99 percent of devs logs I see on KZbin never launch a game. Congratulations on that huge milestone.
@rungeon833 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.
@nugget94583 ай бұрын
Should of released it on the switch those guys will buy any garbage on the store
@ghostradiodelete3 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.
@dadlord6893 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.
@austinreed73433 ай бұрын
Then what is the bare minimum? Two-thirds? Three-quarters?
@TheBinklemNetwork2 ай бұрын
Two thirds and three quarters of that final third. :B@@austinreed7343
@karlhendrikse2 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.
@austinreed73432 ай бұрын
@@karlhendrikse Amazing. Hopefully you can find it and show the results of working on an idea you have insufficient passion about.
@dondahighhh122 ай бұрын
@@austinreed7343 the real answer is have a team so work still gets done at a steady rate regardless of passion level
@clarisrichter79663 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!
@Sanquinity3 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.
@dulthomas3 ай бұрын
You launched mate, that's not a failure! I think the hardest part is uploading the final build and pressing release :) Onwards!
@smokinjoe94153 ай бұрын
It is a failure.
@IcedCub3 ай бұрын
@smokinjoe9415 not half as much as your life
@Vistorri3 ай бұрын
@@smokinjoe9415And how many commercial successes have you released on steam?
@moonchildeverlasting99043 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?
@OcnarfPro3 ай бұрын
@@Vistorri 67
@CodeMonkeyUnity3 ай бұрын
Congrats on successfully releasing a game! What you learned from this game will help you a lot in your next one!
@NicNac24513 ай бұрын
Thanks for the kind words and thanks for stopping by. Your channel has been a huge inspiration!
@Vanduo6102 күн бұрын
👍
@titusorelius94583 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.
@Mangeurdemouton3 ай бұрын
nah art does not mean anything, gameplay is the key! Look at games like dwarf fortress ascii, vampire survivor and minecraft.
@titusorelius94583 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__3 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__3 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.
@seto0073 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.
@SarpSerter2 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!
@gbo2steam18 күн бұрын
You are expert if u keep track of them
@WikiPeoples3 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!
@TB1913 ай бұрын
What kind of project did you build?
@100_Dollar_Bill2 ай бұрын
@@TB191you won't get a response. Remember, not good at marketing 😂
@planescaped2 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.
@user-fm4qb7br7oАй 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
@eganrabiee62716 күн бұрын
so you would be $5500 richer if you never made that project?
@_Nay_Nay2 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.
@NYNmetal3 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!
@nathanfranck58222 ай бұрын
Definitely deserves another go in a couple years once you leveled up and made some connections
@cliqist2 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.
@nowayjosedaniel14 күн 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 күн 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?
@ImpreccablePony3 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.
@8ightBitKid3 ай бұрын
Ok mr know it all
@aarondcmedia95853 ай бұрын
Very good point.
@fictitiousnightmares3 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.
@ImpreccablePony3 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.
@fictitiousnightmares3 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.
@doriane.r14373 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!
@ricktyner58013 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!
@wPelniSwiadomy3 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.
@Archheret1c3 ай бұрын
@@wPelniSwiadomy kinda fascinating to hear since Bethesda is known for their many bugs.
@VarietyGamerChannel2 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.
@Ryandb22 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!
@Ryandb2Ай 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.
@MrShittheadАй бұрын
So many people don't realize how hard it is just to release a game. over 90% of indie dev's never release a game. It's fucking hard lol.
@MateusAntonioBittencourt3 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.
@Fickji3 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.
@rhyantrick81783 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
@Korn1holio3 ай бұрын
Just what I wrote a minute ago, almost using the same words. Pretty neat, I think our feedback has some merit.
@manashieldworld3 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.
@chickenmadness17322 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.
@beardyluke3 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...
@NicNac24513 ай бұрын
Exactly! All the best for your next game!
@beardyluke3 ай бұрын
@@NicNac2451 Thanks, you too! By the way, I will buy Summit today! As developers We have to support each other!
@beardyluke3 ай бұрын
@@NicNac2451 Thanks! You too! By the way I bought your game today, I think as developers, we should support each other!
@fiveprime79683 ай бұрын
Congrats on being one of the few people who have actually released a commercial game though!
@educate3d3 ай бұрын
You finished it, its a win. Keep going, your next project will do better
@SimonSlav-GameMakingJourney3 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.
@Korn1holio3 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!
@user-vl3pz5sv1r2 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-Shorts2 ай бұрын
@@user-vl3pz5sv1rDo you have any recent examples?
@IsThisDustin2 ай бұрын
@@user-vl3pz5sv1rSurely you can give an example
@Korn1holio2 ай бұрын
@@user-vl3pz5sv1r 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.
@ph0b0x923 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.
@NewHopeGames3 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.
@jigsaw22533 ай бұрын
Cope, money defines success
@niuage3 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.
@BobsiDevlog3 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 🙄
@View6192 ай бұрын
Most indie games fail, you have to be satisfied with completing and releasing it. Congratulations.
@realElzie3 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!
@realdonkeydong3 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.
@NicNac24513 ай бұрын
Thanks for the true and kind words!
@EggCessКүн 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!
@Wip3ou72 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.
@plehmann259513 күн 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.
@NewHopeGames3 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.
@arpitkumar45253 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
@iamblinkin3 ай бұрын
Honestly dude as a programmer > artist, your art is excellent. Great video and reflections, thank you for sharing!
@V3SPR3 ай бұрын
Wrong, it looks bad
@zwenkwiel8162 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.
@AdmiralJonB3 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!)
@gravious3 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?
@ricktyner58013 ай бұрын
Exactly! Typical Metroid intro, that is part of the magic.
@ryanorionwotanson45683 ай бұрын
Metroid 101! Yes!
@Alexanderserenus8 күн бұрын
only because the marketing part of the game wasnt there doesnt mean your game was bad, stay proud of the work you did
@TheBendixSA3 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.
@teddyboukagain99853 ай бұрын
You launched a finished game, congratulations.
@harag93 ай бұрын
Yea, think that's a first on steam...
@NGDevsStudiosСағат бұрын
As a solo game developer I can understand a lot of you struggles, I can also say congratulations for launching the game, as it’s not always a sure step. Money will come with time, but +1000 wishlists and some reviews (also bad ones) and 300$ is a big success anyway. The biggest flop is to be ignored…
@hannahdeards965216 күн бұрын
Dude, as a professional artist, I don't think you give yourself enough credit for your artwork in the game. I will be honest and say that it's obviously not breathtakingly beautiful, but I think some of the environmental elements are actually quite nice and it's clear that you've developed a lot of skills. I promise you I have seen a lot worse art from some people who consider themselves artists first and prigrammers second haha
@manashieldworld3 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.
@fictitiousnightmares3 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.
@manashieldworld3 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.
@fictitiousnightmares3 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.
@manashieldworld3 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.
@chickenmadness17322 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.
@aManFromEarth3 ай бұрын
I think your art has a nice charm to it, it reminds me of South Park aesthetics. That being said, it could be an interesting experiment (or video idea) to pay a professional artist to create all the visual assets for this game and reskin it, which would be easy considering it looks like you used bone based animation. You could also pay for a small amount of marketing this time around to see if what kind of difference marketing and visuals have on a game using the same gameplay mechanics. I also realize you might be completely burned out on this project by now, but thought I would share this anyways. Good luck with whatever project you work on next and congrats on seeing this project to completion!
@kantallive2 ай бұрын
I can see two things as a customer: - art should be better, there are so many talented people out there, try to work with them - marketing should be better, even one post over the week about the game on twitter will make the difference - capsule image should be better to catch some attention of the players Also next game should be smaller. A lot smaller. Hopefully lessons learned will help you within the next game.
@SteveDFM3 ай бұрын
Surely this video led to many more sales? The artstyle of this game looks great, and way better than most new-dev platformers.
@michaelduan55923 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.
@ghostradiodelete3 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
@adog31296 күн бұрын
this is really sad to see, because your game clearly wasn't bad, you put a lot of effort in and got everything to work well. i think the issue is just that the hook isn't clear. it looks like a completely adequate metroidvania, but not something that specifically piques someone's interest for what it is. i recommend making sure you're really passionate about the art/story content of the game. you should make something based on what you truly love outside of games, because you'll have way more to say about it, and imo, having something to say is far more important than technical ability when it comes to making good art. if you look at AAA rn, there are so many artists with insane technical skill and experience churning out absolute slop just because the project lacks passion. my art is always the most praised thing about my games, i would be considered a technically skilled game artist, but i really don't feel skilled at all. my secret is just that i think really hard about what i want to depict and why, how i want the player to feel, and then i draw that crudely and people don't mind.
@WhatforNameIsThat2 ай бұрын
I appreciate anyone willing to share their learnings. Good luck on your next project.
@able75dev603 ай бұрын
I dislike the look of big head characters.
@RyuRamasama3 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.
@NicNac24513 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.
@Joxerlol3 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.
@RyuRamasama3 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
@shannenmr3 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.
@RaveMasterr3 ай бұрын
Agree. Author needs to have more confidence in their creation.
@FleshToDust2 ай бұрын
So many dev videos saying their game failed. This is why I believe you should do gamedev because you enjoy the hobby rather than seeking to earn a living from it.
@gehteuchnixan82563 ай бұрын
An important lesson for many people out there, especially those, who dream of growing rich after release by "throwing a bomb like minecraft, just need the idea and some coding to be done". I'm hearing such phrases way to often. They see the storys of the two or three indie projects within a decade that achieved such an impact... but the DON'T see the millions of projects that either never finished or never repay for the maker, but still consumed years of their life. I'm sorry for you it didn't work out, especially as the market really needs fresh wind besides some of these big, well-known publishers who get damned more and more from the players.
@Mangeurdemouton3 ай бұрын
After 15 sec in the video I understood why the game failed. But gratz on making one!
@Kermit_E_Frog2 ай бұрын
Visually it looks like a flash game which I'm sure is a shot in the foot
@starlightskyes23 күн 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
@MichoSchmidt3 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!
@glowshedfilms3 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.
@CloudlessStudio3 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
@spacemanspiff852 ай бұрын
You got across the finish line. Most of us will never get as far as actually releasing a game. That said, I really feel like if you're doing small team or solo work, expecting to make money is going to leave you disappointed. Build the game you want to play.
@delicious_seabass3 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.
@mitsuhh3 ай бұрын
Platformers are easy to develop, that's why
@shannenmr3 ай бұрын
Not only is it an oversaturated market its one that the majority of Steam user don't like / buy.
@nsmetroid34033 ай бұрын
Balatro is a great example of "simple and different enough" for it to be a massive success.
@Martinit03 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.
@plehmann259513 күн 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.
@Berlioz19913 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
@darksidegirl2 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.
@mrhassellАй бұрын
Persistence. The most important part of planning to succeed is not being detered by failure. That, is the golden rule. If you plan on succeeding, be prepared to fail, a whole lot!
@peekstone3 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!
@NicNac24513 ай бұрын
Thanks! All the very best for your upcoming launch as well!
@andersonrocha11323 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.
@groovelife4156 күн 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.
@animehima3758Ай 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.
@DawnBriarDev26 күн бұрын
I struggled a lot with art while learning game dev, but mostly because my ambitions were sky high, and I constantly compare my work to the best artists I can find (in my subjective opinion.) But.. It wasn't for naught. Those absurd ambitions led to unrealistic expectations, which led to soending an unrealistic amount of time and energy working on my art style. And that energy often didn't create a tangible value.. But if we zoom out and looked at my progress as an artist over years instead of weeks or months.. I'm almost at the level I dreamed of reaching. In fact, I got so close I found myself happy with my art style. It isn't as good as those I idealize. But in parts, it is. I've learned that my art style adapted to my strengths. I compromised in some areas, and went to 11 in others. And I could ramble for ages about the whys and the details, so I'll probably just post a ramble of my own about my thoughts on that, of which I have a lot. Point is.. It is worth the effort, in the long term, to set artistic goals. Art can be learned, even if the progress isn't always steady and consistent in a way similar to programming. But the knowledge and experience does add up and it does lead to eureka moments, if you're persistent.
@grindalfgames3 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
@Luluskuy3 ай бұрын
Whishlist is important. But A whishlist that you get from other developers? Meh, don't count that.
@grindalfgames3 ай бұрын
@@Luluskuy 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
@shannenmr3 ай бұрын
Per Chris Zukowski the number 1 thing is does the Steam Audience vibe with your Genre.
@EarwormEngineAI3 ай бұрын
You made a bunch of great points. And I think your art looks polished. Good luck on round two!
@henniewest59063 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.
@Flire40003 ай бұрын
Bro was doomed when he decided on Metroidvania/Platformer. Much respect for putting the numbers out there
@bobbville3 ай бұрын
Crazy man I thought your art work was on point! You think advertising would have made a big difference??
@NicNac24513 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_Jagger3 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.
@lrdalucardart3 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.
@DeavtheDev2 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.
@lrdalucardart2 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. 👍
@StanleyKubick12 ай бұрын
I wouldn't design every asset in this game for $1000. you're looking at at $5k at lest
@DajuSarАй 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?
@HenrichAchberger3 ай бұрын
please dont trust anyone who tells you that artstyle looks good. That artstyle is exactly as good as sales performance. I bet 99% of people were put off just from that art, skipping on quality parts or programming/gameplay completely.
@aaronogden99002 ай бұрын
I’ve picked it up, it looks like it’ll be fun. As others have commented getting as far as releasing a game on Steam is an achievement in itself. If you enjoyed making it and even a small number of players experienced and enjoyed it you should be proud.
@cheepcheep22043 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
@Combus3 ай бұрын
Why did my indie game "fail"? 👀
@CockieCrafter3 ай бұрын
@@Combus the gameplay and graphics are like a 2010 browser game
@mitsuhh3 ай бұрын
@@Combus Because there's nothing special about it
@usercontent21123 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
@TheTwober2 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.
@voltcorp2 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.
@NLmkkillah8 күн бұрын
Awesome that you got this far. I think part of the take-away should be that you need to find a dedicated artist for your games, not that you need to work on your art style. Someone who is only dedicated to art will always be miles better.
@happytoaster1Ай бұрын
I know it's easy to feel down about art when you compare against others, but remember that you generally only get better at it, and you seem willing to put in the time.
@WyMustIGo3 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.
@MiddletonTechnologies3 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!
@andreasoberg20213 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!
@substance903 ай бұрын
Kudos for even getting to the finish line in the first place. Imho not just Metroidvania style platformers are overcrowded but also in general simple indie games are a very oversaturated market.
@wanderingsince80sАй бұрын
Congrats on finishing your very first game on Steam and successfully shipping it! For the first game and for a solo dev who did everything from programming to arts and sounds, I think this game's scope is quite huge. The arts is bit old-school and generic, but I wouldn't say it's all that bad, there are scenes where they actually spark some nice moods, such as the eerie room scene, the woodhouse village or the waterfall one. I think one of the reasons that the game was going a bit quiet is because you weren't very "loud" about it. Like, when I went to Twitter, couldn't find any news related to the game actually. And, consider joining events like Steam Next Fest maybe? They're a big help for small indies with zero or little funds for marketing. As a person who recently join the game dev's force, I feel like this is another self-questioning abyss that I just jumped into lol. Is this interesting to others as much as it is for me? Is this gonna work? Is this good enough? Should we extend more or better stop here? 😂 Thank you for sharing the information and insights! Wish you the best on your upcoming projects!
@kayneth48993 ай бұрын
Actually, you made a great game - nice graphics, fluid gameplay, well integreated UI and 10h of playtime! That is a success. I can totally understand that you might want to turn to another project, but I still want to give you a few points you could improve in this game or the next one: - On Steam, it seems that your game doesn´t have keyboard support, you should definetly ad it - You could also ad support for more languages, otherwise your game is only displayed to users with english as main language, German, French and Chinese would be nice - Compared to other games on Steam, your game is good but it can´t compete with all the AAA games on the platform. I would love to see your game on mobile devices, it competes easily with other mobile games. Of course it takes some performance optimization but thats definitely worth it.
@MizufluffyАй бұрын
I'd like to share my thoughts on this. First of all, I believe this is the first time I've heard about your game. There are a lot of games on Steam, and sometimes it can be difficult to find games on their release. For example, about a few weeks ago I found a game that was released in June 2019 so a little over five years ago, and I've really been enjoying that and I wish I had found it sooner. Sometimes it just takes time for those who are interested in your game to find it. Things like marketing the game so that customers can find it is important in my opinion. On the other hand there are also games that I may find and add to wishlist long before their release but even then there are cases when a game is sitting on my wishlist 6 months, a year, or even longer and its status stays at "Coming soon" or "To be announced", and although I understand that it can't be always easy to tell when a game is going to release, even only the release year, but from my personal opinion it can be discouraging to not know when a game might release because some of those games will never release. "Coming soon" might as well be in 100 years or never. Once in a while I go over my wishlisted games and see if there are any that I could clear off the list such as games I'm not interested in anymore, or games that still don't have any new information on their release after a long period of time (also, any news or posts on Steam discussions are also something I may take a look at). Since you mentioned the art style, I'll say a few words about that too. I honestly think it is fine for it is. It's nothing spectacular like in some other games such as Ori (Blind Forest & Will of the Wisps) or Ender Lilies but it's definitely not bad. It's slightly bland but not boring to look at. I do like backgrounds more than the character designs but that's just my personal preference. I personally don't think a game needs to be visually amazing to be a great game but I won't deny that interesting looking game, including its art style, can affect on a decision to buy the game. Think it like this: There are tens of thousands games on Steam, why this customer would like to buy your game and how can you grab their attention before they move on? If someone views the store page from 3 to 10 seconds, and sees maybe a few screenshots then unique style and visually interesting game can grab the attention more quickly than a video that shows what the gameplay is like or what the reviews are saying. But like I said you don't need to have visually the most beautiful game for it to be an amazing game. One of my favorite games, Rabi-Ribi, has quite simple style but I have played it for hundreds of hours simply because I fell in love with its gameplay. TEVI, not a sequel but a spiritual successor to Rabi-Ribi, has a different style to it and although I don't consider its gameplay to be a downgrade (objectively speaking I'll admit there are some improvements even!), it lacks the charm that Rabi-Ribi has. I consider both of those as great games, and some of my favorites, but for different reasons. On the other hand games like Ori or Ender Lilies are visually very beautiful despite of them looking completely different. It's not that I don't pay any attention to visuals, graphics or art style at all but I can learn to like different styles but it's harder to like the gameplay if it's not done well. Another thing I'd like to point out is the pricing of a game. On one hand a lower price can lower the threshold to buy a game but on the other hand making a game too cheap can give an image of a cheap game. There are exceptions to this such as Vampire Survivors which quickly became very successful despite of it having the same price as Summit. In my case if I'm looking for an indie game, or a metroidvania, or a game with 10 - 15 hours (possibly more) of content, I'm typically looking at a price range of about 10 - 25 € depending on the game. I'm not saying that cheaper games can't be good, or that I wouldn't buy them if I find one that seems interesting. It's just that I'm expecting a little bit more from a 10 € game than from a 5 € game, and even more from a 20 € game than from a 10 € game. In other words, my expectations for the game can increase based on its price. On the other hand the cheaper a game becomes the lower expectations I may have for it. I guess my reasoning for this is that the lower the price is the lower the budget for the game must have been. I haven't played your game yet so I can't say if 4,99 € is a good price for it or not but maybe I'll buy the game and check it out since I already put so much effort into writing this comment...
@MrDahuntaАй бұрын
The most important thing that you can be proud of: You actually made a game and released it. It might be bad and doesn't sell well but that doesn't matter. Make the next one with your learnings and eventually you will suceed. Tap into your sense of pride and accomplishment. I will just buy the game because i like you.
@thenonexistinghero27 күн бұрын
I mean, it does speak for itself. Really one of the first things you should wonder after coming up with a concept for an indie game, is if it can sell. And if not, what can you do to make it sell? Aesthetics are pretty important. Even early screenshots (even conceptual) can already be used to check whether people would be interested in a game based on just that. Being passionate is one thing, but passion alone doesn't sell games. You'll need to make something that people want. And Metroidvania-type games are a pretty oversaturated market when it comes to indie games, you'd need something that really stands out in a good way to make a game like that sell.
@roozbehebadi6661Ай 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! 👍👍
@ragetist3 ай бұрын
People have given you support so I'll give you the critique. All you need is a uniform, appealing artstyle. Right now the game looks like code came first and art was a secondary mandatory goal so you used what was available and it ended up looking a bit like South Park. Whatever you do, be it doing it yourself or hiring someone, get concept art to remind you where the path is and keep it uniform. Have vision first and analyze what makes the style, then go by those rules and only stray from them if it is needed to emphasise something (think of the girl in red coat in Schindler's list). Humans are amazing at finding patterns and if artwork can't bring the stupendous amount of variety a real environment does everything sticking out catches your eye and looks wrong. That being said, congratulations for being one of the few who actually finish and release a game. You made it.
@mindsofeuropa29553 ай бұрын
Launching a game is a huge success. It's rare to succeed with the first effort.
@danm3573Күн бұрын
I think the art style is really charming, especially the environments. Honestly if there was one area you could improve with the biggest impact on the perceived level of polish it would be the character art.
@xwyvernx83993 ай бұрын
While it is true that the metroivania genre is over saturated at the moment, what is more important is to make the game stick out from the very beginning, and that's a very challenging thing actually, I think Celeste is a perfect example of this. Focusing on the important part of the gameplay, the gameplay loop, that has to be so polished that is always fun regardless of how many hours you play. On the art side of things, I personally think the art style is perfectly fine, it is beautiful in some parts even, however art is not only beautiful tilesets, level design and world building is very important and it doesn't stick out in your game. Take a picture of a zone in your game, what does it tell? does it show you the way? How does world building affected it? Why is X in your level? Then composition, giving impressions and trying to give the player emotions through the environment and story. Other games might require other things to focus on, but in a metroidvania the world and exploring it comes first, if the world is not unique, interesting and tells an story on its own, and it's fun traversing, it's not going to make people want to play it. Lastly, marketing is very important, letting your game be known before hand, showing progress and having a steam page to accumulate wishlist, and way before launch making a marketing campaign, like a teaser, and publish it in many social networks, if the marketing fails, there is no way to get to know your game in the first place, even more so if the market is saturated, it will be lost in the hundreds of other games, it doesn't matter if your game is good or not, if it's not seen, it's not going to be played. Hopefully this helps you out in your next game, think of what your next game's fundamentals are and make sure to make them stand out and be fun, that's for sure going to give you some good push in the right direction, good luck!
@MeaganEater2 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.
@retrotechtive3 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.
@DrixDevlogs3 ай бұрын
You're right about making smaller games first. I've been making games commercially for 11 years. My first few games did terrible, but they were small games I made in a few months. My last game took 3 years to make too but I already had 7 years experience at that point and I was able to breakeven at least. Keep on learning game dev! Good luck!
@MrShanester1172 ай бұрын
I wrote a novel and I couldn’t even get an agent to look it at. The most painful experience of my life, and those around you don’t really understand that kind of pain. You have to just suffer quietly and alone. At least you have this platform to process and get support
@BillBrzozowski3 ай бұрын
Hey, I'm in a similar position, but haven't launched my game yet. I wondered if you went through the effort of creating a company/LLC/LTD, considering your game was a hobby and you went financially dependent on its success? Congratulations on releasing Summit - I'll check it out sometime!
@TheVoiceofTheProphetElizerАй бұрын
Dominik, the art looks amazing and really is unique and unlike anything I've seen. It's your style and there is nothing ugly about it. Don't be hard on yourself - you've done something that 99% will only dream of doing while only 1% will actually go through and do.
@vMixMasterJayv2 ай бұрын
As a developer myself I can tell you your artstyle wasnt a failure point. It looks great and cohesive. What a lot of indie devs and hobbiest devs get hung up on is the art style and adding feature after feature. You were right in saying feature craw creepes up but the biggest issue with why your game wasnt as successful as it could have been was thebgame play itself. A game is about the gameplay experience graphics do not matter if they game is fun. Minecraft back in the early days was mostly programer art but its now the biggest game in the world by far. That is because fundamentally the game play was fun enough even in the alpha days that people spent hours upon hours playing it and exploring. One day cycle in MC is about 40min surviving your first night in the early days of Minecraft was pretty much the entire game loop and to do that took 40 minutes. Inheritly thats 40minutes of gameplay for every new player. Just based off that simple game loop. Your goal when making a game is nailing the gameplay and that gameplay loop before anything else. Visuals are superficial, extra features and content are pointless if they foundation of the game isnt solid. But all in all dont despair as thats part of the journey. Learning from iur mistakes is part of the fun of our journeys in my opinion so im keen to see what avenue your path forward takes as you carry without the new skill sets you aquired on your way
@plehmann259513 күн бұрын
Graphics matter very much to get people to even look at the game. Fun isnt anything the player can judge from the storepage (unless it has hundrets of positive reviews already). In the current jampacked market, a game has only seconds to make players interested to look at the game in more detail.
@YMRGUITAR2 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!
@TheIcemanModdelerАй бұрын
Over 100.000 games get released on steam every hour, even if you create a masterpiece it will be lost in the crowd of games and word of mouth may push it forward. Promotion and marketing is important and if you don’t have a fan base, piles of cash to promote if or don’t know have any connections it will be tough. I’m a Senior 3D Character Artist with over 10 year of experience working in games, 3d printing and painting my characters in my free time but I’ve been developing several game ideas on paper, made a bunch of concepts, stories and started a map in UE. The thing is it’s too risky for me to work several years on a personal project without getting paid, I’d need to pay a programmer, even if the game gets done then it would be a huge hassle to find a sponsor or use crowdfund.
@AppNasty3 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.
@GenericInternetter3 ай бұрын
I can tell you why it was a sales failure. It wasn't lack of polish or lack of marketing. The game looks slow and boring. Steam and other platforms are already swamped with 2D Terraria-likes and other side-scrollers. The very fact that someone can describe your game as a "Terraria-like" means you failed to innovate something abstract, original and different enough to get people interested. I don't think it's marketing or better coding or more time that you need. I think you have all that very well-covered and I think you already have the skills and knowledge (and now, the experience too!) I think if you get a good idea to work with, your next game will be a huge success. I think you just need to open your mind to more abstract ideas, and more rigorously avoid making anything that can the thought of as a clone of any other game. If people can describe your game as "a clone of X" or "an X-like" then it's a dud. When people describe your game as "a mix of X, Y and Z but different" or "kind of unique, there's nothing else quite like it" then you know you have succeeded. Remember, there are no "good" or "bad" game ideas. It's the gameplay that makes the game innovative and captivating. Players always want something new; Give it to them.