre(Im roguelite, so also an over saturated market) but that also means that wishlists are not as important an information as I previously thought..... Im not sure what to think now
@standardLit9 ай бұрын
Whishlist is important. But A whishlist that you get from other developers? Meh, don't count that.
@grindalfgames9 ай бұрын
@@standardLit Other developers still play games. I myself only wishlist games that I am intending to buy(Does not mean I will as there are a lot of games and only so much money) Its the wishlist for wishlist craze that is dangerous, or begging for wishlists to help me out that dont count
@shannenmr9 ай бұрын
Per Chris Zukowski the number 1 thing is does the Steam Audience vibe with your Genre.
@XDivineExistenceX7 ай бұрын
The lessons are actually helpful to maybe have a bit smoother release for our own games. Thx for sharing!
@andersonrocha11328 ай бұрын
Your game isn't bad, your game isn't ugly, you made a mistake in launching it because you didn't market it. The easiest way today is to use the keymailer, in total it costs 100 dollars from Steam and 300 from the keymailer, so you can get hundreds of KZbinrs playing your game at launch. Then you will know if it will take off or not. Launching on Steam without marketing is throwing money in the trash.
@ΓιωργοςΠαναγιωτίδης-ω2μ6 ай бұрын
I like the map art style
@lrdalucardart9 ай бұрын
Friend advice, don't try to improve the art style, it's a waste of ur time. Instead, hire some artists to do it for you. Really, even if u end up spending 1000 bucks on one, you most likely will get a better return. Even if this one doesn't sell, if ur next one does, Fans will get this one.
@DeavtheDev7 ай бұрын
That's not really good advice. Does it save time yes, but the amount of money he will have to put into commissioning art will further increase the amount of profit he has to make to even break even. As a solo dev you have to wear many hats and acquire many skills, the $ he would spend on even one game could be used to purchase courses that would increase his art skills and therefore would actually save him tons of money in the future.
@lrdalucardart7 ай бұрын
@@DeavtheDev I mean, if your aim is publish shovelware nobody's stopping you. Young Devs tend to underestimate the importance of how art can affect sales of games, or even just attract attention of ppl to click ur game amoung all others. But if you wanna do it all alone than keep doing it, hopefully your grandchildren will be able to be the 1st ones to try your game by the time you finish it. But fine w/é suits your boat, I'm just a stray artist that happens to work on a indi game studio, what hell do I know. 👍
@StanleyKubick17 ай бұрын
I wouldn't design every asset in this game for $1000. you're looking at at $5k at lest
@DajuSar7 ай бұрын
@@lrdalucardart Its necessary to be so pedantic and sarcastic with your answer? There are a lot of success stories of solo devs building everything from the ground up. Its easier man power wise, but economic wise it could be a huge burden for the developer, its also funny that you defend so hardly to hire someone else to do the art while you are an artist working for an indie game, it just seems so coincidential. You can improve be better and no, you don't need to spend the following 30 years studying art to create something enjoyable for your indie game. You are also overshooting the amount of effort some people need to do succesful art. Have you been studying art for 50 years so you could work for an indie studio?
@BigCatsBite3 ай бұрын
Good on your for completing such a huge project for your first game! Keep at it!
@groovelife4155 ай бұрын
When you said there are some things you can only learn by taking on a large scale project, you are absolutely correct. I remember back in the day after graduating from Purdue with a degree in computer science, I felt like I was on top of the world and knew it all. The massive scale of corporate-level applications humbles you very quickly. I felt like my true learning didn't begin until after I graduated college. With game development, just going from a small test level with primitive shapes for art, to completing and polishing that same level is a massive undertaking. A polished, full scale game with 10 hours of gameplay by a solo developer is extremely rare. Congratulations! You did something a lot of people only dream of.
@bobbville9 ай бұрын
Crazy man I thought your art work was on point! You think advertising would have made a big difference??
@NicNac24519 ай бұрын
Thanks, that's great to hear! It's hard to tell what the biggest factor has been but I will definitely try a lot of different things next time.
@Rick_Jagger9 ай бұрын
Why not try some ads right now with this game? Choose Pay per Click, so you have only pay when people are "really interested". Just test it with a 50 or 100 $ campaign. And see if your sales are higher than your ads cost.
@Yes-bm4vn7 ай бұрын
Congratulations on finishing your game! I've tried to get into the game dev plenty of times but I'd always give up after a few unfinished projects. Your motivation is comendable. I really like your final thoughts that as a solo indie dev it's much better to create a unique, engaging idea for a game and go with it, making it as polished as it can get. Indie developers don't have the time and resources to compete with big AAA studio hiring tens, hundreds of people. On the other hand indie devs have more freedom in decision-making as they're not limited by the management. Good luck with your future games! Can't wait to see what you'll create
@able75dev608 ай бұрын
I dislike the look of big head characters.
@WadymK8 ай бұрын
Next time, I hope there will be one, everything will work out! The hardest part you have already done, and you have a foundation for new projects. Good Luck!
@TheTwober8 ай бұрын
90% of those problems could have been avoided by talking with someone with experience on the matter beforehand. I could have easily told you the mistakes on a first glance, and also come up with solutions for them. Maybe you should find someone experienced or a group that you can brainstorm your idea with. Solo dev doesn't mean you are alone.
@voltcorp8 ай бұрын
yup, Jake Birkett for example is always pointing out that if you want to profit as an indie you should 1. pay for art and 2. release in a year at most.
@jehusfolly7 ай бұрын
Good job on your game! It is brutally hard out there as a game dev (for basically everyone) so it is good to hear that you are sticking with it.
@WyMustIGo9 ай бұрын
Gameplay > Art. A game with great gameplay (that is not the typical saturated platform game that everyone makes) will outsell a bad game with good art. Make the game good, then hire an artist when ready (use place holder until then). Balatro is a perfect example, the art is bad but the gameplay is very well designed -- so it sells like hotcakes.
@LowBudgetLinuxGaming8 ай бұрын
I find it impressive what you have achieved as a single dev. You can really be proud of that. If you're still looking for ideas for your next project, I think a 2D endless runner with addictive mechanics like a global leaderboard would be pretty cool.
@nathanfranck58228 ай бұрын
We definitely need to celebrate these milestones! This is a great thing for the community to see, and to ensure that they approach gamedev realistically. I am so far from shipping anything, I've fell back to the some tech problem so many times. You are an inspiration!
@matheusalexandre41674 ай бұрын
Man, you really inspire game devs, you built this game from scratch! Keep your hard working, im sure you will suceed!
@kickass11795 ай бұрын
Thanks for this. I am just starting to enter the world of game dev, and all I found (so far) were devs who worked as hard as you and somehow succeeded. Your story adds realism and it is a big slap back to reality. I wish you good luck! BTW, your game looks much better then theirs..I guess growing your YT channel would help more than thinking of a good marketing campaign.
@angelbarrios4268 ай бұрын
8:34 those words are extremely valuable. Thanks for share your experience as an indie game developer 👍. I hope your next game have better luck.
@MiddletonTechnologies8 ай бұрын
No such thing as a failure, you learned and now you also have code that can be used in future projects to save time. Congrats on the release, it is a big step for most devs!
@zebrion57937 ай бұрын
As Thor from PirateSoftware said: it's not failure as long as you're doing something and learning. You invested time to improve yourself and that's never a bad thing. You now have an accomplishment to carry forward. You have the confidence to know that you CAN finish a game (many devs can't because they have poor project management skills and goal setting). It's not important to get a hit every time, as long as you're carrying the knowledge you gained forward into your next project. I wish you luck for whatever you're doing next!
@Baccatta8 ай бұрын
Actually releasing a game is such a great achievement. Well done! As sign of appreciation, you now have my subscription and i'm going to buy the game and play through it.
@WouterLockefeer8 ай бұрын
Thank you for the post-mortem of your indie project. It takes courage to create one, but it's very helpful to others... and yourself. Good luck, man!
@psyringe56277 ай бұрын
Short but interesting post-mortem report, thanks for sharing! As someone who buys a lot of games, I'm pretty sure that the main reason why the game sold "only" a few hundred copies was the lack of a marketing campaign, as you already expected. I can say with 100% certainty that I would have bought the game if I had seen it (or heard about it) at release or during a sale. Metroidvanias are one of my favorite genres, I like especially the exploration aspect, and at a 40-60% discount off of a 5€ list price, it definitely falls into a price range where I'd buy it just to give it a chance to hook me. That said, I never saw or heard about your game until KZbin recommended this video to me (possibly because I'm watching a lot of GDC talks and similar content). I do check Steam as well as various deal trackers and price comparison sites on a daily basis, and I also watch lots of gaming news media, including channels with a focus on indie games. But, again - no channel, no news site, and no deal tracker ever made me aware of this game. Steam didn't present it to me either, even though Steam probably knows that I'm interested in indie metroidvanias. But there are just too many games coming out for a release without any marketing support to gain traction. Anyway, I wishlisted tha game and will probably grab it on the next sale. Best of luck for your future projects!
@andreasoberg20218 ай бұрын
I work as a dev and I think game looks pretty cool. Some parts of the art looks good like the trees while the stones look a bit harsh though. Imoressed you released it. Congrats!
@misterrider197 ай бұрын
That was an interesting video :) As a indie too, I recognize myself a bit in what you talk about (working for years on something) and I can see my game going in the "failure" category once released if I don't change my way of presenting it. The problem that I have (I believe) is mainly about marketing, I don't know what to show and how to show new stuff daily without spoiling the story or details that shouldn't be seen. But I don't see failure as a point of no return and consider that to be a way to learn mistakes that we make. It should just push us to work more and study things that we lack knowledge of, to become better in whatever we do. I wish you the best and to become successful on your next projects ;)
@kurrizzle7 ай бұрын
Bought the game to take a good look at it, you're an inspiration! I've always dreamed of doing this myself.
@gogol1st8 ай бұрын
your honesty and humilty will make you win big time next time ! Cheers
@dtelad112 ай бұрын
Congrats on releasing Summit, I believe that getting a game out there on Steam is a huge milestone. I'm sorry that the financials were not there. Naive Q: did this video lead to any new sales? (Given that it has over 200k views as of the time of writing this comment.)
@the_code_guy8 ай бұрын
For primarily a developer and not an artist, your game looks really good. Thanks for sharing!
@WPguru8 ай бұрын
Dominik! Thank you so much for sharing this. I remember hearing about Summit many years ago and completely missed its launch, I'm glad you released it. One tip I see all too often: don't put your $5 game on a 40% discount, you might as well give it away for free. Either charge real cash, or release it as a freebie. I wager had the price been $14.99 you would have had just as many sales but three times the profit. Either way, you've made another sale today 😎
@Indie-A-tom8 ай бұрын
Congrats on the game launch and the experience learned o/ I would also say you may need to do more advertising. You can do this by finding channels on youtube and socials and send a message yourself. Not only on large channels, but small more focused ones may help, even if a little. I have such a channel and I receive tons of smaller projects like yours. I may not review something too raw, like a school project, but Summit seems genuinely interesting. Hope you have more success on your next project o/ Although I would say it’s still not too late for this one.
@JeanRosa-qc3mb6 ай бұрын
you launched a game on steam, that's a win in my book. if i ever be at that stage i'll be happy as hell.
@cetx8 ай бұрын
This is an invaluable debriefing of the dev process. Thanks for sharing the lessons you've learned with us.
@AppNasty8 ай бұрын
Unique ideas of mine that you can steal: Titan Takedown. You are looking at back of character. Think tomb raider view. You can only run left and right. Miles away in the background are titans attacking a city. You run left and right shooting at them. They occasionally throw stuff at you. Idle FPS: This one I have about 70% done and playable but gave up on it. Works with pc but best for mobile. I designed it with mobile in mind. Top of screen is a first person view. Character auto runs around Quake style and blasts baddies. You don’t control him. Bottom of screen is a swipeable menu where you upgrade him. Spend coins on faster fire rate, more health and weapon damage etc etc. an idle….fps. On pc you can put the upgrades at bottom of screen or make it so it’s a menu that pops up. In mine, I made him break the fourth wall like Deadpool does. He knows he is in a game. “Hey, kid. I need an upgrade” he speaks to the player. Camera can go from first person to above view. He doesn’t pick up health or other pickups, you have to by tapping or clicking on them when you see them. If you miss one as he runs by it, change cam view to above view and tap it. I was going to release it but got lazy and super focused on school work. (At university for Computer Animation so kind of gave up on game design for now.) Crusher. Again, made with mobile in mind. You have a ball and chain. Upgradable. You use your finger or mouse to grab end of chain. 2d side view. You swipe in circles and make the ball swing around. Release. It flies forward similar to how angry birds works. It smashes into buildings. Get score. Upgrade. Etc. Anyways, I’m an artist and semi good animator.can make sculptures and 3d models pretty good too. If you ever want help, I’m down. Free of charge.