Sharing the numbers in the first 5 seconds is such a bitemegames thing todo😆 Awesome video as always and enjoy Japan! 🏯
@honaleri4 ай бұрын
I don't think you need to worry about the market flooding. I think you forget the distance between the number of people with ambition vs the number with skill to execute it. Of 100 people who want to try, 10 will try and less than 1 will actually finish the game, and far far less will succeed at the level you did, on average. So, I don't think there is any concern there. Besides, 8k is good money for a month, but this isn't a day job, this is gambling. Those wanting "get rich quick" arent gonna succeed with this model. I think you guys call yourself EA, but, you care about your ambitions and vision, you just are also very analytical and practical about money (which most visionaries and passionates are.. not admittedly.) You guys did what was need to stay afloat. And I respect you for it. I hope you can replicate it! But dont forget, you have experience, knowledge and skill, those are the qualities that brought you success this time. Very few others, have those things and the drive to execute.
@6sideStudio4 ай бұрын
Was waiting for this :D I'm happy for you guys! You deserved some success with a release after all the grind!
@suspecm63164 ай бұрын
You know the funny part with this? You will get "only" 4200$ from a month long project. That's life changing money in my country. There is definitely a very important lesson to be learned here for a large portion of the world. Edit: for extra context, I live in Hungary (so not even Venezuela or Africa, literally a central European country, albeit the poorest one). 4200$ is more than what I make in a year in my intern position at an IT company writing Selenium tests for websites. I'm considered well paid for an intern as I make as much as a cashier in Tesco.
@gameboardgames4 ай бұрын
This is a great point. It may be next to impossible to be a solo indie game dev here in Vancouver, BC Canada (where I'm at) but ya, if I was living in Thailand or Venezuela or something, the calculus would be much different.
@Afreshio4 ай бұрын
@@gameboardgames Living in Venezuela and yeah, calculus looks different definitely..
@l3vi7924 ай бұрын
True, it's around 0.5 year of minimum wage in Poland
@marcomoutinho.gamedev4 ай бұрын
Sry guys but the key maps are horrible ! Ah congratulations!
@FFTVYoutube4 ай бұрын
@l3vi792 wow😮 I hope your rent and and food is free... otherwise how do you still exist? I went to the shop last night and got like 4 things and it cost me $60 something.. $4000 here would be gone in two weeks
@SharpDressedBear4 ай бұрын
Fantastic stats, thanks for sharing! The hard work, patience and strategic decision making definitely seems to be paying off
@FlandersGameHub4 ай бұрын
Thanks for sharing your breakdown guys! You have what it takes to be a successful indie game studio: short release cycles, fast iterations and learning from your previous releases ;) Looking forward to your next games :D M.
@jokerpb47784 ай бұрын
Your game is so big in Japan!
@LostRelicGames4 ай бұрын
Well done guys, great story and a cool game!
@KyleDelazy4 ай бұрын
25% refund is a lot😮 but congrats on the success of the game made in 1 month totally deserved!!!
@dankevch.88644 ай бұрын
About country distribution, I surprised that Indonesia got higher score than US on sale because mostly Indonesians have low buying power. But, this kind of game almost popular among the streamer there.
@bitemegames4 ай бұрын
Yeah we priced it pretty low for indonesia, and we also had a few big indonesian KZbinrs cover it (~100k views total). -M
@dankevch.88644 ай бұрын
@@bitemegames I think there's something else, I saw the trailer of the game and there's a guy wear green helmet and green carrying bag. In Indonesia, they call it "ojek online" (online taxi but with motor bike) that usually delivering food like uber for food. They usually wear green jacket and helmet, so I think you guys just have impact on their culture and give them a relation to it.
@ProxyDoug4 ай бұрын
Congrats on the success, not just on the sales, but the ability to actually set a short term goal and stick to it is much harder than people think, specially when it comes to game development and you guys did a really good job. If you ever feel like doing something like this again, you could turn Songs of Everjade in to a survivor-like.
@MajesticMindGames4 ай бұрын
Gratz on the release of the game and it doing well, and thanks for sharing this info :) ♥
@Overloaded454 ай бұрын
really cool video sharing such indie info. kudos to you guys!
@RobertLanard4 ай бұрын
Cool thing! Thank you for the interesting documentation, and good luck!
@Definesleepalt4 ай бұрын
i love you guys and the vibe , just no bullshit and try to do your best. you guys are a pillar of the gamedev community :) also why no trains in new game ? shame
@harneetsingh94204 ай бұрын
Thanks guys for being so open about business sides of things :) can't wait for the next video and also to hear about your future projects. Keep going, I hope to see BiteMe Games turn to be big company in coming years but not like EA though :p
@dreamingacacia4 ай бұрын
congrats on your success.
@LimitedPerfection4 ай бұрын
Awesome. Im happy to see it was successful!
@vicc88814 ай бұрын
Congrants!!!
@KabeloRammidi4 ай бұрын
I feel so inspired. Nice work guys!
@oedipesgames49504 ай бұрын
Well done guys! I really feel like small game made quickly makes more money!
@VoylinsGamedevJourney4 ай бұрын
I'm sorry, I'm the Arch Linux guy at 17:50 XD
@bitemegames4 ай бұрын
Wear it loud and proud! -M
@giampaolomannucci82814 ай бұрын
you mean 17:50 it's ok, you're on linux after all... ^_^
@VoylinsGamedevJourney4 ай бұрын
@@giampaolomannucci8281 Woops XD got the time wrong :p
@vimu15344 ай бұрын
You should redo your poll @16:25 about at what stage of gamedev are people who watch you to see the evolution since last time
@bandicamnick79034 ай бұрын
I believe rage games are extremely prevalent in Asian countries but I cannot pinpoint the exact reason as to why.
@bitemegames4 ай бұрын
It really depends on the game I feel. Some bomb in Asia and do well in the west (Jump King, The Game Of Sisyphus, a difficult game about climbing). Whilst others bomb in the west and do great in Asia (Stretcher men, lost egg, Unicycle Pizza Time). I can't really find a good pattern though. -M
@GeorgeGameDev4 ай бұрын
22% Refunds is actually ABSURD, you should investigate that
@VSalgc4 ай бұрын
Steam should do also . No Refund if not gamed made a true dessision. and if the card switched in between purchase and refund, then they should close account instant🎉😅
@GeorgeGameDev4 ай бұрын
@@VSalgc i cant understand what you just said. yes steams refund policy sucks for us devs, but when you have double the average you have a problem with your game
@VSalgc4 ай бұрын
@@GeorgeGameDev you can check refunds. and if there are most of payment issues and frauds, you know its not: the game sucks. Rest have legitimal reasons to refund. but buy and sell after 1 day not even tried out by so manny at once is a scam of other dimensions. There is a Reddit article about
@giampaolomannucci82814 ай бұрын
they did investigate at 12:48 majority of refund players found the game too hard and not fun
@voon78204 ай бұрын
Interesting take away that Japan is a strong potential market, much more than US. Noticed similar trend with my game wishlist where Japan topped it, with US at far second.
@JustDaveIsFine4 ай бұрын
Gosh dang! I think the combined total of all my games hasn't reached half that lol
@Paul_Ward4 ай бұрын
Proud to be 1 of 6 UK owners of the game lol
@JesusSVasquez4 ай бұрын
Thank you for sharing this info, and I'm glad it was worth the experience. Can you guys make a video or share the info with the marketing strategy just to have an overview of the time spent and with how many people working in the game to be able to release it in one month?. Greetings from Ecuador!
@greyfireocelot61404 ай бұрын
Upside is, it'll be up until you remove it, so you will slowly gain money from it over time. Some games explode in popularity awhile after they've been released.
@kyoseoul4 ай бұрын
Please react to Jonas tryroller's new video about how to make and market games. I feel like he has a totally different take than you guys and i would love to hear your thoughts on it.
@bitemegames4 ай бұрын
It basically describes this game, short games with wide appeal and a flowstate. There's no different take if you ask me. -M
@Nobody61464 ай бұрын
I have to say congrats as you guys have finally earned some respect in my book. I could never enjoy your channel for the longest time because you guys “preached” concepts you guys either didn’t follow or had difficulty applying. For that reason I didn’t watch many of your videos nor subscribed because of it. I felt this video was finally the result of putting your money where your mouth is and I feel the subscribe has been earned. Congrats again and hopes to even brighter futures!
@jonwarnerdotnet4 ай бұрын
Going viral == creative levels such as Giant pizza land with pepperoni, candy land, retro 8bit world, space/moon theme. Just my 2 cents, I think you should spend time on building some unique levels and pushing out updates of these with a schedule. These will stand out and draw out streamers. Hit me up if you want to discuss this in more detail, but happy for you guys to run with it too - enjoy 😊
@LesJeuxDeMilen4 ай бұрын
I think the same! I see more than 350 000 views. ~ 50 000 views from japanesse audience and ~ 300 000 views from western audience. In the same time they made 75% sales from japanesse audience and 25 % sales from from western audience. The ratio (japanesse sales / japanesse views) is way way higher. My advice : they can consider more japanesse oriented DLC-s for this game - I think they can make a lot more money with this game, than with their other game in development (the guild-game)."
@dobrx61994 ай бұрын
Interesting tip about the new and trending on Friday thing, would you recommend releasing on Thursday/Friday for that reason?
@bitemegames4 ай бұрын
It's more risky, because a lot of bigger publisher funded games know this as well, so you will most likely need more WLs as it's a more fought after spot, vs. getting on it during a weekday. -M
@nullx23684 ай бұрын
@@bitemegames Also want to clarify, You CAN release on the weekend but you don't get steam direct support if something bad happens
@PentamorphStudio4 ай бұрын
Congrats!
@project_u_gamer53834 ай бұрын
I'll say that it's kinda sad for me to come here to see how much you made or just because of the money, but you are really a big source of motivation for me...
@PinguinoSod4 ай бұрын
I think Japanese people are obsessed with Italy. It may be a factor for why a pizza delivery game with italian music performs well
@MHG7964 ай бұрын
Dang, thanks man i guess i got the next game idea
@Foolsjoker4 ай бұрын
As someone from the US, I will say, this didn't pop up on my Steam feed at all.
@michaelslattery22734 ай бұрын
2:52 the text says "if your game doesnt support Japanese, you wont show up for the Japanese new and trending" is it enough to just have the steam page translated to each language?
@bitemegames4 ай бұрын
No, you also need to have the game itself localized (otherwise Steam will also display a big warning "this game is not available in your language"). -M
@toddkronenberg41264 ай бұрын
Oh wow, over $6k after refunds for a game that took a month. That's gotta be a nice feeling compared to the revenue from Forge Industry (I just watched your Forge Industry financials videos!).
@whiletrue1-wb6xf4 ай бұрын
great info , can you share which computer you are using for game development ?
@bitemegames4 ай бұрын
kzbin.info/www/bejne/gnmafXyhf5Wkg5Y -M
@DennisJ424 ай бұрын
You have to understand how it appeals to certain demographs. Walking and biking around the city is big in Japan, so the interest naturally is there. Makes sense to me.
@bitemegames4 ай бұрын
By that logic, countries like Netherlands and Denmark should also be big sellers but they are near zero. What's the difference? And Korea is #2 sales wise, but biking isn't nearly as popular there. -M
@DennisJ424 ай бұрын
@@bitemegames right, but there's also things like KZbin algorithm. How many KZbin videos are from people walking around in nice Japan? And that sort've on foot? I'm thinking KZbin algorithm has a big part, and especially since I believe they said in the video a streamer in Japan talked about it? It'd be nice to know steam statistics of conversions from KZbin.
@LesJeuxDeMilen4 ай бұрын
@@bitemegames I think in Japan there are many tv shows with a host and with participants. The participants make something ... falling and etc. ... and the host laughts. Maybe in your game the bikers are falliong a lot and making the players laught - like the tv shows, don't know. Watch the streamers and find what they find fun in your game.
@serbrighterunagainst92314 ай бұрын
Hi, are you going to make the player models with animations etc. available so people can make their own unicycle spinoffs? Isn't that the way to maximize profit from non-IP centric quick games such as this one? You could even publish with a licence requring mention of your game, so both money and marketing? Then you can make a video about how much you earned additionally with this model
@flymacseamus34744 ай бұрын
What's your background music toward the end?? There's a California Soul ring to it that's really catchy
@DasEt-hw7ly3 ай бұрын
You guys look totally exhausted. Think of your health first guys and do not burn yourselves out.
@houseofstud4 ай бұрын
Awesome video guys. Reallly appreciate the insights! how did you create the YT game tag for people to be able to tag your game when they upload it? Maybe this will be in your marketing video but where did you get the data on localised pricing for the countries you applied that for? And what's the range Steam allows you to localise your price?
@karamoni79264 ай бұрын
I've heard that Steam doesn't give back its share if the game is returned, but rather that the developer has to refund the entire price and therefore loses money in a refund. Is that really the case?
@bitemegames4 ай бұрын
Pretty sure that's not the case. That's why Steam pays out only a month late, since it's past the 2 week refund period, after which the final cut is calculated. -M
@matt18714 ай бұрын
Serious question, do you think if you spent 6 months in this game, added more content/polish etc, that you'd have seen a proportional increase in revenue? It's difficult to gauge the quality required (investment) to revenue ratio with indie games..
@bitemegames4 ай бұрын
No, 6 months would have not been worth it, perhaps 1 month to add 2 extra maps, but I don't think you'll get double the revenue. -M
@MxzStudio4 ай бұрын
2:20 Ho ok I undertstand more. In this case is good.
@subomiayo89384 ай бұрын
How do you know how to price for different countries and know if people those countries have the money to buy it?
@nathanfranck58224 ай бұрын
Make new character that has intense physics you have to control with dual stick and paddles for movement, balancing, and crouch/extend jumping (ref. Decenders) if you wanna really piss people off
@SteveDFM4 ай бұрын
Did Update 2024/09/11 fix the bins? I love challenging, I don't like broken. When the bins are fixed I'll buy it again.
@bitemegames4 ай бұрын
The bins? 2024/09/11 fixed some later-stage issues with bad colliders on fences/rocks, but I'm not sure what you mean with bins. -M
@SteveDFM4 ай бұрын
@@bitemegames It was highlighted in the launch video. There are two bins with a ramp on top - but you can jump and jump to try and get to the ramp but there's an invisible collider. Way above the handle of the bin.
@bitemegames12 күн бұрын
The bins were fixed in update 2024/12/21. -M
@SteveDFM12 күн бұрын
@ Thanks, I'll buy it again.
@SteveDFM12 күн бұрын
Bought, and can confirm. I got up the bins twice. Thanks for getting back to me. I'll play it again when I'm less tired and feel like getting my ass kicked by a game :)
@KirbySamaDesu4 ай бұрын
500 wishlist believe it or not it's really hard to achieve, this youtube channel helped a lot I think, if you didn't have that wishlist push it would just sink like 99.9% of games
@ardaozler6314 ай бұрын
Is it? For this game, it certainly would be very hard to hit 500 if there wasnt this yt channel imo. But if you make a good game that people would like to play, 500 shouldnt really be too hard, i will launch my steam page in about a week hopefully, with some tiktok content i am hoping to hit 100 wishlists in the first week, 500 in the first month, and in 6-12 months i hope to to publish. Ill come back and update you on it. Remind me if i forget.
@KirbySamaDesu4 ай бұрын
@@ardaozler631 I wish you good luck
@gameboardgames4 ай бұрын
Ya said something similar on a biteme video last week. This channel helps a great deal. For the average dev without a yt channel, can take many months to even possibly get 500 wishlists. It's not entirely the full reason though, (as they said in this video) this channel doesn't account for Japan at all, and that's where they got 75% of their sales. Seems like luck plays a big part, and most of the heavy lifting is having streamers play your game (as the Japanese streamer did).
@KirbySamaDesu4 ай бұрын
@@gameboardgames The truth is there are probably lots of japanese devs following them and they shared their videos, so not mathematical perfect but having a channel helps a lot.
@Gemwielders4 ай бұрын
@@gameboardgames I would say 500 whishlists is quite achievable. I made a basic steampage and didn't do any marketing yet (I plan to do that before the demo launches) - and I get a little less than a whishlist a day organically. If the game looks appealing and with some marketing collecting 500 whishlists or so seems very doable. Unfortunately more would be better ;)
@DiogoCasado4 ай бұрын
Congrats guys. Now release a DLC. /s /yolo
@I.mAlicia4 ай бұрын
Out of curiosity, did Valve/Steam give a reason why they don’t want analytics shared?
@I.mAlicia4 ай бұрын
Also, was this 100% asset store and free assets? Anything custom art?
@VSalgc4 ай бұрын
12:51 540 gross unit returned- unreasoned issues. frauds and payment issues😢
@Maingame862 ай бұрын
do you know MANU Video Game Maker ? what do you think?
@arw0004 ай бұрын
If you have steam deck support you have linux support. Their problems are with arch and not your game lmao.
@AdmiralSamStarcraft4 ай бұрын
Will you be going to Tokyo Game Show?
@ataberkylmaz42854 ай бұрын
You should try reaching out to Ludwig if you didn't already. He plays games like UPT such as Jump King, Pogostuck, Getting Over It etc. while streaming and uploads to his channel
@bitemegames4 ай бұрын
Of course we attempted, but you get blocked by his agency basically if you don't have a bag of money. -M
@amlan91203 ай бұрын
Someone keep emphasizing it was an skill issue, trying to guilt trip the customer, like they could never build a bad game.
@lcax8804Ай бұрын
If you make the game for 2.98 realistically I'd not even bother refunding, even if it's horrible.
@The_Hambone_884 ай бұрын
Wow, one month?! I actually thought the game made a lot more than that but still an impressive amount for one month; if you made 8K a month from a game every month, would be pretty amazing, ha. How many hours did you all spend making this game, was it 40 hours a week for two people or more/less?
@MystMagie3 ай бұрын
You’re comparing numbers to the average game, or to the amount of time it took to develop. In reality you should compare it to the goals you had for this game, which let’s be honest, due to the nature of the game, the goal is to go viral
@gameboardgames4 ай бұрын
Well done! sidenote, Wonder why the game did so well in Japan.
@madthijsgames4 ай бұрын
They talked about this before. Apparently Japanese kids learn to ride unicycles in school. So it resonates with them
@gameboardgames4 ай бұрын
@@madthijsgames Huh, that's really interesting. Never wood-a guessed. Thanks
@ElbiAdajew4 ай бұрын
It's rude to call it skill issue. Like you yourself said, the game mechanics can be learned within an hour. When people refund it due to being too difficult it means "it's not fun enough to be worth spending an hour learning it". When you say skill issue, it means "you're too bad to enjoy our game".
4 ай бұрын
Skill issue seems correct. Design skill that is.
@donkeykong3154 ай бұрын
The draw of games like this is the mastery of simple controls in difficult circumstances. It may be disingenuous to attribute it all to skill issue but that’s definitely a factor of it.
@ElbiAdajew3 ай бұрын
@@user-uq2ko4jq2v dumbass take
@pieflies3 ай бұрын
@@user-uq2ko4jq2vit’s not about being a ❄️ or having a thick skin. If you dismiss users’ “skill issues” with your game you risk missing an opportunity to use that feedback to improve your product so that more people like it, which means your game ends up being more successful. Being successful is required to make it in the games industry. Even if you want your game to require time to get skilled at, you might be able to tweak things to satisfy that while still being less frustrating for users.
@FFTVYoutube4 ай бұрын
I really hope you can replicate this and end up with even more success. Try finding a meme or something that is viral and build something based off that? Something that can standout to the ticktok crowd.✌️
@VSalgc4 ай бұрын
the refunds 😮 did they at least tried to play the game or did they just purchased and refund it? Sometimes these may be card hunters and thats all they wanted.
@CloudlessStudio4 ай бұрын
Tbh seeing reviews I really expected more.
@lukajk4 ай бұрын
biteme stays winning 🥰
@IrishZOMBIE1174 ай бұрын
Dunking on Concord as a dev is definitely a bad look. As someone who makes games you understand how difficult it is to bring together a complex vision. Just something worth thinking about.
@MxzStudio4 ай бұрын
So you made 6,068 - 30% = 4247$ in a month. Minuse taxe in your country... Here in canada is 33% x) Not alot. .... 2845.89$ :/ Not realy good