Indie Game Clinic
Indie Game Clinic
  • Видео 138
  • Просмотров 288 601
Is "Roguelike Blackjack" a Cursed Design Concept? [RogueJack 21 Design Review]
♣️ RogueJack 21: bakamyst7.itch.io/roguejack
♦️ Dungeons & Degenerate Gamblers: store.steampowered.com/app/2400510/Dungeons__Degenerate_Gamblers/
📚 Addiction by Design, reviewed on Game Studies Study Buddies: rangedtouch.com/2022/01/31/43-schull-addiction-by-design/
🏥 Patreon: www.patreon.com/indiegameclinic
📝 submit your game for design review on the channel: forms.gle/YYmsBxc635VEHYUp6
🎓 hire me for design work, private coaching etc.: indiegameclinic@gmail.com
Key moments:
00:00 comparing two games with similar premise
01:33 RogueJack 21 first impressions
04:58 why Doc can't play Poker (or Balatro)
06:57 is Blackjack too simple for this?
08:15 there's no theme here...
09:40 comparing to D&DG
11:42 w...
Просмотров: 962

Видео

How to Take Feedback in ANY Creative Field
Просмотров 1,2 тыс.19 часов назад
🏥 Patreon: www.patreon.com/indiegameclinic ⌚Key Moments⌚ 00:00 hello it is me 01:58 Solid Snake on feedback 02:58 feedback from peers vs randos 03:51 depersonalized feedback and "avatars" 06:12 how to record and note feedback 06:46 problems vs solutions 07:58 an example for musicians 09:30 summary 🎓 hire me for design work, private coaching etc.: indiegameclinic@gmail.com
Watch This... BEFORE You Send Me Your Game
Просмотров 3,2 тыс.День назад
📝 new games submission form: forms.gle/YYmsBxc635VEHYUp6 ⌚Key Moments⌚ 00:00 hello I have a hat on 01:05 understand the creators you're sending games to 04:00 are you already selling your game? 06:45 was your game made by a human 09:20 summary
“It Consumes”: a Pitch-Black Arena Shooter 😨
Просмотров 1,2 тыс.День назад
🏥 Patreon: www.patreon.com/indiegameclinic ✉️ Submit Your Games: docs.google.com/forms/d/e/1FAIpQLSci2uYiKNsxiUxPy416Myli2J9K8Bu4nRzCcjUX1sCSrj2-MA/viewform - games sent by email will be ignored! ⌚Key Moments⌚ 00:00 intro and content warning 01:40 standard controller woes 02:45 tutorial is tutorialling 04:30 doc's descent into confusion 07:00 too much too soon? 08:55 I am approving of these pow...
Manage Your GameDev Projects with Trello/Kanban
Просмотров 3,6 тыс.14 дней назад
🏥 Patreon: www.patreon.com/indiegameclinic 🪵 Fix Your Hearts or Die - a David Lynch Game Jam itch.io/jam/fix-your-hearts-or-die-a-david-lynch-game-jam 🎓 hire me for design work, private coaching etc.: indiegameclinic@gmail.com ✉️ Submit Your Games for Review: docs.google.com/forms/d/e/1FAIpQLSci2uYiKNsxiUxPy416Myli2J9K8Bu4nRzCcjUX1sCSrj2-MA/viewform - games sent by email will be ignored! ⌚Key M...
I am once again being unreasonable about "dream games"
Просмотров 4,3 тыс.14 дней назад
🏥 Patreon: www.patreon.com/indiegameclinic 🎓 hire me for design work, private coaching etc.: indiegameclinic@gmail.com ✉️ submit your games for my design crit show: docs.google.com/forms/d/e/1FAIpQLSci2uYiKNsxiUxPy416Myli2J9K8Bu4nRzCcjUX1sCSrj2-MA/viewform - games sent by email will be ignored! ⌚Key Moments⌚
Making a ROGUELIKE? Watch This First...
Просмотров 5 тыс.14 дней назад
🏥 Patreon: www.patreon.com/indiegameclinic ✉️ submit your games for my design crit show: docs.google.com/forms/d/e/1FAIpQLSci2uYiKNsxiUxPy416Myli2J9K8Bu4nRzCcjUX1sCSrj2-MA/viewform - games sent by email will be ignored! 🎓 hire me for design work, private coaching etc.: indiegameclinic@gmail.com ⌚Key Moments⌚
Why Can't GameDev Teachers Make Games? [Design Prof Reacts]
Просмотров 8 тыс.21 день назад
🏥 Patreon: www.patreon.com/indiegameclinic ✉️ submit your games for my design crit show: docs.google.com/forms/d/e/1FAIpQLSci2uYiKNsxiUxPy416Myli2J9K8Bu4nRzCcjUX1sCSrj2-MA/viewform - games sent by email will be ignored! 🎓 hire me for design work, private coaching etc.: indiegameclinic@gmail.com
Indie Game Clinic Live: getting forked up, a werewolf hippie massacre, and a zoo without any animals
Просмотров 65521 день назад
Daily chat about games and how they're made. Often focused on the smaller and stranger games out there. Some day's I'll be reviewing games you've sent me, and other times I'll just be playing an indie game that I think everyone should know about. Games Shown: 00:00 what is this all about then 08:08 Beast Mode: Night of the Werewolf store.steampowered.com/app/655760/Beast_Mode_Night_of_the_Werew...
3 Projects for Beginners: Game Design and Art Fundamentals
Просмотров 27 тыс.21 день назад
🏥 Patreon: www.patreon.com/indiegameclinic ✉️ submit your games for my design crit show: docs.google.com/forms/d/e/1FAIpQLSci2uYiKNsxiUxPy416Myli2J9K8Bu4nRzCcjUX1sCSrj2-MA/viewform - games sent by email will be ignored! 🎓 hire me for design work, private coaching etc.: indiegameclinic@gmail.com ⌚Key Moments⌚ 00:00 teaching games at university 05:04 the virtual pet ui-only game 19:13 the scrolli...
Cosmic Output is a bug-blasting base-builder
Просмотров 86028 дней назад
🏥 Patreon: www.patreon.com/indiegameclinic 🎮 Cosmic Outpost: store.steampowered.com/app/2997580/Cosmic_Outpost/ ✉️ submit your games for my design crit show: docs.google.com/forms/d/e/1FAIpQLSci2uYiKNsxiUxPy416Myli2J9K8Bu4nRzCcjUX1sCSrj2-MA/viewform - games sent by email will be ignored! 🎓 hire me for design work, private coaching etc.: indiegameclinic@gmail.com ⌚Key Moments⌚
Incursion2D is an action-RPG with a cosy town-building loop
Просмотров 2 тыс.28 дней назад
Incursion2D is an action-RPG with a cosy town-building loop
Game Loops in RPGs, Cosy Games, and Beyond - Explained with Music!
Просмотров 2,7 тыс.Месяц назад
Game Loops in RPGs, Cosy Games, and Beyond - Explained with Music!
2 of your jankiest games diagnosed... plus "roguelike" and "indie game" definitions
Просмотров 1,9 тыс.Месяц назад
2 of your jankiest games diagnosed... plus "roguelike" and "indie game" definitions
community, comments sections, and communication norms
Просмотров 708Месяц назад
community, comments sections, and communication norms
Finding the "Real Culture" in Videogames [SILYPI Podcast Episode 05]
Просмотров 399Месяц назад
Finding the "Real Culture" in Videogames [SILYPI Podcast Episode 05]
Deep Space Cache is a gorgeous bullet heaven incremental game. Let’s talk about progression types.
Просмотров 1,4 тыс.Месяц назад
Deep Space Cache is a gorgeous bullet heaven incremental game. Let’s talk about progression types.
This 16 y/o dev’s game LOOKS cool. But what is it about? [Undergoes Review]
Просмотров 2,8 тыс.Месяц назад
This 16 y/o dev’s game LOOKS cool. But what is it about? [Undergoes Review]
Devs, PLEASE shut up about "Dream Games" in 2025
Просмотров 6 тыс.Месяц назад
Devs, PLEASE shut up about "Dream Games" in 2025
an actual wizard plays Epic Wizardry and talks game design for 35 whole minutes
Просмотров 1,5 тыс.Месяц назад
an actual wizard plays Epic Wizardry and talks game design for 35 whole minutes
Horror Games Are Stupid (Because Maybe They Have To Be)
Просмотров 2,2 тыс.Месяц назад
Horror Games Are Stupid (Because Maybe They Have To Be)
What is Indie Game Clinic? ... Let's Make BETTER GAMES in 2025
Просмотров 2,3 тыс.Месяц назад
What is Indie Game Clinic? ... Let's Make BETTER GAMES in 2025
3 Game Marketing Tricks
Просмотров 1,9 тыс.Месяц назад
3 Game Marketing Tricks
$1 game with a $100 bug
Просмотров 2,5 тыс.Месяц назад
$1 game with a $100 bug
Typography Basics Every Game Dev Should Know
Просмотров 7 тыс.Месяц назад
Typography Basics Every Game Dev Should Know
Reviewing Your Press Kits and Trailers (Despite NOT Being "Press")
Просмотров 1,1 тыс.Месяц назад
Reviewing Your Press Kits and Trailers (Despite NOT Being "Press")
I am Now Inside of Steam, Curating Your Games
Просмотров 456Месяц назад
I am Now Inside of Steam, Curating Your Games
"Brutal Bible Bloodbaths" - Cutting Satire or Schlock?
Просмотров 8452 месяца назад
"Brutal Bible Bloodbaths" - Cutting Satire or Schlock?
LinkedIn Wants Game Devs to Train its A.I... so I "Helped"
Просмотров 3,6 тыс.2 месяца назад
LinkedIn Wants Game Devs to Train its A.I... so I "Helped"
Their Games “Failed” - What Did They LEARN? (Design Prof Reacts)
Просмотров 7 тыс.2 месяца назад
Their Games “Failed” - What Did They LEARN? (Design Prof Reacts)

Комментарии

  • @flyerderek6073
    @flyerderek6073 Час назад

    I did this first game and it unblocked my creative block Ive had for ages. Thank you man I'm glad I found your channel

  • @my_noname_channel
    @my_noname_channel 3 часа назад

    In Russia I worked more than 15 years at a state university (teached math). After that I changed to junior dev and my salary from start was better than at the university (like two times better, as far as I remember). Teachers are just not paid good enough to switch from development to teaching.

    • @IndieGameClinic
      @IndieGameClinic 3 часа назад

      I like being correct but it sucks that this is the case in other countries too. A lot of places will state that their staff have "industry experience" on the marketing materials, too - and in many cases this is tantamount to false advertising when it comes to teaching games.

  • @GabrielVeda
    @GabrielVeda День назад

    I thought the first game looked good. Felt a bit harsh to write it off without actually playing it. Other areas might have been much more brightly lit, for example. I didn’t get a great feel for the mechanics and how deep they were from the clip. If what was shown was the entire game, then sure, I’m with you. But it is quite possible it actually is a good game and just no one noticed. To complete a project of that quality solo doesn’t feel like a fail to me. I’d be proud personally, regardless of sales.

  • @spalatobros
    @spalatobros 3 дня назад

    This is great series love this!

    • @IndieGameClinic
      @IndieGameClinic 2 дня назад

      It's the main thing I do. I'm trying to get one in a week but occasionally there's time for more.

  • @maze._
    @maze._ 3 дня назад

    There’s a game called Void Tyrant, which is a blackjack-like roguelike, but came out years ago at this point and has a more defined theme (space techno medieval basically).

  • @Feizenbara
    @Feizenbara 4 дня назад

    Great video! I'm a big fan of Balatro, trying for years to build a rogue like deck builder based on "regular" cards as well, but I also do not like these Blackjack approaches, and you very quickly explained the breaking point for me: the player has too few choices: draw or stand. At least allow doubling IMO, or just go in autobattler mode where the player just watches the blackjack part play itself, and then only the choices made in the shop matter. This will shift the focus of the game and may create something more appealing to me than having a 50/50 decision interrupt me every second

    • @IndieGameClinic
      @IndieGameClinic 2 дня назад

      Difficult thing to replace with an autobattler, because as much as Blackjack is a very simple decision point, it's a very human one [do you push your luck or not]. There are lots of possible directions to take this one in, but I don't think a simple player v player health battle is the best.

  • @meistomeytombo
    @meistomeytombo 4 дня назад

    Although balatro is a great game, I always bring up that it isn’t a poker game, at least not a traditional poker game, as the core design of poker is around other players, unknown information and betting strategies. The closest game design wise to poker would be hearthstone battlegrounds, as the minions in the shop come from a shared pool, like a shared deck of cards.

  • @camboyrdee
    @camboyrdee 4 дня назад

    Nothing here has soul like Balatro did. This feels like a mobile knock off version. Especially the shop. Even small things like using futura as a font choice for example makes no sense here as it doesn’t really scream “blackjack”. Mix that with the “battle” portions and it’s just a weird collab of random things going on. EDIT: 11:32 there’s a glass “8” card in that video. Again, just copying with nothing of their own really. And the things that are their own aren’t executed well.

    • @IndieGameClinic
      @IndieGameClinic 2 дня назад

      Is the functionality of the glass cards in Balatro the same, i.e. you can see them when they're on the topdeck? I never got far enough to see all the card types.

  • @StKildaFan
    @StKildaFan 4 дня назад

    Two thoughts from looking at this game, One: it’s “Balatro at home” Balatro is not just successful because of its mechanics, but because it is an absurdly polished juicy piece of software. It is so stylish and tactile and satisfying to interact with that it’s fun before you even start to make decisions. Anything that seeks to emulate Balatro has got to be perfect in that regard or it’s already lost. Two: The thing about blackjack that makes it genuinely interesting is the notion of card counting, tracking the deck over many games to be able to gamble with some advantage beyond sheer random luck. Card counters work in teams, they evade casino security, they have to be careful not to win too much and they have to endure loss streaks. A game that emulates that experience could be really fascinating.

  • @hotworlds
    @hotworlds 4 дня назад

    Not to be overly negative but am I the only one who is annoyed by the inevitable wave of knockoffs that appear after a viral hit comes out? Most show a lack of understanding of the core design of the thing they're copying. It's Scott McCloud's six stages of art. Rougejack feels like it's at level 5, good surface and craft. Made competently and looks nice but it's like the video game equivalent of a nicely drawn marvel universe fan OC. I'm impressed by your execution but what am I supposed to do with it? It's true that there's a market for fan fiction but I'm still gonna read actual X-Men. I don't think the lack of the deeper similarities to balatro's style is an indication that they didn't directly base every part of their game off of it and I think because of that they're just asking to be compared to it. It feels like they looked at it and said "that's popular, we need to do that" and then took the surface elements without really understanding what was going on at a deeper level that made balatro really resonate with people. Learning lessons from great games is a good thing, but you need to learn the right lessons and those are the game design decisions not aesthetic. Balatro isn't even that much like poker but with Rougejack it's apparent they were looking for something tangentially related to five card draw because on the surface it looks like that's what Balatro did. At least D&DG has its own identity even if it's kinda lame. It's "we should make a deckbuilder rouglelike because they're hugely popular", "we need special jokers", "the cards need to jiggle for 'game feel'", "we need shaders for the bakground to make it dynamic". It feels very formulaic which is never a good sign to me. The selection of the game doesn't make much sense. Blackjack is one of my favorite card games but it doesn't have enough going on to support an entire game on its own. The point is the gambling and part of the thrill is in the lack of choices you have which is not a good thing in a single player simulation. It's boring unless you're playing for real money or real stakes. In video games it works great as a minigame as a way to gamble currency because you're invested in the rest of the game. But you need reliable ways to get currency too. Getting a blackjack high score feels meaningless to me when the game is so random by nature. Seems like getting a high score at flipping coins and your control over the outcome is you get to buy some different types of coins to flip. If all you do is flip coins it is going to be boring after five minutes no matter how much the coin squashes and stretches and shines and jiggles. People will look at it and say "neat" and go do something else. If you could cheat with skillfull play at the risk of getting caught THAT would be interesting because now there's a risk/reward decision. Also there's already a game called RougeJack on steam/itch that came out in 2020. It's an actual traditional rougelike with blackjack as the combat, seems more interesting to me. Actually the link on this video is for that one not rougejack 21 lol. People really need to google the name they come up with at least once before settling on it.

    • @Smeighl
      @Smeighl 4 дня назад

      Something about it feels more cash grabby instead of inspired. A lot of fun deck builders to also pull inspiration from like Dominion or Ascension instead of let's just do what Balatro did.

    • @IndieGameClinic
      @IndieGameClinic 4 дня назад

      @@Smeighl I think it’s very easy to interpret a lack of originality as a “cash grab” when it might just be a lack of a skill to be developed. We have to remember that the majority of successful videogames are not made by a solitary developer. The kind of individual who can program something, make it look good, AND have interesting creative or narrative direction on top of all that other stuff is incredibly rare. Either way, it’s going to be a lot easier to add some character and personality to a game like this (which is currently a bit of a blank slate) than it is to magically teach programming and art to someone who has original ideas but can’t execute anything.

    • @Smeighl
      @Smeighl 4 дня назад

      Though, if it was a legitimate, "I love Balatro and want to see if I can make Balatro," I can't really fault that.

    • @Smeighl
      @Smeighl 4 дня назад

      @@IndieGameClinic Agreed. A jerk reaction.

  • @endorb
    @endorb 5 дней назад

    For such a simple game, the visual effects are massively important to make the game feel engaging to players, so thats a huge thing to think about too, even if not as important as overall theming And overall theming is probably the most important parr of any highly successful roguelike. Whether it's Binding Of Issaccs's religious elements and really disgusting dingy vibes, or Dicey Dungeons' theme of a rigged game show, Balatro is pretty much an exception to the rule with how its theming is weaker than most other massive roguelikes. Not only does the thene give players something to latch onto, but it also gives the dev a specific area to explore for the power ups and create ideas for the gameplay that most devs probably wouldn't. Using the mafia theme example, you could really think about what "Cement Shoes" means when you try to make it a gameplay alteration for Blackjack. Or if its a gameshow, what would a reference to jeopardy or price is right look like? Theres a ctually a blackjack mode in one of the resident evil games that i think would be good reference material, although the ruels of the game are quite a bit different to add strategy into it thats not really there in real blackjack, its got very excellent theming and feedback in a gritty, violent way.

    • @dudeweedlmao8519
      @dudeweedlmao8519 4 дня назад

      I really disagree about Balatro's theming being weak. To me all the elements point to the direction of joker haunted poker machine, the music, the filter, the tutorial, the ui elements etc. Its just not as explicit and admittedly not as focused with jokers themselves

    • @endorb
      @endorb 4 дня назад

      @@dudeweedlmao8519 It's not too weak when comparing to the general gaming sphere, yeah, and maybe I'm missing important context since I've never played it myself, but when comparing it to other top selling indie roguelikes, you can see that this is where most of them manage better than Balatro.

    • @Paul_Ward
      @Paul_Ward День назад

      Balatro has very strong theming. It's reinforced with an incredible amount of juice.

  • @JSmashChannel0
    @JSmashChannel0 5 дней назад

    As someone who was thinking about a deck builder blackjack game concept, this video is very helpful to understand some things! Thanks!

  • @davidj3048
    @davidj3048 5 дней назад

    Also agree with the feedback. Hope for more reviews in the future!

  • @Smeighl
    @Smeighl 5 дней назад

    Great video!

  • @ryanjdev87
    @ryanjdev87 5 дней назад

    3:50 ditto :P

  • @ryanjdev87
    @ryanjdev87 5 дней назад

    those horror fans also loved concord and dragon age smh

    • @IndieGameClinic
      @IndieGameClinic 5 дней назад

      I'm not really that interested in commenting on AAA games. Veilguard isn't that bad (it's an ok aRPG with mid writing, and the LGBT stuff isn't any different from the previous 3 games) and none of us got a chance to play Concord, so who cares.

  • @SvargasName
    @SvargasName 5 дней назад

    Agree with the feedback. The game looks too much "wanna be Balatro" without being close enough. Players will compare, and the comparison isn't favourable.

  • @RealPeoplePerson
    @RealPeoplePerson 5 дней назад

    Balatro, by using a CRT filter and low-fi audio, creates a tiny bit of the atmosphere of sitting at a poker machine in a shabby pub. Introversion's DEFCON did a similar thing, where the atmospheric audio of being in a nuclear command bunker as the world is ending enriched the game experience. Creating a story and setting for an otherwise abstract game like this, that allows you to add cheap-to-produce visual and auditory cues that reinforce the theme, I think, is a good approach.

    • @IndieGameClinic
      @IndieGameClinic 2 дня назад

      Right. If the framing here is "lose a bunch of hands and you die" I'd like to see some pizzazz put into making that feel threatening, ominous, or high risk in some other way.

  • @forild_gaming2157
    @forild_gaming2157 5 дней назад

    He made gambling games before. Guy knew exactly what he's doing. Lots to learn here

    • @IndieGameClinic
      @IndieGameClinic 5 дней назад

      Yeah for sure. You can see it all over this game. A lot of beginner designers think action games are "do this thing and avoid dying" and then forget to make the thing pleasurable.

  • @EvilKris
    @EvilKris 6 дней назад

    Long-time lurker here-on my main dev account now. Former Flash developer looking to make a comeback with Unity! I wanted to get some opinions on something that’s been on my mind: Horror games. There are plenty out there, but let’s be honest-most rely too heavily on cheap jump scares, schlocky horror, or a kind of "safe" creepiness that doesn't really linger. Few titles truly unsettle on a deep, psychological level. Some exceptions that come to mind are Alien: Isolation, Dead Space, The Last of Us, and maybe Heavy Rain-all of which had genuinely disturbing moments, even if they weren’t strictly horror. But those were AAA games. On the indie side, I’ve yet to find a game I’d consider true adult horror-something that fully commits to exploring uncomfortable themes like familicide, abuse, brutality, or suicide-not just for shock value, but to craft an experience that’s deeply affecting before the real horror even begins. A game that doesn’t hold back, doesn’t pander, and doesn’t feel the need to spoon-feed the player. So, my questions: Would a horror game like that actually sell? Would Steam even allow it with an 18+ rating, or are there hard restrictions beyond content warnings? Would RUclipsrs/streamers even be able to cover it, or would it get buried by platform policies? Would love to hear thoughts on this! Thanks!

    • @IndieGameClinic
      @IndieGameClinic 6 дней назад

      I really can't answer a lot of those questions about publishing and censorship because I'm not putting out games of that type. The problem with dealing with very heavy topics is that you have to do a lot work in how you handle it in order to avoid claims that you're just going for shock value. Heavy Rain is a great example because it's kind of a masterpiece from a technical POV but has moments of clunky hilarity in terms of its interactions and storytelling [Press X to Jason and David Cage cannot write women]. Then there's the option of going a more lo-fi or artsy route where you don't really depict the thing directly but use it as thematic background radiation, which is sort of how Night in the Woods handles its heavier themes. Horror is a mood or a mode, sort of like the opposite of Cozy. Neither of those things are actually game genre. You could make a visual novel which is either. You could make a farming game which is scary, although farming generally lends itself more to coziness because the theme and mechanics make sense to most people. Horror suggests particular mechanics, like being dis-empowered, or unable to see, but there's no reason why an RTS or even a match-3 couldn't have horror trappings. I think some of Jacob Geller's work is really good for thinking about these themes and about horror in interaction, both this essay: ruclips.net/video/vXS4ell-wkk/видео.html and also his podcast "Something Rotten". I'm not a horror expert by any stretch. I played Resi and SH as a kid and thought horror games would be better without the ability to fight back. Then I played the newer wave like Amnesia and A:O and realised that it's too much for me now, haha.

    • @EvilKris
      @EvilKris 5 дней назад

      @@IndieGameClinic Yeah, I get what you mean about handling heavy topics-it’s a fine line between depth and coming across as exploitative. I’ll check out that Jacob Geller video-his stuff always brings up interesting takes on design. Appreciate the recommendations

  • @Glinko
    @Glinko 6 дней назад

    Avianos was the first game i tried, beaten, and got the cherry for in the collection. Really enjoyed it

    • @IndieGameClinic
      @IndieGameClinic 2 дня назад

      Yeah I clicked on it pretty randomly in my first session - because it had a dino on it - and nearly never played anything else in the collection because of it.

  • @chrisSandersASX
    @chrisSandersASX 7 дней назад

    Will do.

  • @shadowflar3
    @shadowflar3 7 дней назад

    I like your channel overall, but these videos feel stretched. You could have made these points in 3 minutes. I'm saying this with good intent, you tend to add these "and by the way I have so and so much experience in doing this myself and PhD by the way". They come off wrong, like you're desperate for respect. You are experienced, we can hear it in the things you say. Continue to show, don't tell.

    • @IndieGameClinic
      @IndieGameClinic 7 дней назад

      I appreciate your perspective; it's a bit of a "damned if you do, damned if you don't", because if I don't state my credentials then people come into the comments section and start demanding them or acting like I'm a random hobbyist developer. I will keep it in mind though. Hard to strike the balance.

  • @spalatobros
    @spalatobros 7 дней назад

    Based take! Yeah pros and cons for each audience. I'd say its probably more important to have someone of the same discipline give feedback first. Cause you'll get more technical feedback. Then after a prototype is established then you can seek regular gamers to get feedback from. Thank you for the video

  • @hacker_man_sam5157
    @hacker_man_sam5157 7 дней назад

    Ugh, I can already tell being 30 seconds into this video that this guy is pretentious and annoying. And I haven't even clocked his British accent

    • @IndieGameClinic
      @IndieGameClinic 7 дней назад

      @@hacker_man_sam5157 People throw the word “pretentious” around, but if you ask them what the pretence is they often can’t tell you. I’m leaving your comment up so people can see some of the disrespectful, unconstructive crap I have to filter on here. I do wonder why you clicked on a video labelled “beginners” if you didn’t intend to learn anything.

  • @TorQueMoD
    @TorQueMoD 7 дней назад

    Awesome advice! I think solid snake sounded like he was having difficulty articulating his thoughts which is a funny problem for a writer to have lol

  • @BrannoDev
    @BrannoDev 7 дней назад

    I always view it from 'does their feedback align with the vision?'. If their feedback doesn't you just look for the underlying reasons as to why they would feel that way. For people who actually understand what the game is going for, i feel like they can often have a couple decent ideas on how to improve the experience.

  • @Sudgy
    @Sudgy 7 дней назад

    Oh my glob I love you ! Thanks so much for checking out Cane-yo!

  • @BMJYDK
    @BMJYDK 7 дней назад

    A vastly unappreciated side of game dev, I used to think it was just my eyes and not *squints* who decided to use this font!??

  • @MrNotteNera
    @MrNotteNera 7 дней назад

    Good sir, I agree with you 100% Have a nice day.

  • @endorb
    @endorb 7 дней назад

    Applying feedback is always the hardest part for people to make mistakes upon. I remember I was playing my friend's game on steam, and he had a very simple "count the things in the room" puzzle. I spent way too long on it, and eventally he just had to give me the answer because the RPG maker assets and the lighting just made me unable to see some of the things and I was missing other things due to being generally oblivious. Now, my personal opinion in the moment on fixing that issue would be to remove the puzzle because it's not much of a puzzle. My solution I'd present right now is to brighten up the area. The solution he took was to simply disclude puzzles of that type from the sequel, but leave the released game untouched. That's 2 people providing 3 different solutions, and it's quite hard to know which is the best solution or if we completely missed a better solution than those three.

  • @_gamma.
    @_gamma. 7 дней назад

    Misappropriation by the alt right killed me, that game is definitely a vibe

    • @IndieGameClinic
      @IndieGameClinic 7 дней назад

      @@_gamma. it’s very cool. Not much game in it but I’d like to see it develop into something more.

  • @TrancorWD
    @TrancorWD 7 дней назад

    I'm with ya! Personally, I've noticed the suggested advice usually has merit, but they will be using their own terms/language to describe the issue. Translating those different terms can be difficult though. Like I usually need to make pipeline tools in my work, which means different departments or job titles might end up using those tools. You'll get tons of suggestions, but the best thing when the suggestion is 'too different' is to just ask them to show you what they mean in the tool; in the language they are trying to describe with words they don't know. Or have them show you by playing the game, or what they were thinking before the "visual layout" suggestion, etc. Cause in my experience, the needed change is usually a step or two before where they felt the problem was.

  • @TryHardStudio
    @TryHardStudio 7 дней назад

    Thanks for the video! In my experience trying to get feedback with a story based game in which me main hook is the exploration, social interactions and narrative has been particularly hard. In events, conventions or gathering most people expect super catchy game play mechanics and visual feedback to retain their attention so if that doesn't happen in the first 10 minutes they start to lose interest. Of course I wasn't targeting the proper audience but I has been really eye opening and a general surprise to see this reactions. This sh1t is hard man... Keep it going!

  • @LighthoofDryden
    @LighthoofDryden 7 дней назад

    The intentional misattribution to Solid Snake sent me. He has so many good quotes and pieces of advice that I’m now going to in my mind reattribute to Snake

    • @IndieGameClinic
      @IndieGameClinic 7 дней назад

      He kind of looks like Trent Reznor or Snape from Harry Potter, so those might work better

  • @Flazrew
    @Flazrew 8 дней назад

    Another benefit of sorting feedback into "representative player" and "non-representative player" for the game you made, it also cuts down on the issue of scope creep. If your game aims to entice new players, or casual gamers, then feedback from a hardcore player of the genre about the game 'lacking' some complex management system, would become not just a huge amount of extra work, but also put out the target audience (and existing players). Also beware of feedback about the game being too easy/hard, without determining what experience the player has playing this type of game (eg ask them).

    • @endorb
      @endorb 7 дней назад

      I know I can be so bad at that. I can't enjoy Dwarf Fortress because it's too complex for me to figure it out, since I'm starting at 0, but once I know a game I will give a whole bunch of complexity-adding suggestions, because I always want my games to be in a zone of hard to handle that I can't really sustain.

  • @MrHamerb
    @MrHamerb 8 дней назад

    Running feedback trough chat gptl and asking it to summarize the problems is also a good hack. It strips out all the emotion and you will be pointed to things you didn't even realize as it was a comment buried between emotion laden stuff.

    • @ArchOfficial
      @ArchOfficial 8 дней назад

      If you want to be mislead by AI hallucinations, go ahead. I suggest using your actual brain.

    • @IndieGameClinic
      @IndieGameClinic 7 дней назад

      Really interesting method. I read some research that says people are less emotional when speaking in their second language, and it seems like this is a way to replicate a similar effect.

    • @ArchOfficial
      @ArchOfficial 7 дней назад

      @@IndieGameClinic Good job deleting my comment because you didn't agree with it LMAO.

    • @IndieGameClinic
      @IndieGameClinic 7 дней назад

      @@ArchOfficial on this video? I haven't seen it yet.

    • @ArchOfficial
      @ArchOfficial 7 дней назад

      @ As a reply to OP

  • @rd-um4sp
    @rd-um4sp 8 дней назад

    holy crap. I never noticed how many instruments are laying around. anyway. I didn't know (or remembered) that Snake quote. What I've heard is: You should always listen to feedback from players. You'll rarely do a player's suggested fixes. It seems a common problem, forgetting that part of your job is understanding the feedback and analyzing the actual problem behind it.

    • @IndieGameClinic
      @IndieGameClinic 7 дней назад

      Yes, most of us have an initial bias to being under or over-sensitive to feedback, and it's hard to reflect on this, and redirect appropriately. For me it just depends whether my ADHD or 'Tism in the driving seat that day.

  • @Lowwaels
    @Lowwaels 8 дней назад

    thanks good way to see the feedback

  • @jimmyryan5880
    @jimmyryan5880 8 дней назад

    Half the skyrim music RUclips ads Bit more skyrim music Some confusing tangent about colors Call out to partions. Tangent about ludonaritive disanenence The tangent is actually anouther ad I dont have enough adhd to follow this. Edit: a lot of good points but the first few minutes are still rough.

  • @jimmyryan5880
    @jimmyryan5880 8 дней назад

    This is very fair and actually it makes it easier for games that need your help to be found.

  • @DbugII
    @DbugII 8 дней назад

    One situation where your expertise could be useful even for a game already published is for things like "this is a game for computer using keyboard and mouse, how would you adapt it so it can be played on something that only has controllers or touch screens like the Steamdeck".

  • @timmygilbert4102
    @timmygilbert4102 8 дней назад

    Ai art done by pro, you wouldn't be able to tell. And the cleanly produce ai art style existed before ai, it just happened ai bro overused it, leading to drama when legit artists had this style all along, with drawing file to prove itk but still get dumped on. Personally i use it FOR the inherent flaws specific to it, but i like data moshing, what do I know...😢

    • @IndieGameClinic
      @IndieGameClinic 8 дней назад

      @@timmygilbert4102 if someone states a personal and professional boundary around an issue and your first instinct is to talk publicly about how to circumvent it, that doesn’t reflect very well on you. I have already explained the issue. Most games I’ve seen which have assets in this very “pro” looking AI style have a bunch of other UI, UX or visual design decisions which then stick out like a sore thumb. It is better to make a DIY feeling game where everything is consistently at the same perceived quality level than to have one area of your game look very smooth and polished while other areas feel more amateurish. All other issues with AI aside, it is about creating something coherent and consistent. I think it would be safer - and less arrogant - to assume that the guy with a PhD, more experience than most people of using AI Gen at work, and ten years experience as a design tutor and studio creative lead CAN tell.

    • @timmygilbert4102
      @timmygilbert4102 8 дней назад

      @IndieGameClinic I don't think I was talking about circumventing it? Your answer is odd. I'm not sure how to process it. But I have seen professionnal fooled more time than one, and mismatch art is an issue that predate AI anyway. I'm not sure conflated the two is okay, hence my point, the point is not logically sound BECAUSE it conflate many different issues, that is hyper produce art, mismatch art, personal DIY aesthetics preferences and AI. Confusing AI with an aesthetics when it's a tool (hence why you wouldn't tell). The big issues is how that train of thought legit harm good artist who have similar style by conflating it with AI, that is absolutely horrendous, and trust me, I was there in the 90s, we both know that drawing well and have a sense of UI/UX don't necessarily go in pair. It's okay to have preference, even though as a critics that's a bit of partiality to judge other's work on their own merit, but I wasn't talking about that, especially when you like condescend people for being poor, which I am twice below the poverty line, with an insane solution given the ratchet effect of certain economic level. That issue is as old as digital art anyway, your phd know how 3d was received early on, or digital painting was panned until code lyoko, vfx still has the issue with fake practical effect, remember when procedural was unpopular and we had to called them tool to sell it to artist? Has à long time fan of Harold Cohen works on AARON, the imagina grand privé, and David Cope's work on emi and emily howell, generally computer art, like who remember when Maeda was a star, or the Web before the 12 column grid template ? I'm a bit exasperated that every time we have to do the same stupid dance, your PhD should tell you how contrived this whole discussion is and how absurd it is in the face of history. Heck video games was treated the very same, and here you are.

  • @BucketFullGames
    @BucketFullGames 8 дней назад

    I have filled out the form a few days ago after receiving it by mail from you... Now let's see, if I screwed up or if CHAIR Champions will be reviewed by you at some point 😅

    • @IndieGameClinic
      @IndieGameClinic 8 дней назад

      @@BucketFullGames it’s right up the top of the list; actually had a quick play with it again today. It’s such a fun and silly little game.

  • @RiskOfRuins
    @RiskOfRuins 8 дней назад

    Great insight about nostalgia, saving that in my brain.

  • @RiskOfRuins
    @RiskOfRuins 8 дней назад

    I think once you've actually tried to develop your "dream game" you realise how hard gamedev is, and how many issues ur idea ended up having. Then a few projects down the line u finally come to understand that its not ideas that make good games, but iteration and playtesting. So "dream games" become something to avoid, rather good prototypes become a achievable goal to test any idea you have. Before investing serious time.

  • @bobfunk5055
    @bobfunk5055 9 дней назад

    Read… lol

    • @IndieGameClinic
      @IndieGameClinic 8 дней назад

      If you want to be part of the tier of people who are successful at some of the things they attempt; yes. You’re gonna have to read something at some point. May as well start now.

  • @insomania-6141
    @insomania-6141 9 дней назад

    2:53 i think you fail to consider that the people who are trying to make their dream game are most likely solo devs, the bigger studios will never go with some new risky idea. unless you hire your own team but for most of it its one of our first games so we got no money to hire people and the chances other studios will pitch you ideas are close to 0. because its a risk for em. so what the person said is 2:24 stands true with me. out of that i don't really have a dream game, there is a game concept i would love to make but the studio size for that would need to be massive.

  • @YawningCatGames
    @YawningCatGames 9 дней назад

    I had a feeling something like this would have to come soon when you mentioned in another recent video the growing number of submissions you've been receiving. I agree 100% on only looking at not-yet-released games for the main series, but another thing that might be cool to do at some point in the future would be a different submission form for released games that ended up not selling well, kind of like you did with those "why my game failed" RUclips videos a while back. I liked that one. At least it could maybe help other devs avoid some of the same pitfalls in their own games. One other idea, I'm guessing just by switching to the form instead of email, you will probably cut out quite a bit of noise. But if still a large number of submissions, it might be a good idea to add more options to that first question to help categorize by how far along they are in development (like for example very early/prototype, demo released, nearing full release, etc.).

    • @IndieGameClinic
      @IndieGameClinic 9 дней назад

      Yeah, the form doesn't fully exclude games which have been fully released - it just flags them. There will be times when I take a glance at the game and really want to play it, and those will be the exceptions, but it will be an exception based on what I want to play and cover, using my limited time on the mortal coil.