Was Steam Next Fest worth it? (Developing 14)

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  • Опубликовано: 22 окт 2024

Комментарии • 1 тыс.

  • @honeyboyjones
    @honeyboyjones 3 месяца назад +2473

    hey, zach here-thanks for the kind words! it's been a pleasure to work on the soundtrack and i'm excited for what's to come ◡̈

    • @julianlanty2066
      @julianlanty2066 3 месяца назад +85

      You passed the vibe check

    • @zackbuildit88
      @zackbuildit88 3 месяца назад +9

      Yayyyyyy nice person :]

    • @rodo1252
      @rodo1252 3 месяца назад +20

      How did smily?...witch?

    • @zackbuildit88
      @zackbuildit88 3 месяца назад +2

      @@honeyboyjones fellow Zack/Zach woaaaaaa

    • @LineOfThy
      @LineOfThy 3 месяца назад +1

      yoooooo no way zach :OOO

  • @soviut303
    @soviut303 3 месяца назад +451

    One very minor suggestion for repetative sounds like the nuts and bolts hitting surfaces, you should randomize the pitch of each one a bit so they don't run together. If you are randomizing the pitch already, crank it higher, because it wasn't obvious. The nuts and bolts sounded like high pitched bubble wrap when they could sound almost musical. Bonus points if you actually make them musical by pitching them to the scale of the music.

  • @jackrabbidge6089
    @jackrabbidge6089 3 месяца назад +1441

    Mark, I am BEGGING you to make a video about writing up contracts for freelance artists working on a game. Also contractor fees. It’s something that desperately needs some good demystifying in the games space.

    • @FreakoNek
      @FreakoNek 3 месяца назад +18

      so true

    • @Stratelier
      @Stratelier 3 месяца назад +5

      Maybe get in touch with somebody like Richard Hoeg? He does contract law as a career.

    • @chainingsolid
      @chainingsolid 3 месяца назад +1

      Agreed, I'm soloing a game right now and have very little clue what to do on the I need to hire someone front, and my art skills are a lot worse than Marks...

    • @morrisstanforth3278
      @morrisstanforth3278 3 месяца назад +2

      I have always found that anything to do with money very mystified, and people should be more open about it

    • @nate567987
      @nate567987 3 месяца назад

      might be good to team up with a legal man

  • @LapisTheJewelSlimeVODS
    @LapisTheJewelSlimeVODS 3 месяца назад +2787

    I would 100% love a 3 hour spin off about writing a legal contract

    • @stray1239
      @stray1239 3 месяца назад +37

      I hereby sign this petition

    • @BenFletcher7530
      @BenFletcher7530 3 месяца назад +4

      seconded!

    • @saininsa98
      @saininsa98 3 месяца назад +2

      true!

    • @LuisSierra42
      @LuisSierra42 3 месяца назад +10

      The legal stuff is what I find the most tedious about any creative endeavor

    • @CyborusYT
      @CyborusYT 3 месяца назад +22

      it seems really important and I don't see many people talking through it. Something to turn to to learn from would be great (although obviously not really legal advice! just, experienced tips)

  • @pauvi0303
    @pauvi0303 3 месяца назад +5091

    I want the 3 hour contract video

    • @9sven6
      @9sven6 3 месяца назад +88

      I'm also strange enough to find contract(law) endlessly engaging.

    • @KeyBell
      @KeyBell 3 месяца назад +22

      Me 2

    • @NoNeedForRandomNumbers
      @NoNeedForRandomNumbers 3 месяца назад +76

      Contracts are an integral and key part of making games!

    • @Tr0ttingF0x
      @Tr0ttingF0x 3 месяца назад +38

      I would love to watch a video about an amateur writing up a contract like that.

    • @Truegear
      @Truegear 3 месяца назад +66

      Unironically that would be incredibly helpful to have around

  • @crimsonhawk52
    @crimsonhawk52 3 месяца назад +1211

    "Better than it actually is" is very telling, Mark lol
    You wouldn't believe how boring and hokey some of your favorite movies seem with the music stripped out. Doesn't mean they're secretly bad movies getting away with something. The music is an integral part of the experience! You don't judge the merits of an audio visual work without the audio!

    • @CyborusYT
      @CyborusYT 3 месяца назад +75

      Music isn't cheating! It is _part of the game,_ so having music doesn't "fake" being better, it really honestly does make it better

    • @sammoore2242
      @sammoore2242 3 месяца назад +19

      That 'Mummy returns' (iirc) trailer they released without half the soundtrack is still so, so funny all these years later.

    • @Stratelier
      @Stratelier 3 месяца назад +12

      In the DVD release of _Harry Potter 5_ (Order of the Phoenix), one of the bonuses was that you could play a few scenes from the film but with your own choice of background music, just to compare how different the result may feel.

    • @Muskar2
      @Muskar2 3 месяца назад +3

      @@CyborusYT FYI, applying YT comment italics around commas require you to include the comma in the block. E.g. _like this,_

    • @chucklebutt4470
      @chucklebutt4470 3 месяца назад

      @@sammoore2242 oh man just remembering this makes me giggle 😂 edit: THAT WAS 7 YEARS AGO WHAT

  • @fozzythealbino
    @fozzythealbino 3 месяца назад +1882

    I absolutely want a spin-off video about the "...exhilarating fun of making a legal document."

    • @alex.g7317
      @alex.g7317 3 месяца назад +7

      I second this opinion

    • @ovencake523
      @ovencake523 3 месяца назад +17

      writing contracts is something worthwhile learning - why not make a video about it

    • @mrshmuga9
      @mrshmuga9 3 месяца назад +1

      Imagine it would be a Mad Libs sort of game.

    • @ExploreImagineDefineCreate
      @ExploreImagineDefineCreate 3 месяца назад +2

      I would too, but maybe not a three hour video unless it's really well paced and covered many subjects.

    • @fozzythealbino
      @fozzythealbino 3 месяца назад +1

      Agreed. I kind of assumed that 3 hours was an exaggeration.

  • @noerd421427
    @noerd421427 3 месяца назад +778

    I mean, legal nonsense is important, and often not talked about, so absolutely do we want a video on that! Advice, pitfalls, feel, how to make it feel fair to yourself and whomever you're hiring.

    • @Vi_Renders
      @Vi_Renders 3 месяца назад +12

      Im with you there, I'm probably months away from releasing my own little project, but it would be nice to know all the boring stuff upfront, legal, publishing, how the hell do I do updates for games??? All that stuff.
      There's so many little things that I've never known I'd need to know about the responsibilities of a game developer, especially solo.

    • @DylonDylonDylon
      @DylonDylonDylon 3 месяца назад +1

      I agree. Please make a 3-hour video.

  • @CHoustonify
    @CHoustonify 3 месяца назад +636

    I absolutely want a 3 hour video about legal contracts. That's part of the process, and just like marketing and money, will also be good for making sure burgeoning developers (and those who work for them) are behaving ethically.

    • @PasCorrect
      @PasCorrect 3 месяца назад +17

      Same. Would LOVE to see Mark's "diagram-y" explanation style applied to contracts. Like the ultimate Boss Keys episode haha

    • @Beakerbite
      @Beakerbite 3 месяца назад +5

      They may not even act intentionally wrong, but a lot of people misunderstand what contracts do. They view them as ugly, nasty pieces that accuse them of being a crook when that's the furthest thing from the truth. Yes there are abusive contracts but you don't have to participate like that. At their core, it's your chance to define the working relationship and remove anxiety over many possible unknowns. It sets the expectations so you know how the interaction will go and how work will progress. It clarifies your financial burdens and pay periods. And yes, it does settle who owns what and in what way, so when the job is done, you can both walk away happy with what you've produced.

  • @RaFaPilgrim
    @RaFaPilgrim 3 месяца назад +559

    As a Brazilian gamer & lawyer, I legitimately can't wait for that 3-hour-long breakdown of writing a dev contract.

  • @NotAbsolutelySure
    @NotAbsolutelySure 3 месяца назад +334

    The feedback about the nuts and bolts making sound is so spot on as one of those weird little things that does a lot. I love it when im playing a game and all the little bits and bobs make noise

    • @FaelumbreProject
      @FaelumbreProject 3 месяца назад +27

      The Oddly Satisfying internet trends exist for a reason. Sometimes a person will get bored and throw those nuts and bolts around just to make noise!

    • @_JustMonika
      @_JustMonika 3 месяца назад +19

      Reminds me of Hollow Knight's breakable environment. I can't imagine that game without it.

    • @duane6386
      @duane6386 3 месяца назад +5

      @@_JustMonikaThere are even several skips used in speedruns that wouldn’t exist without it

    • @ceegers
      @ceegers 3 месяца назад +3

      This is a big reason why a lot of people didn't like the Zoombinis remake - they didn't take care of the details.

    • @Beakerbite
      @Beakerbite 3 месяца назад +14

      They need a little more randomization in volume and pitch. Not a lot, but to really sell the idea of a lot of differently shaped bits scattering around.

  • @RyanSpargo
    @RyanSpargo 3 месяца назад +169

    Product Owner here! Your spreadsheet for feedback and bug reports is actually EXACTLY how we track bugs and feedback during software launches and beta testing. The QA team uses a document very similar to yours to know what the Product team views as effective feedback and priority of fixing. We'll even hide lines so that the Dev team only works on certain priority levels. Great job!

    • @DemLep
      @DemLep 3 месяца назад +12

      I worked with QA teams for a little bit and was going to say the same thing.

    • @patientallison
      @patientallison 3 месяца назад +8

      I work at a major tech company and it's pretty much exactly our ticketing system, with the only difference being that our severity numbers being reversed, like Defcon

    • @aaa303
      @aaa303 3 месяца назад +10

      There's an important distinction, though, between agreement with the feedback and priority or severity of the issue.

  • @miachristensen5444
    @miachristensen5444 3 месяца назад +247

    dude when the nuts and bolts made sound i went "oooohhhh yes" thats such a small detail that will stick out to everyone who plays it when they look back on the game

    • @TMtheScratcher
      @TMtheScratcher 3 месяца назад +5

      totally agree! Now they just have to rotate a bit whenever they collide with the ground and jump again into the air

    • @repker
      @repker 3 месяца назад +3

      Stuff like this is what separates out great games. I've always thought of it as "Nintendo" polish. Like even the smallest details are given attention to. When Mario hits a cactus, he gets a spike in his nose. It's just one of many little details that won't happen again. Nintendo could've just stuck to a generic damage animation, but they customized it for an otherwise trivial situation.

  • @Maxderdachs
    @Maxderdachs 3 месяца назад +138

    At 19:00, as a seasoned Game Dev I have to say this is a very advanced way to handle and keep track of feedback. It's important to keep your own opinion on certain matters, even if we usually see how Gamedevs "refuse to listen to us players". Keep up the good work and congrats for getting so much attention on your game.

  • @iAmGGlitch
    @iAmGGlitch 3 месяца назад +144

    ok for my explanations why the water and nuts/bolts were a common issue:
    water - while rotational motion is generally unnoticed at low framerates, translational motion is very noticed, and often disliked at low framerates. you can actually see this in the door open animation, as the wheel turning seems smooth, but you can tell when each frame starts when the door slides open
    nuts/bolts - mass interactivity needs sfx associated, or else it breaks immersion. grass and leaves are a good, common example.

  • @iout
    @iout 3 месяца назад +44

    If there’s one thing I’ve learned about this platform, it’s to never ask the audience if they’d watch a video idea unless you’re certain you’d be willing to make it, because no matter how niche or boring you think it is, your audience will absolutely, overwhelmingly agree to its development.

  • @HuntehLaboratories
    @HuntehLaboratories 3 месяца назад +67

    Hey, Mark, I'm sure you've already heard this or found it out yourself, but you can test your Steam package before it is approved. It should already be in the library for your developer account. Once you're live, you can make a separate branch and do your testing from there. It's a really great way to make sure everything works before submitting to Steam or publishing for the world to see.

    • @Fesiug
      @Fesiug 3 месяца назад +8

      Yes, that stress during submitting to Steam constantly can be resolved simply by testing the app right from the Steam Client!!

  • @voltcorp
    @voltcorp 3 месяца назад +104

    I'd offer a third explanation for the feedback on "trivial" background stuff: this kind of polish really makes a difference, especially in contrast to the polished, forefront stuff. sometimes it's better to not have these kinds of things unless they're as polished as possible. I think of a fancy meal: the presentation around the plate may not seem "meaningful", but it's better to not do it then to do it in a way that clutters and distracts. of course, you now made it nice and satisfying so it should totally stay. but I think we shouldn't underestimate the impact that "trivial" things have on the perception of a piece.

  • @ojpvids
    @ojpvids 3 месяца назад +305

    i want a three hour spinoff video about the exhilarating fun of writing a legal document

  • @blaczko
    @blaczko 3 месяца назад +56

    I have say, the rejection messages from Valve are surprisingly helpful

  • @metrazol
    @metrazol 3 месяца назад +29

    This is the equivalent of, "I needed help figuring out this camera angle, so I called Steven Spielberg..." Austin Wintory is a delight.

  • @vedaryan334
    @vedaryan334 3 месяца назад +59

    In terms of music's contribution to a game I always remember Jason Jones comment about Martin O'Donell , "Everything he does makes everything we do 50 percent better and he's the only one in the team with that much contribution "

  • @Soulessblur
    @Soulessblur 3 месяца назад +16

    Okay but hearing the nuts and bolts make noise when they fall actually was weirdly satisfying

  • @toekn33
    @toekn33 3 месяца назад +148

    A 3 hour video about the exhilarating fun of making a legal document sounds cool📚⚖️

  • @michaelleue7594
    @michaelleue7594 3 месяца назад +12

    The stuff about the frame rate of the drop and the nuts and bolt is about immersion. It's easy to point to ways immersion is broken, so you can always expect lots of that kind of feedback. That said, I think there was room for more creative interpretation of the feedback you got. Making Uni move faster by default isn't nearly as satisfying as making his movement variable and letting players mess with it as part of the puzzle design, for example. Nearly every really awesome platformer gives players access to speed control in one form or another.

  • @retinas2001
    @retinas2001 3 месяца назад +168

    13:22 aren't his hands backwards?

    • @blandprix
      @blandprix 3 месяца назад +13

      100% backward.👀

    • @patricktalksalot427
      @patricktalksalot427 3 месяца назад +6

      Good catch

    • @Stringbats
      @Stringbats 3 месяца назад +6

      bro... he would have been happier not knowing, you know what kind of person he is, now hes going to redo the whole thing. -1 week

    • @Vallam23
      @Vallam23 3 месяца назад +7

      it's actually not that his hands are backwards, it's that they didn't twist around when raising his arms so he's holding the magnet with like, his knuckles. the model's hands face the right way when the arms are down. and the thing is, the in game sprite holds the magnet in the same way with the little thumb pixel going the wrong way, but it looks more natural because you can imagine it as like a robot clamp instead of a mitten hand

  • @floschy_1
    @floschy_1 3 месяца назад +18

    Im currently doing an internship at a software (not game) company and the guy who gives me tasks and stuff was talking about your videos and how he enjoys your analysis of good design and why certain things are good in the first place.
    Made me realize how some content intended/focused on one thing can have a big impacts on a whole range of areas. And also crazy to go full circle from Digital to real life besides friends.
    Love your videos!

  • @SuperVoodude
    @SuperVoodude 3 месяца назад +13

    I'm reminded of when I contacted my old college professor about soliciting students to make music for my game. From the 8 students who responded, it was jarring how only 2 bothered commenting on my game (and shared music they thought would be fitting). Given I also didn't know what I was doing, I cared much more about seeking a good potential working relationship than having the best music and chose one of the two.
    So IMO if you really want to stand out, just show a little more care like Zach did. While sharing fitting music was nice, indicating that you even looked at the project (rather than just highlighting how great you are) might give you better odds than you'd expect.

  • @soupremechickn
    @soupremechickn 3 месяца назад +110

    3 hour contract video is needed

    • @SerDerpish
      @SerDerpish 3 месяца назад +1

      *LegalEagle has entered the chat.*

    • @oxxn111
      @oxxn111 3 месяца назад

      i second this

  • @DUHRIZEO
    @DUHRIZEO 3 месяца назад +47

    Would love a deep dive into contracts and pricing. Thats a gritty but massively important detail most are stuck throwing themselves at blindly.

  • @an4r4k34
    @an4r4k34 3 месяца назад +8

    Who knows if you will see this, but I would just like to say that I appreciate the extra time that goes into the captioning of these videos. It might not seem like it's worth the effort to do (or the money you might spend on having another person do it), but high quality consistent captions is a sign that a creator cares about their audience, and that matters a lot to me :D

  • @c.codyflick2210
    @c.codyflick2210 3 месяца назад +24

    On the subject of contracts and creative work, a talk by Mike Monterio titled "F*#$ You, Pay Me" is a must watch. I found out about it from Adam Savage's Tested channel. It's from a while ago and the context is web development, but it is 100% applicable to any freelance/gig work environment that uses contracts for services rendered. Great for anyone on either side of the contract.

  • @SomethingUnnamed
    @SomethingUnnamed 3 месяца назад +5

    I really appreciate seeing these videos because it's refreshing to see someone go through the process and admit that it's not all just intuitive and straightforward. There are so many youtube channels out there, big and small, that thrive on explaining games post-hoc with an unwarranted authoritative voice. Thanks for doing this.

  • @InsomniacsAnonymous36
    @InsomniacsAnonymous36 3 месяца назад +222

    Me, a shackled and cursed Mac user: “there was a next fest?”

    • @thevoid5863
      @thevoid5863 3 месяца назад +1

      is it possible or feasible to dualboot windows? i did it as soon as i got my mac.

    • @azzy-551
      @azzy-551 3 месяца назад +29

      shackled and cursed sums up mac OS pretty well.

    • @agentgato9854
      @agentgato9854 3 месяца назад +3

      Simple answer steam deck

    • @SSukram_
      @SSukram_ 3 месяца назад

      I think if you have an intel Mac you can ​@@thevoid5863

    • @ThePC007
      @ThePC007 3 месяца назад +2

      I completely stopped gaming when I switched to Mac. Thank God for the Steam Deck to come out a year later, lol.

  • @bbqturtle
    @bbqturtle 3 месяца назад +7

    The music behind your game actually makes it from something I was only moderated in playing to something I really want to play. What a great soundtrack sample!

  • @Synest2
    @Synest2 3 месяца назад +14

    I remember Yoko Taro (Nier game director) said that the way he approached Keiichi Okabe (the composer) about making music for the game was giving him a bunch of songs and saying "I want something like this", then he would listen and tell what he wanted changed... It is an odd approach but one that ended up working very very well

  • @EyalBrown
    @EyalBrown 3 месяца назад +15

    About you saying the music makes the game "better than it actually is" - you can just as easily say that the combination of the game and the music is greater than the sum of its parts.

  • @regal-27
    @regal-27 3 месяца назад +3

    I think this video really drove home how important it is to talk to people about games (or other projects) you make and build an audience.

  • @NoVisAnima
    @NoVisAnima 3 месяца назад +12

    Only one more episode? What about the post release episode. The episode about the first patch to fix the bug that didn't come up during development which is game breaking for a larger part of the player base than you'd expected. The episode about how to write an apology tweet and finally an episode about how to handle your development studio being closed due to sales not meeting the inflated targets that your "publisher" set...

    • @GMTK
      @GMTK  3 месяца назад +7

      There will definitely be an episode after release, about how the game did!

  • @Joshua.Rogers
    @Joshua.Rogers 3 месяца назад +11

    Ideas:
    1. Do a post launch video where you process reviews and response to the launch of your game. I feel like that’s part of the development process.
    2. After you launch the PC version, do connsole ports so you can learn about that development process and show us what it’s like. I’m sure it’s very different and unique having to work within that environment.

  • @chekote
    @chekote 3 месяца назад +3

    I noticed a trend with these videos: You tend to benefit from things like this, which gives you a kick-up of the backside and forces you to polish a part of the game you've been neglecting. Maybe that's a good takeaway as a reason to participate in things like this: motivation.

  • @Lugmillord
    @Lugmillord 3 месяца назад +69

    2:37 Don't let the impostor syndrome get the better of you. Don't compare yourself to veterans of each of the fields. NOBODY can compare to the experts in each field. You are making a real game by yourself and wear a bunch of hats all at the same time. That's an achievement not many people reach. So pat yourself on the back and don't downplay what you did. ;)

    • @MarsJenkar
      @MarsJenkar 3 месяца назад +3

      "Jack of all trades, master of none, can oft be better than a master of one."

    • @dopaminecloud
      @dopaminecloud 3 месяца назад +6

      @@MarsJenkar Only if you have vision. This is the one thing to master if you go jack of all trades. Beyond that, specialization is king in collaborative art. (IMO Mark has not shown himself to have vision, but his very mission statement for this game wasn't compatible with vision to begin with so it remains to be seen until later projects.)

  • @siliconvalleygirl6595
    @siliconvalleygirl6595 3 месяца назад +28

    I... would like a 3hr video on the legal contract.....

  • @CanOfCrispis
    @CanOfCrispis 3 месяца назад +3

    Love this series - I'm not a game developer and probably never will be, but I get so much out of seeing someone demystify complex processes like this, and the fact that you take the time to talk about a lot of the more boring aspects of gamedev, like sending feedback emails to collaborators or the trail and error struggle of making your game launch properly through Steam, makes the whole thing come across as so grounded and approachable.
    I also love your approach to feedback. I'm a writer and have spent a lot of time in workshops, and I just lit up when I saw your little spreadsheet for feedback. It's pretty much exactly how I go about taking notes in a workshop setting. The most important thing is to take down pretty much everything that gets said, even if you don't think it will matter - this is why the little marker for how much you agreed with the feedback is such a good idea. That, on top of noting how often something comes up independently, can help you really see what catches people's eyes, and it gives you a relatively objective chronicle of feedback from which you can decide on what is and isn't worth changing. Maybe something you initially thought wasn't a big deal keeps coming up enough times that you have to change your mind on it!
    Similarly, I liked that you noticed the difference between feedback on things like pacing and structure versus feedback on things like little background details. In writing settings, there's a name for these categories: big-picture issues like plot, structure, themes, and general coherence are called Higher Order Concerns, while nitpicks about grammar and formatting are Lower Order Concerns. The way of thinking about this is that Higher Order Concerns should be addressed first, because, especially in writing, big changes tend to trickle down and make a lot of other little problems appear or disappear, so solving Lower Order Concerns early can be a waste of time when you move something big and get dust all over things anyway. Now, gamedev is very different from writing, so the order of operations for solving higher vs lower problems is probably not comparable, but it might help to add these categories to your toolbelt for sorting feedback. Part of learning in a workshop setting is learning who gives the best feedback about what, so maybe by tracking Higher and Lower Order Concerns, you can get a feel for who you should definitely be listening to when an issue about level speed comes up or who to check in with about nitpicks in the sound design.
    I think it's very telling that two wildly different mediums can have so much in common - art is art, after all! I'm glad that your videos can help show the ways that every artist needs to go about sorting through feedback in order to really polish their work. Keep it up, Mark! You're shedding a really interesting light on the realities of indie gamedev.

  • @Maturas
    @Maturas 3 месяца назад +63

    I've self-published my first indie game - Holy Stick! (a 2D multiplayer shooter with destructible limbs) on Steam last summer and was hoping that the Next Fest would boost my very low wishlist count. Unfortunately I was quite disappointed. The thing that infuriated me, is that the Next Fest's page was putting the already popular games (like "Lies of P") on top of the list, instead of randomizing things a bit. I ended up having just a couple hundred playthroughts of my demo and an insignificant boost to my wishlists. The release ended up being a total flop, with the game not even having enough reviews to get the Review Rating on the Store page.

    • @dalemonshateu6948
      @dalemonshateu6948 3 месяца назад +23

      Very subtle ad here, but that sounds really interesting, im definitely going to check it out!

    • @internetguy7319
      @internetguy7319 3 месяца назад

      This person's commented on this channel several times about other stuff so I doubt self promotion was the main motivation for commenting ​@@dalemonshateu6948

    • @yonjuunininjin
      @yonjuunininjin 3 месяца назад +10

      I like the graphics style of your game, but in my country I have to pay 14,79 Euro which is hella expensive, considering that Stick Fight is 5 Euro and 2 Euro on Sale.

    • @Lovyxia
      @Lovyxia 3 месяца назад +2

      I'm sorry it has been hard to get through the algorithm, it happens and it sucks, but it's out there now. Stay persistent and do your best with timing big updates/dlc/new games to use promotion boosts when there's downtime inbetween hyped releases and it'll get there!

    • @HuntehLaboratories
      @HuntehLaboratories 3 месяца назад +4

      Same thing happened to me two Next Fests ago. However, I was still able to get a decent number of wishlists (for a tiny game) by streaming on the first day. Steam says they feature the games that are streaming in a scheduled slot, and they really do. I also streamed again a few days before Next Fest ended, but Steam was already promoting another event (Yu-Gi-Oh, I believe) and de-prioritized Next Fest games. That was really frustrating! Still, streaming early was a good way to break through the noise.

  • @gmgames13
    @gmgames13 3 месяца назад +2

    Great video! June steam fest was my first, and I was over the top with results! One thing helped me a lot was that my game showed up in so many categories, that brought me almost half of your steam fest wishlists, but my game was so bad and unpolished compared to yours! It was great looking at chalenges I also faced before and during fest (my game demo got aproved by steam after 3 rejections on last moment also), but explained with great knowledge and depth! Thanks a lot!

  • @sssnowman5794
    @sssnowman5794 3 месяца назад +9

    I can't believe Tommy Tallarico made all the music and sound effects for your game!

  • @game4us_Splatuber
    @game4us_Splatuber 3 месяца назад +2

    You should give the bolts a slight reverb effect and mute them slightly/add a low-pass effect to make it feel more satisfying and chill once they hit the ground.

  • @kobunnight
    @kobunnight 3 месяца назад +7

    Here's something worth considering: A super easy way to fix issues with the speed increase breaking puzzles is to add some form of environmental resistance to Uni's movement during those specific puzzles. Fans, conveyor belts, a stick substance on the floor, or even just more magnets would work. This is something I've learned when designing my own games; if you want to restrict the player's abilities to specific areas, make those abilities dependent on the environment. What's great about this approach is that you can also disable these when they are no longer needed to give back the player's freedom (such as turning off the power to these mechanics or washing away in the case of stick floors).
    This would still need to be tested to see if player are willing to tolerate a momentary hinderance, but I would explore this approach even if only briefly on the chance they end up being a better solution than reworking all the puzzles that suffer from a faster movement.
    It's also worth considering that players may naturally assume these environmental resistances to be a part of the puzzle; an obstacle that they would need to deal with in order to solve the rest. So if you do want these to be togglable for convenience's sake it would be best not to give players the impression that they have any control over it. Make it feel more like a 'convenient coincidence' rather than a result of the player's actions when they are no longer in effect.

  • @Camithol
    @Camithol 3 месяца назад +1

    this video helped me so much with my sound design work. I used austin's exact phrasing when asking my team what sound they wanted. they don't know sound, but they do know the story they're trying to tell, and just hearing their overall vision answered a lot of my questions and gave me so many ideas to get started.

  • @elijahmorris3308
    @elijahmorris3308 3 месяца назад +95

    it's a good day when you catch a GMTK video that's a minute old

    • @Eminence_023
      @Eminence_023 3 месяца назад +3

      It’s a good day when you catch a GMTK video that’s 10 minutes old.

    • @hydraxic
      @hydraxic 3 месяца назад

      ​@@Eminence_023It's a good day when you catch a GMTK video that's one hour old.

    • @caljam2476
      @caljam2476 3 месяца назад +1

      It’s a good day when you catch a GMTK video

  • @Saltine3022
    @Saltine3022 3 месяца назад +4

    from the user side, despite the overwhelming size of nextfests these days, I usually put an afternoon into collecting downloads, and a few afternoons into playing them, checking out aggregators' recommendations as I go. I can't overstate how many unbelievable, life-changing games I have discovered through nextfest. It has shifted my diet from like 60/40 AAA/indie to like easily 80/20 in indie's favor in just a couple years.

  • @theejackalope
    @theejackalope 3 месяца назад +8

    Okay, that bolt dropping noise was extremely satisfying. I could see it possibly getting annoying. I don't know but maybe a button to turn it off or quite it down a bit? I think it adds to the atmosphere still tho.

  • @bamdad4927
    @bamdad4927 3 месяца назад +4

    It's usually the very little missable details that make a game super good and cool.
    Keep up the good work mark looking forward to it.

  • @micka190
    @micka190 3 месяца назад +4

    On the topic of your changes to the water drop's frame rate and the bolts' sound effect: I think that's a good example of "game feel" and "juice". They're small things, and potentially meaningless from a gameplay point-of-view, but people still notice them.

  • @awintory
    @awintory 3 месяца назад +1

    Absolutely delighted to have been helpful in your development adventure, sir!!!

  • @joezcool
    @joezcool 3 месяца назад +6

    i see a lot of comments about wanting the 3 hour contract video. Now, im not sure it'd really need to be 3 hours, but - yes Im sorry to say i agree with them. Give it to us! Nobody else would!

  • @garethadams5580
    @garethadams5580 3 месяца назад +2

    I've learned that Mark loves box art that features the main character jumping forwards

  • @escargoat8552
    @escargoat8552 3 месяца назад +7

    21:23 I'm gonna feedback your feedback and say that this was actually a change for the worse. It draws more attention to the bolts than is really necessary, and more importantly, it's pretty annoying. I'm sure part of what makes it annoying is the sound itself (a quieter, clickier, more atonal sound would be better) but all in all I'd say cut it out or consider limiting how many of them can sound at a time so that it isn't a cacophony of noise. Just my two cents.

  • @SlimeChime1
    @SlimeChime1 Месяц назад +1

    Heart and soul, Mark. You’re contributing your heart and soul.

  • @ShaunDreclin
    @ShaunDreclin 3 месяца назад +4

    I feel like a large part of the success you've found with this game has come from having an existing audience in your RUclips channel. Without an existing audience, it doesn't feel like an up-and-coming indie developer has any chance of being noticed.

  • @BewbsOP
    @BewbsOP 3 месяца назад +1

    21:20 I gotta say, I always love interactive sounds like that. They really add to the juicy expressiveness of a game and make it feel polished.

  • @jtsgamer22
    @jtsgamer22 3 месяца назад +4

    I’d be careful about editing artist’s work - at least, without their permission. I’m sure there was no issue with Mind Over Magnet, but some artists can take it personally when you edit their art, even if you commissioned and own it - it’s just good to let them know that you’ll be editing/adjusting their work.

  • @Maggai
    @Maggai 3 месяца назад +2

    Don't underestimate how important sound effects are to make things feel satisfying.

  • @Vettes86
    @Vettes86 3 месяца назад +4

    I wouldn’t say those things are trivial. More so they are the final little details of polish that take a game a step further.

  • @mimisaiko
    @mimisaiko 3 месяца назад +2

    You might think Mark's direction about music is quite abstract, actually I think it's quite clear.
    The first music is always the hardest, and require the most effort to get it right.

  • @CodexCornerGames
    @CodexCornerGames 3 месяца назад +9

    Always a great day when Mark posts a video

  • @MondayHopscotch
    @MondayHopscotch 3 месяца назад +2

    Great content, per usual. I've loved following this project and am super happy to get another installation of progress here! Tons of good insight here.
    One piece of small, trivial, easy feedback that caught my eye while watching this, and double checking against your steam page --- Uni's hands are on backwards in your blender render. The thumbs forward immediately caught my eye as looking bizarre. Just wanted to throw that out.
    Keep up the good work! I can't wait for the final release of this and being able to play the final product.

  • @AkashWShah
    @AkashWShah 3 месяца назад +4

    "…pretty demoralizing to see my game hidden under a pile of hundreds and hundreds of amazing indie games."
    Sounds like someone's never submitted their game to the GMTK game jam lol

  • @jacobrosen
    @jacobrosen 3 месяца назад +2

    I honestly think there is a bit much going on in that level 1 sound track. Maybe play a stripped dowm version in the first few rooms before playing the full version in the 2nd half of the level. This would somewhat reflect the player feelings of first being confused but once you get the hang of it, both you and the music becomes more advanced together.
    Super amazing track!

  • @FixTheWi-Fi
    @FixTheWi-Fi 3 месяца назад +12

    tbf alot of the people saying "it's too short" will be the type to expect a wholearse *game* for free so dw about them - when the biggest complaint is "wish there was more" that's good.

    • @Thyana-ig5no
      @Thyana-ig5no 3 месяца назад +1

      Demos have to be long enough to feel the vibe of the game. I prefer my demos somewhere between 2 and 5 hours

    • @FixTheWi-Fi
      @FixTheWi-Fi 3 месяца назад +8

      wouldn't be shocked if 5 hours is about the length of Mind Over Magnet.

    • @Thyana-ig5no
      @Thyana-ig5no 3 месяца назад +1

      i get that. Still, does a 15 min demo not feel like wasted time? Too short to make yourself familiar and comfortable with the game, and probably shorter than the time you spent browsing for the demo

    • @leebass7
      @leebass7 3 месяца назад

      @@Thyana-ig5noyou must not play a lot of indie games

    • @Thyana-ig5no
      @Thyana-ig5no 3 месяца назад +1

      @@leebass7 there are tons of indie games with 20h+ or 50h+ playtime or longer, and lots of long indie demos, no problem, thanks. I'm actually almost exclusively playing indies

  • @trappist-x
    @trappist-x 3 месяца назад +2

    The nuts and bolts falling sound was extremely satisfying

  • @ultra_nerd
    @ultra_nerd 3 месяца назад +5

    Let me get that 3 hour spin off 🙏🏾🙏🏾🙏🏾

  • @benfisher4783
    @benfisher4783 3 месяца назад +1

    This is the first video of yours I've ever seen. But I've wish listed this game and am keen to play it upon launch. Good luck!!

  • @Choartle
    @Choartle 3 месяца назад +7

    three hour spinoff video please

  • @Indie-A-tom
    @Indie-A-tom 3 месяца назад +2

    Mind Over Magnet was one of the best I played in the last Next Fest. I even featured it on my vídeo about the event, and I would never have done so on a bad demo, even if it's from one of my fav yt channels. So I think overall you did an amazing job!

  • @thommekm
    @thommekm 3 месяца назад +3

    0:08 Jesse Pinkman: "MAGNETS!"

  • @sephreed1938
    @sephreed1938 3 месяца назад

    The bolts sound is so on point. Those are the details that make something feel deeper and more loved.

  • @punchline1729
    @punchline1729 3 месяца назад +3

    It would be awesome if you could make a video/tutorial on how to make a contract

  • @OandCoGames
    @OandCoGames 3 месяца назад +1

    Congrats on a successful NextFest! We've seen similar trends with feedback on our game as well... that is, a lot of people gravitate towards something we don't think is a huge deal. I think you nailed it by pointing out how players will choose something easy to provide feedback on. The water drop is one of the first things players see in the game. It takes little effort to notice it. At the same time, that's part of the critical first impression, so it's great to address it.

  • @JAMPLEYDEV
    @JAMPLEYDEV 3 месяца назад +10

    2:37 The game would not exist without you, that is your main contribution, that is why you exist.

  • @Fgeitas1
    @Fgeitas1 3 месяца назад +1

    First of all.. Thank you so much for sharing your experience with the audience. This is such a cool thing to see and it really demonstrates how daunting of a task this can be for a single person, as the audience often forgets that there's actual people working behind these games.
    Second. Yeah I want that contract video.

  • @orbit_theworld
    @orbit_theworld 3 месяца назад +5

    This channel really does it all, entertaining for gamers and helpful for game devs, thank you and well done!

  • @RainbowCornet
    @RainbowCornet 3 месяца назад +2

    I INSTANTLY knew he was talking about Austin Wintory. What a gem that man is.

  • @phailupe2941
    @phailupe2941 3 месяца назад +10

    My biggest complaint about the demo is it ENDED TO EARLY AHHHHHHHHHHH

  • @Finnigan28
    @Finnigan28 3 месяца назад +1

    About the speed increasing. I don't remember if I got this advice from you or from another channel. But the thing is: when adjusting parameters, it's always better to make large adjustments instead of small ones. In this case, instead of increasing the speed from 9 to 11, perhaps it's best to jump to 18 and see how it feels.
    It will probably feel too fast, but there's always a chance it still feels slow, and you need to increase it even more.
    Maybe you did this when editing the speed, but I wanted to share it just in case.

  • @connorconnor1631
    @connorconnor1631 3 месяца назад +7

    give us the 3 hour long legal video

  • @GyroCannon
    @GyroCannon 3 месяца назад +1

    The water droplet and nuts and bolts thing is definitely small compared to critique about level design and gameplay, but you can't underestimate the glee that people get when things are super polished.

  • @Alexander_Grant
    @Alexander_Grant 3 месяца назад +10

    Man, 7 minutes in, and as someone who has been a musician for most of my life, if someone who didn't know how to talk music tried to tell me what tempo or key to create music in, I think I would lose it lmao. Imagine someone who had never looked at code trying to tell you what methods to use in what classes.
    Little further in and yeah, that's exactly how I'd want to be talked to.

    • @No.0.o.0
      @No.0.o.0 3 месяца назад +1

      You could learn a lot from not losing it working with not music people.

    • @scientificthesis
      @scientificthesis 3 месяца назад

      Mark probably gets these comments more often because this meant to be "I'm learning something I've never done before" series even though its been going on for years and Mark has gotten quite good at it!

    • @dopaminecloud
      @dopaminecloud 3 месяца назад

      @@No.0.o.0 The example he gives shows that no, no he would not. It'd turn into a class teaching the not-knower. That's not the point of the collaboration.

    • @Alexander_Grant
      @Alexander_Grant 3 месяца назад

      @@dopaminecloud Yeah, that's more of my point. You bring on an expert to tell them the vision you're looking for, not to micromanage what they do. You wouldn't bring your car into a mechanic and then tell him which of his tools to use and how to use them. For the very few times I've created music for someone, they didn't try to micromanage where notes went or how chord changes worked, but as Mark says, give me the vibe and I can go from there. Same thing with software development since that's what I do for a career, you want the person you're working with to give you requirements for the software, but not to come in and tell you how to write the code line by line. At that point, the person hiring you can do it themselves. Mark did it perfectly, and I think it was a good lesson in how to collaborate with experts. My point wasn't to say Mark did anything wrong, just giving an idea of how someone on the other side would feel if someone wanting to collaborate micromanaged you on a subject you're an expert in but they have no knowledge about.

  • @MichaelKocha
    @MichaelKocha 3 месяца назад +2

    Mark. Crazy idea. What if you layered the music to introduce a new element each time the player solves a new part of the puzzle? To increase the reward for discovering solutions.

  • @Echolotl3
    @Echolotl3 3 месяца назад +5

    always remember to add easter eggs to your game

  • @beet6796
    @beet6796 3 месяца назад +1

    I think you should rank the feedback suggestions by priority. From experience making mods, having an order to tackle a large list of changes makes the whole thing feel less daunting and more efficient overall.

  • @Thyana-ig5no
    @Thyana-ig5no 3 месяца назад +3

    Yes please for the legal document video

  • @RStarbuck13
    @RStarbuck13 3 месяца назад

    Getting to follow along with this journey has been really fun, and I'm glad to see everything starting to come together! Loved the iteration on the music, specifically, and the lesson that you've got to just expect that back and forth as part of that process. Looking forward to seeing more!

  • @jgodden8022
    @jgodden8022 3 месяца назад +3

    The quavers joke probably won't make sense to most US viewers.

    • @boaromayo
      @boaromayo 3 месяца назад

      I can hear Marceline from Adventure Time ask, "What's a quaver?"

    • @kevingriffith6011
      @kevingriffith6011 3 месяца назад

      I mean, he held up a bag of them when he said it so even as a US viewer I got it.

    • @jgodden8022
      @jgodden8022 3 месяца назад +3

      ​@@kevingriffith6011 It's not just that Quavers are a British snack, it's that musical quavers are called 8th notes in the US, so literally both parts of the play on words are foreign to you.

  • @Joe-so6su
    @Joe-so6su 3 месяца назад +2

    Have you done any videos on those "trivial" background details because if not it'd be interesting to explore. In my opinion they are more important than they seem and are what make a game feel polished and immersive. Background details are also definitely world building and can help tell the story or tell a story within themself.

  • @puckered6036
    @puckered6036 3 месяца назад +4

    it's weird because mind over magnet is a game that would have been free on newgrounds. It's a cool and strange time that indie devs charge so much for games that are equivalent to passion projects in the late 2000s

    • @dopaminecloud
      @dopaminecloud 3 месяца назад

      Difference between a student project (as most of those passion projects are) and an adult that needs to live.

  • @jaakkolamminpaa7959
    @jaakkolamminpaa7959 3 месяца назад +1

    I think pointing out also the small level stuff makes a lot of sense. While it makes sense to wish for a high level feedback, it is often the small little details that add up to a good game. And often that is something that is a surprisingly large detail while being very difficult to point out. It often feels something is a little of or could need a little polish, but no idea what that is - the sum of small things.

  • @shadebug
    @shadebug 3 месяца назад +2

    Man went out and bought a pack of quavers for that gag

  • @tik2368
    @tik2368 3 месяца назад +1

    Random tangent, but it would be awesomely cool if all of the videos on developing were included in the game as maybe a sort of free dlc. (Echoing Dusk’s “The Goodies” dlc) Very few games have the kind of communicated development, so it almost feels like a part of the game. Whatever happens this series has been wonderful from the outside looking in as someone who loves games and hopes to do more than just play them someday, so thanks for the experience!