My Indie Game Launch was a Failure - Steam Sales Numbers & Lessons Learned

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  • Опубликовано: 20 ноя 2024

Комментарии • 1,1 тыс.

  • @JD-vj4go
    @JD-vj4go 6 месяцев назад +2138

    99 percent of devs logs I see on RUclips never launch a game. Congratulations on that huge milestone.

    • @rungeon83
      @rungeon83 6 месяцев назад +30

      THIS! I have released a little game on the xbox360 indie section and honestly the learning experience of this is much more than starting and giving up on lots of projects. You cannot buy what you learn, I hope his game does pick up it seems a bit insane how hard it is to get games known these days.

    • @nugget9458
      @nugget9458 6 месяцев назад +22

      Should of released it on the switch those guys will buy any garbage on the store

    • @ghostradiodelete
      @ghostradiodelete 6 месяцев назад +15

      This is the #1 reason why I didn't start one, hah. Also, who has time for that? I'm making a game and working a day job, I can't make videos too, that's insane.

    • @dadlord689
      @dadlord689 6 месяцев назад +9

      ​@@ghostradiodeleteI relate more to this point of view than to the author one. There is not enough life time and life force to work and to do an actual side project. Not everyone can win the Olympic game and make a record, but there will always be few. More to this point: it is quite psychotic to persuade only the highest bars. While you have no war outside - have a chilly evening and appreciate it.

    • @ThePancakeJedi
      @ThePancakeJedi 6 месяцев назад +11

      @@nugget9458 must… not… respond… to… this… bait… and… switch… comment.

  • @karolwieczorek4339
    @karolwieczorek4339 6 месяцев назад +566

    "Building a game is so incredibly hard that you really cannot afford to build it on an idea you're only half passionate about"
    That quote is pure gold.
    Thank You for the informative and quite inspiring video and wish You luck in future productions.

    • @austinreed7343
      @austinreed7343 6 месяцев назад +5

      Then what is the bare minimum? Two-thirds? Three-quarters?

    • @TheBinklemNetwork
      @TheBinklemNetwork 5 месяцев назад

      Two thirds and three quarters of that final third. :B​@@austinreed7343

    • @karlhendrikse
      @karlhendrikse 5 месяцев назад +1

      Mmm yes I concur. I worked for a long time on a game I was less than half passionate about. It's still somewhere.

    • @austinreed7343
      @austinreed7343 5 месяцев назад +2

      @@karlhendrikse
      Amazing. Hopefully you can find it and show the results of working on an idea you have insufficient passion about.

    • @dondahighhh12
      @dondahighhh12 5 месяцев назад +4

      @@austinreed7343 the real answer is have a team so work still gets done at a steady rate regardless of passion level

  • @clarisrichter7966
    @clarisrichter7966 6 месяцев назад +447

    Making a 10 hour long game with fully hand-built content as a part-time solo dev takes and iron will. Looking forward to seeing what you have in mind for your next project!

    • @Sanquinity
      @Sanquinity 6 месяцев назад +15

      And it takes a very strong character to see the game then "fail", decide to learn from it rather than be down, and look towards how one can improve the next project.

  • @SarpSerter
    @SarpSerter 5 месяцев назад +126

    Man.. I am a gamedev as well and coming from a youtube dive.. You are like the 8th gamedeveloper video I watched. All videos I watched was 2 years ago, 1 year ago, 3 years ago.. None of them finished it. Store link, wishlist. No release date.
    You did it dude. You finished it!
    So much respect!

    • @gbo2steam
      @gbo2steam 3 месяца назад

      You are expert if u keep track of them

  • @titusorelius9458
    @titusorelius9458 6 месяцев назад +317

    I think the art style was a major factor in the game's failure. As you said, it's hard to stand out and art style can make or break an otherwise good game.

    • @Mangeurdemouton
      @Mangeurdemouton 6 месяцев назад +11

      nah art does not mean anything, gameplay is the key! Look at games like dwarf fortress ascii, vampire survivor and minecraft.

    • @titusorelius9458
      @titusorelius9458 6 месяцев назад +101

      @@Mangeurdemouton You have a point to an extent but I think those games were able to sidestep artstyle because of outstanding gameplay. But if you just have good gameplay than you are among thousands of games that are also "good" and not outstanding". In which case having an great artstyle can lift the game up to greatness and get it noticed.
      It's a balance.

    • @Patxi__
      @Patxi__ 6 месяцев назад +59

      I agree. I am illustrator and concept artist and I think he made an awesome job considering he have not an art education. But yeah, it doesn't stand out at all. It looks quite generic and amateurish. He would benefit a lot collaborating with an experienced artist for his next project.

    • @Patxi__
      @Patxi__ 6 месяцев назад +23

      @@Mangeurdemouton Minecraft looks unique, it have its own aesthetic. And have also a unique and never seen before gameplay. The other 2 I don't know them but probably shine a lot in terms of gameplay. And last but not least, I think marketing and social media is an important thing in the sucess of a game launch.

    • @seto007
      @seto007 6 месяцев назад +25

      ​@@Mangeurdemoutonas mentioned in the video there exist games with simple yet charming art styles. Both Minecraft and Vampire Survivors fall into that category. By contrast, the art in this game just looks fairly generic and cheap.
      Dwarf Fortress is an insanely expansive game that has been in development for decades and can be downloaded for free. The paid version of course has a rather charming art style and QoL improvements, as opposed to the default ASCII and keyboard controls of the free version.

  • @dulthomas
    @dulthomas 6 месяцев назад +745

    You launched mate, that's not a failure! I think the hardest part is uploading the final build and pressing release :) Onwards!

    • @smokinjoe9415
      @smokinjoe9415 6 месяцев назад +9

      It is a failure.

    • @IcedCub
      @IcedCub 6 месяцев назад

      ​@smokinjoe9415 not half as much as your life

    • @Vistorri
      @Vistorri 6 месяцев назад +28

      ​@@smokinjoe9415And how many commercial successes have you released on steam?

    • @moonchildeverlasting9904
      @moonchildeverlasting9904 6 месяцев назад

      ITS NOT A FAILURE IF SOME CHECKBOXES EXIST.
      1. Was it your first game?
      2. Was it something you made mostly on your own, or with a few people involved?
      If these two questions are answered with Yes. It wasn't a failure. Because I opened the app. I saw the game. Lots of parts in this "game" is just learning and using parts of game features.
      example,
      * Rope swing, originated from "Worms"
      * Levels design are the same in most games. Using VFX, using parallax, blur, depth-perception
      * Hub worlds (towns) to buy items from
      * Item shop which require state management of inventory, health, and attributes points
      * 2D travelling methods (bridges, slopes, elevators, mine carts, ...)
      * Maps, progression, save points
      Lots of its is core things you need to have in 2D platformer that (first time) takes time to learn, memorize and understand fully. You now possesses that knowledge. This is extremely valuable. Onto the game itself, It has a great premise. The idea of climbing comes with many challenges and possibilities for surprising experiences.
      --- Imagine yourself playing the game. The game should be fun. And it probably is too! But when you released the game. Did ANYONE know it was released? Did the word spread by people online? Was it considered something that people was "excited" to get their hands on before release?

    • @OcnarfPro
      @OcnarfPro 6 месяцев назад +1

      @@Vistorri 67

  • @CodeMonkeyUnity
    @CodeMonkeyUnity 6 месяцев назад +232

    Congrats on successfully releasing a game!
    What you learned from this game will help you a lot in your next one!

    • @NicNac2451
      @NicNac2451  6 месяцев назад +33

      Thanks for the kind words and thanks for stopping by. Your channel has been a huge inspiration!

    • @Vanduo610
      @Vanduo610 3 месяца назад

      👍

  • @WikiPeoples
    @WikiPeoples 6 месяцев назад +95

    Hey man, appreciated your post mortem here. I'm a solo dev who shipped a massive SaaS B2B project a few years ago, and have made a whopping $500, with a net costs of around $6k (hosting, PO box, and local tax). So just here to say that I resonated a lot with some of your points. I also at one point reached a development hell, and realized I needed to ship or I might never ship. The result was the project worked but lacked enough features to really drive organic traffic. Marketing was also not my strong point so there was very little of that, and as a result many people never even saw it!

    • @TB191
      @TB191 6 месяцев назад

      What kind of project did you build?

    • @100_Dollar_Bill
      @100_Dollar_Bill 5 месяцев назад +20

      @@TB191you won't get a response. Remember, not good at marketing 😂

    • @planescaped
      @planescaped 5 месяцев назад +2

      @@100_Dollar_Bill People who value their sanity tend to disable reply notifications. I know I do, lol.
      But that's assuming youtube even notifies you to begin with, which it frequently doesn't.

    • @RyotaKen-n3q
      @RyotaKen-n3q 4 месяца назад

      @@planescapedcan confirm.I comment alot but never seen the replies because i turned it off or something,it legit doesnt show any replies even from months ago.I wont b seeing if theres any replies on this comment too

    • @eganrabiee627
      @eganrabiee627 3 месяца назад

      so you would be $5500 richer if you never made that project?

  • @_Nay_Nay
    @_Nay_Nay 5 месяцев назад +31

    The fact that you released a game in general on steam is something that not many can share. You should absolutely be proud of yourself and your work.

  • @MateusAntonioBittencourt
    @MateusAntonioBittencourt 6 месяцев назад +110

    The art style is too reminiscent of yearly and mid 2000s flash games. Which for me gives the gut reaction of a basic game with one single mechanic, you play for free for 30 minutes then never again.
    But don't feel discouraged. What you did is already an incredible achievement. I know how hard it is to work on your free time on a project like this. I've been making an android app I hope to publish this year. And having to project manage myself, plus my social life, plus my ADHD is terrible.
    Seeing someone able to complete a project, regardless if it's successful or not is a great inspiration.

    • @Fickji
      @Fickji 6 месяцев назад +13

      I too would have passed the game up as an asset flip Shovel ware style game if not for this video. Now it is Steam wish listed. So even this video may have helped market the game.
      I'm trying to figure out why the art style throws me off so much and i think it might be those ground textures. They're not as artistically shaded as the rest of the areas. They're just flat dirt or flat stone and they take up a lot of the foreground.
      I'm trying to remember any 2-d games that I like doing that. I think most will put different interesting little filler or easter eggs in or just shadow the area so it isn't as noticeable. Think Terraria or Aquaria.

    • @rhyantrick8178
      @rhyantrick8178 6 месяцев назад +18

      yeah the art style is lacking and the large head characters remind me of old toddler cartoons my kids use to watch. the general design is very basic too. people want to play as cool creatures or interesting otherworldly characters in crazy enviroments that are unique

    • @Korn1holio
      @Korn1holio 6 месяцев назад +3

      Just what I wrote a minute ago, almost using the same words. Pretty neat, I think our feedback has some merit.

    • @manashieldworld
      @manashieldworld 6 месяцев назад +5

      I just posted this! Everything else seems perfectly serviceable but then the graphics are such a turn off. Not that they're terrible but like you said. Just gives off Flash vibes and people associate a certain feeling to that.

    • @chickenmadness1732
      @chickenmadness1732 5 месяцев назад +2

      @@Fickji Because you can tell it was made by an amateur so it looks cheap lol.
      If a professional artist worked on it the colour pallete would be consistent and not all over the place for starters.

  • @doriane.r1437
    @doriane.r1437 6 месяцев назад +163

    Hey, you shipped a game and learned the right lessons, for a very first commercial game that's a success! You should be proud!
    As someone who released a *somewhat* successful game, here are other things I learned:
    - Start with a very short game. If you want to make a game in 6 months, imagine a game that could be made in 2-3 months.
    - Playtest your game a lot, every month/2 months or so. Even when you think you won't learn anything valuable, you will!
    - Invest money in your key art. Pay someone to make it if you're not skilled enough in art. It's such an important part of you game getting noticed on Steam!
    - Manage expectations: in your communications, trailers, Steam page etc, don't hesitate to state what your game is and particularly what it is not. Very important for reviews.
    Best of luck with you future projects!

    • @ricktyner5801
      @ricktyner5801 6 месяцев назад +5

      I think Thomas Brush would tell you that all of this is part of the success of failing forward. Many people never even finish the process of actually releasing the game. Keep moving forward!

    • @wPelniSwiadomy
      @wPelniSwiadomy 6 месяцев назад +8

      Recently I watched a documentary about Bethesda.
      The most important thing about it was that they were constantly testing the game at every step. They have the whole testing procedure there. They give the product to the testers and observe in silence. Maybe create a demo of the next game and share it on steam, advertise it on YT and ask people what they like and what they don't like, I know that many people do it and it works.

    • @Archheret1c
      @Archheret1c 5 месяцев назад +4

      @@wPelniSwiadomy kinda fascinating to hear since Bethesda is known for their many bugs.

    • @VarietyGamerChannel
      @VarietyGamerChannel 5 месяцев назад +5

      YES! Listen to this dev. ART matters. Visuals MATTER. If the game was 70% shorter and artistically eye catching it would have sold 100x more.

    • @maikaviprostata7653
      @maikaviprostata7653 Месяц назад

      @@wPelniSwiadomy Много хубав:) пример И на каква цена се случват там нещата? кой плаща? Едно е да гледаш друго е да виждаш приятелю ;)

  • @NYNmetal
    @NYNmetal 5 месяцев назад +41

    I think you can also consider making a "Summit Remastered" by working with an artist, and playtesting with a community etc. You've put a lot of effort into this game and you can probably pivot it to the point where it gets the attention it deserves!

    • @nathanfranck5822
      @nathanfranck5822 5 месяцев назад +6

      Definitely deserves another go in a couple years once you leveled up and made some connections

    • @cliqist
      @cliqist 5 месяцев назад

      I was thinking the same thing. I'm not a metroidvania fan, but the concept is intriguing enough to not abandon. Makes me wonder if it would be worth doing a revised vertical slice with some updated art and animation.

    • @nowayjosedaniel
      @nowayjosedaniel 3 месяца назад +1

      It's a platformer. It is unsalvageable.
      Platformers are the most oversaturated genre in PC gaming. Even more than match-3's. At least they used to be. I think most people got the memo after realizing that the supply was 1000 platformers released every day (hyberbole) and demand was 0.
      Platformers are the MOST POPULAR genre to be made by gamedevs and the LEAST popular genre among gamers. It's literally the biggest flooded genre and the least in demand. Supply:Demand people. It's not hard.

    • @Assimandeli
      @Assimandeli 3 месяца назад +2

      @@nowayjosedaniel "Platformers are the MOST POPULAR genre to be made by gamedevs and the LEAST popular genre among gamers." Any actual stats behind this claim?

  • @beardyluke
    @beardyluke 6 месяцев назад +108

    I absolutely know this... We released game a month ago and it is a failure... about 250$ before steam cut. But like you said, lessons learned...

    • @NicNac2451
      @NicNac2451  6 месяцев назад +11

      Exactly! All the best for your next game!

    • @beardyluke
      @beardyluke 6 месяцев назад

      @@NicNac2451 Thanks, you too! By the way, I will buy Summit today! As developers We have to support each other!

    • @beardyluke
      @beardyluke 6 месяцев назад

      @@NicNac2451 Thanks! You too! By the way I bought your game today, I think as developers, we should support each other!

    • @fiveprime7968
      @fiveprime7968 6 месяцев назад +19

      Congrats on being one of the few people who have actually released a commercial game though!

    • @educate3d
      @educate3d 6 месяцев назад +2

      You finished it, its a win. Keep going, your next project will do better

  • @ImpreccablePony
    @ImpreccablePony 6 месяцев назад +151

    I am not sure I've heard "play testing" even once. It's a shame people don't understand the value of play testing. Giving the opportunity to see other people interact with your game will make a world of difference.

    • @8ightBitKid
      @8ightBitKid 6 месяцев назад +6

      Ok mr know it all

    • @aarondcmedia9585
      @aarondcmedia9585 6 месяцев назад +17

      Very good point.

    • @fictitiousnightmares
      @fictitiousnightmares 5 месяцев назад +16

      Love how easy it is to criticize. I know as a solo hobbyist dev myself with pretty much NO social media presence and no desire for one, finding players to play test and to market to is not only hard, but practically impossible without 'building' that social media presence.

    • @ImpreccablePony
      @ImpreccablePony 5 месяцев назад +44

      @@fictitiousnightmares So you literally have no partner, no parents, no coworkers, and no one in the whole world who you can ask to play your game? Okay, I respect that. But dude. You have reddit with a million subs with some of them bound to be interested in what you build. You are one post away from play-testing.

    • @fictitiousnightmares
      @fictitiousnightmares 5 месяцев назад +6

      @@ImpreccablePony Oh, so your definition of 'play testing' is having 1-3 people who will most likely lie to you because they are friends/family play it then? smh Come on, use some common sense. And you making up random numbers about Reddit and not even talking about any specific subreddit doesn't help anything. Also, reddit has that weird ass thing where you have to have points or thumbs up or some crap over time even to post or respond on it. I tried and stopped using it years ago because of that crap.

  • @SimonSlav-GameMakingJourney
    @SimonSlav-GameMakingJourney 6 месяцев назад +24

    Sorry to hear that. Chris Zukowski says that you need at least 2 games to get a good shot at being profitable and most studios quit after the first one, so you're on the right track!
    Good luck with your future development and thanks for sharing this.

  • @Ryandb2
    @Ryandb2 5 месяцев назад +15

    I launched a game on Xbox 360 20 years ago. It failed. I have been developing but never launched another game since. Launching a game is one of the best things I have ever done. Getting a game released is an amazing accomplishment regardless of sales. Congratulations!

    • @Ryandb2
      @Ryandb2 4 месяца назад

      @@NewRomancer37 Yeah it was an indie game, I was a solo dev. It was called resistanceBlocks, it was basically a poorly made Lumines clone. It only sold about 200 copies, but I spent two years of my life creating it and am proud of having completed it, even though it failed. I made a game was rereleased and you can now play it on Xbox and Steam and its free, so go pick it up.

    • @MrShitthead
      @MrShitthead 4 месяца назад

      So many people don't realize how hard it is just to release a game. over 90% of indie dev's never release a game. It's fucking hard lol.

  • @BobsiDevlog
    @BobsiDevlog 6 месяцев назад +17

    Just the fact that you got to release is amazing. Especially with a project lasting 3 years! Most solo game developers lose interest and never look back, so all power to you for sticking with it. Game marketing is a beast of its own for sure. Gathering 1.000 wishlists is still good!
    Good luck in the future, hopefully I can get my game to release in 2024 🙄

  • @ph0b0x92
    @ph0b0x92 6 месяцев назад +41

    You have a released, good looking, well designed, complete game on Steam... I do not see a failure there. No no no! Sales numbers do not defined failure nor success! I see a great accomplishment here. Keep updating the game based on feedbacks. Good luck.

    • @NewHopeGames
      @NewHopeGames 6 месяцев назад

      Well said and just by what I see, I can already see he has what it takes to be successful in game dev. I believe if he had a publisher and marketing, his initial launch with this game would of been a lot different.

    • @jigsaw2253
      @jigsaw2253 6 месяцев назад +8

      Cope, money defines success

  • @realdonkeydong
    @realdonkeydong 6 месяцев назад +27

    Part of our faults are sometimes to set an expectation against a back drop of a type of people that might not match up.
    That being said, the truth is you have already put yourself up there in my opinion, the top 1%. I only see great work ahead of you and wish you your best success.

    • @NicNac2451
      @NicNac2451  6 месяцев назад +1

      Thanks for the true and kind words!

  • @niuage
    @niuage 6 месяцев назад +39

    I'd be really proud if I were you of the end product. It's no Ori or whatever but I still think it has its charm.

  • @realElzie
    @realElzie 6 месяцев назад +13

    Not a failure, this is an inspiration. I’m new to game dev. Like you, I’m a programmer and not an artist but I have always been driven to create things. I look forward to your next game!

  • @Korn1holio
    @Korn1holio 6 месяцев назад +128

    If you'd like a little feedback,..... I would say the main reason of your game's failure is artwork. Vector based high-definition 2D graphics are very much "out of fashion", reminding people of early 2000s Flash games and are commonly associated with low-quality low-effort productions. Even very lowres pixelated art would work better in your case. Just my impression. You have to evoke a certain feeling and your game's look is a bit too sterile. Wishing you best of luck with your new endeavours!

    • @thejunkwall
      @thejunkwall 5 месяцев назад +14

      I'd be careful with a generalization like this. There are still plenty of modern 2D vector games that have been able to nail the style and there are plenty of modern pixel art games that come across as generic and unimpressive. It depends on how you implement them and also who the audience is.

    • @Pivot-Shorts
      @Pivot-Shorts 5 месяцев назад +2

      @@thejunkwallDo you have any recent examples?

    • @IsThisDustin
      @IsThisDustin 5 месяцев назад

      ⁠@@thejunkwallSurely you can give an example

    • @Korn1holio
      @Korn1holio 4 месяца назад +11

      @@thejunkwall sure, every generalization is wrong at some level. I myself would remember "Oxygen Not Included", "Don't Starve" (and maybe Cult of The Lamb) as examples of Hi-Def 2D graphics done right, however, opting for HD 2d graphics makes it way easier to fail and produce something that looks unappealing and amateurish - you have to put in more effort, which is often unattainable if you're a solo developer. So, to re-generalize, pixel art done by solo developers *generally* looks better than HD art.

    • @katiedoucet4748
      @katiedoucet4748 2 месяца назад

      The artwork makes me think of a mobile game. Which isn’t necessarily a bad thing but it turns me off.

  • @iamblinkin
    @iamblinkin 6 месяцев назад +39

    Honestly dude as a programmer > artist, your art is excellent. Great video and reflections, thank you for sharing!

    • @zwenkwiel816
      @zwenkwiel816 5 месяцев назад +3

      ​@V3SPRlol how's that for constructive criticism XD
      I kind of agree though. Like if art isn't your strong suit just lean into that. Like pick a simple style you can do instead of poorly doing a style you can't.
      Like forget about realism and shading. Just make something simple that looks cute.

  • @NewHopeGames
    @NewHopeGames 6 месяцев назад +5

    Congrats on actually finishing and publishing a game. Many indie devs don't even get to that point. Initial launch is critical but sometimes there's games that still find their audience after release.

  • @View619
    @View619 5 месяцев назад +7

    Most indie games fail, you have to be satisfied with completing and releasing it.
    Congratulations.

  • @AdmiralJonB
    @AdmiralJonB 6 месяцев назад +5

    As someone that likes to work on mini projects and then leave them at the side - you did a fantastic job at rounding off a project into a total product. As others have said - not many get to this stage and you did.
    In a recent podcast I was listening to - they were talking about the reasons you go in and do something. "Did you lose all that time for no monetary gain?" or "Did you learn so much during that time that the learning is the value out of what you did and that's what you value?". If you think of the second more -- you have a good chance at doing great things.
    Based on this video, it sounds like you're the second type now ;). Good luck for your next project - I'm sure you'll learn a lot more and produce something better!
    (I've wishlisted your game for when I next have some time - looks right up my street!)

  • @TheBendixSA
    @TheBendixSA 6 месяцев назад +3

    Most important thing here is that you didn't give up. Sucks that summit didn't do the numbers (might still randomly go a little viral at some point) But you are ready to jump in and go for the next one. That is the right attitude and i wish you great success on round 2.

  • @Wip3ou7
    @Wip3ou7 5 месяцев назад +4

    I spent 7 years making a fully featured 12 player air combat moba, it's in early access and I have virtually no players... it's called SKYRAID. I'm still working on new content and have some plans for getting it out there still, but man people really don't understand how difficult it is. Congrats on the release of your game.

    • @plehmann2595
      @plehmann2595 3 месяца назад +2

      Multiplayer requires a minimum population of players being online. If you add combat against bots, the time a player is in your game at least increases to have the chance to meet someone else.

  • @gravious
    @gravious 6 месяцев назад +14

    a possibly interesting way to introduce the game and have it more zappy at the start is have him be fully capable, you do a small mission then fall and get injured, lose your equipment, and you need to build back up?

  • @CloudlessStudio
    @CloudlessStudio 5 месяцев назад +2

    It took me 4 games on Steam to make significant money. The way I see it as a solo dev, I can’t make my ultimate dream game, so I make games based on my life experiences. Short and polished is what finally gave me some success

  • @manashieldworld
    @manashieldworld 6 месяцев назад +8

    I would say artstyle hurt this the most. I'm only speaking based on footage, but the mechanics and setting are cool. Just screams flash game. Solo dev is so frustrating because your limitations are GLARING as you continue your project.

    • @fictitiousnightmares
      @fictitiousnightmares 5 месяцев назад

      I disagree, I think the art style is pretty decent actually. Fantastic graphics are not a necessity in games and if you read one of his very few positive reviews, it even mentioned how beautiful the game was.

    • @manashieldworld
      @manashieldworld 5 месяцев назад +2

      @@fictitiousnightmares It doesn't have to have "fantastic" graphics and if we're being blunt the artstyle looks like a child learning Flash did it. Stop arguing points no one brought up.

    • @fictitiousnightmares
      @fictitiousnightmares 5 месяцев назад +1

      @@manashieldworld Are you not educated enough to comprehend the English language you are using? Points that no one brought up? You literally said "I would say artstyle hurt this the most" I responded "I disagree, I think the art style is pretty decent actually." I then added to my comment with a relevant statement about games not needing fantastic graphics AND that I am not alone in disagreeing with your statement as the review itself stated it was a beautiful game. Thomas was Alone is all rectangles for christ's sake. West of Loathing is stick figures.
      Get the hell off your high horse already. Your opinion does not trump mine or anyone else's. I will argue any point I want, especially ones that WERE brought up but you can't comprehend the English language enough to realize apparently.

    • @manashieldworld
      @manashieldworld 5 месяцев назад +1

      @@fictitiousnightmares No one argued it needs to have fantastic art either. No one brought up whether or not a single individual liked the artstyle. The guy who made the video/commenters literally agree with my statement.
      I'm glad you think 1 is more than 100. Smart guy you are.

    • @chickenmadness1732
      @chickenmadness1732 5 месяцев назад +2

      @@fictitiousnightmares When I see a game with this art style I pass on it instantly. Just looks cheap.
      I'm sure many people have the same reaction.

  • @WhatforNameIsThat
    @WhatforNameIsThat 5 месяцев назад +1

    I appreciate anyone willing to share their learnings. Good luck on your next project.

  • @RyuRamasama
    @RyuRamasama 6 месяцев назад +17

    Pro Tip if you set your launch discount to 40% people tend to think your game is an Asset Flip/bad game 10% - 15% is typically what people normally set it as.

    • @NicNac2451
      @NicNac2451  6 месяцев назад +3

      Hmm, that's interesting. I guess 40% was indeed a little high to start with. Guess I have to put in some work to nail the Steam basics next time.

    • @Joxerlol
      @Joxerlol 6 месяцев назад +5

      That's very subjective. I can say one thing though, setting discount less than 20% will not send an email notification to people that wishlisted the game.

    • @RyuRamasama
      @RyuRamasama 6 месяцев назад +3

      @@Joxerlol i mean you might day that but I have never seen a game that had a discount that was more than 20% have legit positive reviews

    • @shannenmr
      @shannenmr 6 месяцев назад +2

      Also I believe you get a "free" marketing push the your Wish listers the first time you discount to 20% so that can help you by releasing at 10 - 15% off and then after you have fixed the majority of the repeating issues people complained about and building your wishlist think about doing a 20% one to trigger that.

    • @RaveMasterr
      @RaveMasterr 6 месяцев назад +4

      Agree. Author needs to have more confidence in their creation.

  • @Xix1326
    @Xix1326 4 месяца назад +2

    Very good vid, thank you. And I kinda like your art style. Good to see the concept of reusable code is still alive.

  • @teddyboukagain9985
    @teddyboukagain9985 6 месяцев назад +3

    You launched a finished game, congratulations.

    • @harag9
      @harag9 6 месяцев назад +1

      Yea, think that's a first on steam...

  • @darksidegirl
    @darksidegirl 5 месяцев назад +3

    I don't know much about game success, but most of what you say is really obvious... Too many 2d platformers, too mny metroidvanias, huge game... It's sad most people working on their dream project are doing exactly the same others are doing... Congrats for releasing. At least you learned something.

  • @EggCess
    @EggCess 2 месяца назад

    You didn't only start a big project, you actually completed it. That takes incredible discipline.
    Then you learned from it. AND your shared your learnings with the world.
    You're an amazing person. Best of luck with whatever you have planned for your future!

  • @ghostradiodelete
    @ghostradiodelete 6 месяцев назад +2

    Congrats on shipping your game! My piece of advice that I've seen other devs lean heavily on, is playtesting. That first negative review was mostly critical of the controls. Controls might feel good to you, but maybe the majority of the play-testers will reveal what you're too comfortable with it to notice? Anyway, my #1 thing to do after making sure the art direction, and basic stuff is where you want it, is to playtest. Good luck with game #2! Never stop doing what you love. =D

  • @henniewest5906
    @henniewest5906 6 месяцев назад +2

    Don't think I have ever made a comment on a RUclips video. However, your honesty and sharing of mistakes is something I have tremendous respect for. May your future projects be blessed.

  • @delicious_seabass
    @delicious_seabass 6 месяцев назад +6

    Im really not sure why indie devs tend towards making platformers. There's so many out there, making something that stands out enough the it peaks people's interest is tough.

    • @mitsuhh
      @mitsuhh 6 месяцев назад +3

      Platformers are easy to develop, that's why

    • @shannenmr
      @shannenmr 6 месяцев назад +1

      Not only is it an oversaturated market its one that the majority of Steam user don't like / buy.

    • @nsmetroid3403
      @nsmetroid3403 6 месяцев назад

      Balatro is a great example of "simple and different enough" for it to be a massive success.

    • @Martinit0
      @Martinit0 6 месяцев назад

      I would state it even more extremely: I don't understand why indie devs tend towards making games. It's incredibly competitive with low barriers of entry and customers have limited ability/desire to pay AND you are competing against people who are doing it as a hobby.

    • @plehmann2595
      @plehmann2595 3 месяца назад

      @@Martinit0 Its fun to learn and make your own creations. The problem comes when people jump into the risks of doing it as a fulltime job, as the is a high chance to never get a payout that yields the time spend on it.

  • @williamthompson2866
    @williamthompson2866 3 месяца назад +1

    I actually think your art style is very beautiful. The off-putting part about it for me is the animation of the main character. As someone who is currently working on my first platformer game, I would encourage you that it’s a really cool looking game! Good luck with future projects!

  • @arpitkumar4525
    @arpitkumar4525 6 месяцев назад +5

    I think art styles and satisfying animations are the most important factor for a game's sale. Then comes gameplay and game design

  • @SteveDFM
    @SteveDFM 6 месяцев назад +2

    Surely this video led to many more sales? The artstyle of this game looks great, and way better than most new-dev platformers.

  • @Mangeurdemouton
    @Mangeurdemouton 6 месяцев назад +3

    After 15 sec in the video I understood why the game failed. But gratz on making one!

  • @YMRGUITAR
    @YMRGUITAR 5 месяцев назад

    This is an incredibly humbling and informative postmortem but, although it wasn’t a commercial success, you can’t call this a failure. You had an idea, you worked on that idea, and now a game is out in the world that wouldn’t have existed otherwise; well done!

  • @Berlioz1991
    @Berlioz1991 6 месяцев назад +4

    1. People don’t like vector graphics
    2. Where’s the battle system? If it’s only platformer where’s the challenge? Where’s platforms? You should play Celeste and take some ideas from there

  • @MeaganEater
    @MeaganEater 5 месяцев назад

    Family of four new developers working on setting up our own studio here in Florida. Much love and respect for releasing your first and what looks like a well thought out 2D Game. Hang in there and you will level your RL developing, artistic and marketing skills, just like leveling characters in a game. Dominik the Dominator! Hybrid Leveler because you Soloed your first Quest and people are buying it. 😎👍👍👍👍👍 that makes you at least level 33, so level 50 is just around the corner.

  • @peekstone
    @peekstone 6 месяцев назад +3

    Love the video! Thanks for sharing your experience! I think the game is definitely something you can be very proud of and it is great that you have motivation for the next project!
    Cannot wait to see what you come up with next!

    • @NicNac2451
      @NicNac2451  6 месяцев назад

      Thanks! All the very best for your upcoming launch as well!

  • @MiddletonTechnologies
    @MiddletonTechnologies 6 месяцев назад +1

    No such thing as a failure, you learned and now you also have code that can be used in future projects to save time. Congrats on the release, it is a big step for most devs!

  • @EarwormEngineAI
    @EarwormEngineAI 6 месяцев назад +3

    You made a bunch of great points. And I think your art looks polished. Good luck on round two!

  • @LostPlaceChroniken
    @LostPlaceChroniken 2 месяца назад

    Servus Dominik, mir wurde dieses Video zufälligerweise vorgeschlagen. Ich muss zugeben, ich bin eigentlich recht beeindruckt, was du hier auf die Beine gestellt hast. Gerade die Grafiken finde ich eigentlich sehr anspruchsvoll. Sehr viele Details und Spielerein. Großen Respekt für diese tolle Leistung. Schade, dass es nicht so gut ankommt wie erhofft. Selbst wenn man nur Zeit hinein gesteckt hat, ist es dann natürlich trotzdem enttäuschend. Ich plane auch gerade ein Game (welches nicht annähernd dein Level erreichen wird) und bin froh über so ein ehrliches Video. Viel Glück für das nächste Projekt.

  • @MichoSchmidt
    @MichoSchmidt 6 месяцев назад +6

    If I was you, I would try to expand the game more if it's possible, give some news on the steam page, example "New feature" added, new map "Added". If there is new viewers is a good chance you can get more sells, nearly every month your gonna get new "views" if you of course market from social media, but I feels like it's quite important to Add new stuff at the beginning.
    Sometimes adding small feature can help too, maybe climbing got stamina (just a example). But the art style aren't bad, you could add "Post Processing", to spice it up, add some particle effects around the ice (cold smoke).
    Great video btw!

  • @zebrion5793
    @zebrion5793 4 месяца назад

    As Thor from PirateSoftware said: it's not failure as long as you're doing something and learning. You invested time to improve yourself and that's never a bad thing. You now have an accomplishment to carry forward. You have the confidence to know that you CAN finish a game (many devs can't because they have poor project management skills and goal setting). It's not important to get a hit every time, as long as you're carrying the knowledge you gained forward into your next project. I wish you luck for whatever you're doing next!

  • @andersonrocha1132
    @andersonrocha1132 6 месяцев назад +6

    Your game isn't bad, your game isn't ugly, you made a mistake in launching it because you didn't market it. The easiest way today is to use the keymailer, in total it costs 100 dollars from Steam and 300 from the keymailer, so you can get hundreds of RUclipsrs playing your game at launch. Then you will know if it will take off or not. Launching on Steam without marketing is throwing money in the trash.

  • @xylvnking
    @xylvnking 2 месяца назад

    Releasing a fully functioning game especially one of that size is such an accomplishment. Great work!!

  • @grindalfgames
    @grindalfgames 6 месяцев назад +4

    Thats actually really scary. You released with over double my wishlists and I've still made more money(only by 100$) I felt that if I could increase my wishlists for my next project that would fix my sales but you just proved me wrong. There must be another factor that we are missing. I thought maybe you released to close to a big launch but there was not that much releasing that month(Star wars jedi survivor, minecraft legends and a dead island game) nothing that I feel would impact the sales of an indie metroidvania anyway.
    Maybe you're right and its just genre(Im roguelite, so also an over saturated market) but that also means that wishlists are not as important an information as I previously thought.....
    Im not sure what to think now

    • @luluskuy
      @luluskuy 6 месяцев назад +1

      Whishlist is important. But A whishlist that you get from other developers? Meh, don't count that.

    • @grindalfgames
      @grindalfgames 6 месяцев назад

      @@luluskuy Other developers still play games.
      I myself only wishlist games that I am intending to buy(Does not mean I will as there are a lot of games and only so much money)
      Its the wishlist for wishlist craze that is dangerous, or begging for wishlists to help me out that dont count

    • @shannenmr
      @shannenmr 6 месяцев назад

      Per Chris Zukowski the number 1 thing is does the Steam Audience vibe with your Genre.

  • @xwyvernx8399
    @xwyvernx8399 6 месяцев назад +1

    While it is true that the metroivania genre is over saturated at the moment, what is more important is to make the game stick out from the very beginning, and that's a very challenging thing actually, I think Celeste is a perfect example of this. Focusing on the important part of the gameplay, the gameplay loop, that has to be so polished that is always fun regardless of how many hours you play.
    On the art side of things, I personally think the art style is perfectly fine, it is beautiful in some parts even, however art is not only beautiful tilesets, level design and world building is very important and it doesn't stick out in your game. Take a picture of a zone in your game, what does it tell? does it show you the way? How does world building affected it? Why is X in your level? Then composition, giving impressions and trying to give the player emotions through the environment and story.
    Other games might require other things to focus on, but in a metroidvania the world and exploring it comes first, if the world is not unique, interesting and tells an story on its own, and it's fun traversing, it's not going to make people want to play it.
    Lastly, marketing is very important, letting your game be known before hand, showing progress and having a steam page to accumulate wishlist, and way before launch making a marketing campaign, like a teaser, and publish it in many social networks, if the marketing fails, there is no way to get to know your game in the first place, even more so if the market is saturated, it will be lost in the hundreds of other games, it doesn't matter if your game is good or not, if it's not seen, it's not going to be played.
    Hopefully this helps you out in your next game, think of what your next game's fundamentals are and make sure to make them stand out and be fun, that's for sure going to give you some good push in the right direction, good luck!

  • @glowshedfilms
    @glowshedfilms 6 месяцев назад +5

    Brutally honest, the visuals look weak and disconnected. I feel if there was some very strong art direction involved, it would likely have more success. The mechanics seem very strong but as always people are drawn to the visuals. Consider developing visuals in Mid Journey if art isn't your strength. I know many will protest the idea of using AI, but MJ can give you a strong visual base to use as a style / visual guide. Best wishes with future projects.

  • @PainFireFist
    @PainFireFist 6 месяцев назад

    First of all, congratulations on actually shipping the game. Most people don't even get this far.
    I made similar experiences like you but back in 2017, when we shipped our (a good friend of mine an me) game. We worked on it 2 years and some of that time even as full-time devs. We too had the issue with quantity over quality, but we only realized this on retrospect. Our game had art that was commissioned to outside 2d artists, but of course that cost quite a bit of money and unfortunately, while the art is nice, it wasn't "flashy" enough to stand out. And I think this made it a hard sell overall.
    We sold somewhere between 1500 and 2000 units since launch in 2017, which is not enough to even recover the cost of making the game. But I do not regret it and gained a ton of experience through it.

  • @able75dev60
    @able75dev60 6 месяцев назад +5

    I dislike the look of big head characters.

  • @AppNasty
    @AppNasty 6 месяцев назад

    Unique ideas of mine that you can steal:
    Titan Takedown. You are looking at back of character. Think tomb raider view. You can only run left and right. Miles away in the background are titans attacking a city. You run left and right shooting at them. They occasionally throw stuff at you.
    Idle FPS: This one I have about 70% done and playable but gave up on it. Works with pc but best for mobile. I designed it with mobile in mind. Top of screen is a first person view. Character auto runs around Quake style and blasts baddies. You don’t control him. Bottom of screen is a swipeable menu where you upgrade him. Spend coins on faster fire rate, more health and weapon damage etc etc. an idle….fps. On pc you can put the upgrades at bottom of screen or make it so it’s a menu that pops up. In mine, I made him break the fourth wall like Deadpool does. He knows he is in a game. “Hey, kid. I need an upgrade” he speaks to the player. Camera can go from first person to above view. He doesn’t pick up health or other pickups, you have to by tapping or clicking on them when you see them. If you miss one as he runs by it, change cam view to above view and tap it. I was going to release it but got lazy and super focused on school work. (At university for Computer Animation so kind of gave up on game design for now.)
    Crusher. Again, made with mobile in mind. You have a ball and chain. Upgradable. You use your finger or mouse to grab end of chain. 2d side view. You swipe in circles and make the ball swing around. Release. It flies forward similar to how angry birds works. It smashes into buildings. Get score. Upgrade. Etc.
    Anyways, I’m an artist and semi good animator.can make sculptures and 3d models pretty good too. If you ever want help, I’m down. Free of charge.

  • @michaelduan5592
    @michaelduan5592 6 месяцев назад +5

    I just want to say don't give up quite yet. You've learned a lot about finishing a game and launching it, but there's still more to learn about post launch support. (Also, you launched during a Steam festival amongst several huge indie releases: Manor Lords the #1 wishlisted game, Hades 2, V Rising, etc.)
    You have to realize that one of the strengths of digital products is that you can edit your copy live, change your trailer, update the first 10 minutes of the game to be snappier, A/B test things, buy ads, and participate in Steam sales. There are plenty of games that didn't sell well at launch but sold well later.
    You'd be surprised at what a new trailer + intro fix + reply to negative reviews + ads + sales combo can do.

  • @psyringe5627
    @psyringe5627 4 месяца назад

    Short but interesting post-mortem report, thanks for sharing! As someone who buys a lot of games, I'm pretty sure that the main reason why the game sold "only" a few hundred copies was the lack of a marketing campaign, as you already expected. I can say with 100% certainty that I would have bought the game if I had seen it (or heard about it) at release or during a sale. Metroidvanias are one of my favorite genres, I like especially the exploration aspect, and at a 40-60% discount off of a 5€ list price, it definitely falls into a price range where I'd buy it just to give it a chance to hook me. That said, I never saw or heard about your game until RUclips recommended this video to me (possibly because I'm watching a lot of GDC talks and similar content). I do check Steam as well as various deal trackers and price comparison sites on a daily basis, and I also watch lots of gaming news media, including channels with a focus on indie games. But, again - no channel, no news site, and no deal tracker ever made me aware of this game. Steam didn't present it to me either, even though Steam probably knows that I'm interested in indie metroidvanias. But there are just too many games coming out for a release without any marketing support to gain traction.
    Anyway, I wishlisted tha game and will probably grab it on the next sale. Best of luck for your future projects!

  • @Kermit_E_Frog
    @Kermit_E_Frog 5 месяцев назад +4

    Visually it looks like a flash game which I'm sure is a shot in the foot

  • @Patrick-cc7qm
    @Patrick-cc7qm 5 месяцев назад +1

    You know what sells? Cute things. And what even sells more? Adorable things.
    If you had added a cute chibi girl character as the main, you can bet it would have done better. Is just fact.

  • @cheepcheep2204
    @cheepcheep2204 6 месяцев назад +16

    It's always funny how when people talk about their failed indie game it only takes me 3 seconds looking at their game and I can already tell why

    • @Combus
      @Combus 6 месяцев назад

      Why did my indie game "fail"? 👀

    • @CockieCrafter
      @CockieCrafter 6 месяцев назад +1

      @@Combus the gameplay and graphics are like a 2010 browser game

    • @mitsuhh
      @mitsuhh 6 месяцев назад

      @@Combus Because there's nothing special about it

    • @usercontent2112
      @usercontent2112 6 месяцев назад

      @@Combus How did your game fail?? It is free! Maybe some people can buy it to support you. However, I think new people need to know about your game, I never heard about your game before but I think it is fun

  • @starlightskyes
    @starlightskyes 3 месяца назад

    I took a year off from game development because it was so hard. Really impressed with your mindset to finish, seems like you learned a lot! Content creation and making games for sure are both very time consuming but we appreciate you sharing your story. Good luck on your next project

  • @lrdalucardart
    @lrdalucardart 6 месяцев назад +41

    Friend advice, don't try to improve the art style, it's a waste of ur time. Instead, hire some artists to do it for you. Really, even if u end up spending 1000 bucks on one, you most likely will get a better return.
    Even if this one doesn't sell, if ur next one does, Fans will get this one.

    • @DeavtheDev
      @DeavtheDev 5 месяцев назад +4

      That's not really good advice. Does it save time yes, but the amount of money he will have to put into commissioning art will further increase the amount of profit he has to make to even break even. As a solo dev you have to wear many hats and acquire many skills, the $ he would spend on even one game could be used to purchase courses that would increase his art skills and therefore would actually save him tons of money in the future.

    • @lrdalucardart
      @lrdalucardart 5 месяцев назад +3

      @@DeavtheDev I mean, if your aim is publish shovelware nobody's stopping you.
      Young Devs tend to underestimate the importance of how art can affect sales of games, or even just attract attention of ppl to click ur game amoung all others.
      But if you wanna do it all alone than keep doing it, hopefully your grandchildren will be able to be the 1st ones to try your game by the time you finish it.
      But fine w/é suits your boat, I'm just a stray artist that happens to work on a indi game studio, what hell do I know. 👍

    • @StanleyKubick1
      @StanleyKubick1 5 месяцев назад +3

      I wouldn't design every asset in this game for $1000. you're looking at at $5k at lest

    • @DajuSar
      @DajuSar 4 месяца назад +1

      @@lrdalucardart Its necessary to be so pedantic and sarcastic with your answer? There are a lot of success stories of solo devs building everything from the ground up. Its easier man power wise, but economic wise it could be a huge burden for the developer, its also funny that you defend so hardly to hire someone else to do the art while you are an artist working for an indie game, it just seems so coincidential.
      You can improve be better and no, you don't need to spend the following 30 years studying art to create something enjoyable for your indie game. You are also overshooting the amount of effort some people need to do succesful art.
      Have you been studying art for 50 years so you could work for an indie studio?

  • @xenleah
    @xenleah 5 месяцев назад +1

    I really admire that you posted about the outcome even if it wasn't what you hoped for, and I'm glad it was a great learning experience. Thank you for this video!

  • @bobbville
    @bobbville 6 месяцев назад +3

    Crazy man I thought your art work was on point! You think advertising would have made a big difference??

    • @NicNac2451
      @NicNac2451  6 месяцев назад

      Thanks, that's great to hear! It's hard to tell what the biggest factor has been but I will definitely try a lot of different things next time.

    • @Rick_Jagger
      @Rick_Jagger 6 месяцев назад

      Why not try some ads right now with this game? Choose Pay per Click, so you have only pay when people are "really interested". Just test it with a 50 or 100 $ campaign. And see if your sales are higher than your ads cost.

  • @demandingdan
    @demandingdan Месяц назад

    Although the game may not have succeeded commercially, your launch was not a failure. You actually launched a game, and that's a huge success. That's way further than the vast majority of game devs, so congratulations! Keep going forward and learn as you go!

  • @groovelife415
    @groovelife415 3 месяца назад

    When you said there are some things you can only learn by taking on a large scale project, you are absolutely correct. I remember back in the day after graduating from Purdue with a degree in computer science, I felt like I was on top of the world and knew it all. The massive scale of corporate-level applications humbles you very quickly. I felt like my true learning didn't begin until after I graduated college. With game development, just going from a small test level with primitive shapes for art, to completing and polishing that same level is a massive undertaking. A polished, full scale game with 10 hours of gameplay by a solo developer is extremely rare. Congratulations! You did something a lot of people only dream of.

  • @WyMustIGo
    @WyMustIGo 6 месяцев назад +3

    Gameplay > Art. A game with great gameplay (that is not the typical saturated platform game that everyone makes) will outsell a bad game with good art. Make the game good, then hire an artist when ready (use place holder until then). Balatro is a perfect example, the art is bad but the gameplay is very well designed -- so it sells like hotcakes.

  • @WadymK
    @WadymK 5 месяцев назад

    Next time, I hope there will be one, everything will work out! The hardest part you have already done, and you have a foundation for new projects. Good Luck!

  • @TheTwober
    @TheTwober 5 месяцев назад +3

    90% of those problems could have been avoided by talking with someone with experience on the matter beforehand. I could have easily told you the mistakes on a first glance, and also come up with solutions for them. Maybe you should find someone experienced or a group that you can brainstorm your idea with. Solo dev doesn't mean you are alone.

    • @voltcorp
      @voltcorp 5 месяцев назад

      yup, Jake Birkett for example is always pointing out that if you want to profit as an indie you should 1. pay for art and 2. release in a year at most.

  • @DavidReidChannel
    @DavidReidChannel 6 месяцев назад

    When you launch a game on Steam, you've succeeded. Game dev is a journey and you've successfully completed a milestone. Take the win my friend. Congratulations on your release. Subbed.

  • @andreasoberg2021
    @andreasoberg2021 6 месяцев назад +1

    I work as a dev and I think game looks pretty cool. Some parts of the art looks good like the trees while the stones look a bit harsh though. Imoressed you released it. Congrats!

  • @OptimalToast
    @OptimalToast 5 месяцев назад

    End of the day, you accomplished something very few could do, let alone can do. Not a game developer myself, but the fact you climb over the biggest hurdle, that being yourself, and released a product says a lot about you. You deserve to be proud of yourself. 😎

  • @SS-gu2tx
    @SS-gu2tx 6 месяцев назад

    How is this a failure? You did an incredible job. You never pretended to be something you're not like "biteme games". You made a fun little unique game and actually released it. Proud of you bro!

  • @aaronogden9900
    @aaronogden9900 5 месяцев назад

    I’ve picked it up, it looks like it’ll be fun. As others have commented getting as far as releasing a game on Steam is an achievement in itself. If you enjoyed making it and even a small number of players experienced and enjoyed it you should be proud.

  • @Baccatta
    @Baccatta 6 месяцев назад

    Actually releasing a game is such a great achievement. Well done!
    As sign of appreciation, you now have my subscription and i'm going to buy the game and play through it.

  • @kantallive
    @kantallive 5 месяцев назад +2

    I can see two things as a customer:
    - art should be better, there are so many talented people out there, try to work with them
    - marketing should be better, even one post over the week about the game on twitter will make the difference
    - capsule image should be better to catch some attention of the players
    Also next game should be smaller. A lot smaller.
    Hopefully lessons learned will help you within the next game.

  • @Ironroc
    @Ironroc 5 месяцев назад

    Just found this channel and I appreciate all the clarity and honesty. Congrats on finishing a game! May all your future ones only go upwards in success.

  • @LowBudgetLinuxGaming
    @LowBudgetLinuxGaming 5 месяцев назад

    I find it impressive what you have achieved as a single dev. You can really be proud of that.
    If you're still looking for ideas for your next project, I think a 2D endless runner with addictive mechanics like a global leaderboard would be pretty cool.

  • @AurioDK
    @AurioDK 5 месяцев назад +1

    I am the kind of person who will never buy your game, I simply hate platformers of any kind. The only thing I ever played extensively which I don´t know if it can be labeled as a platformer was "Lemmings".
    You said it all, platformers appeal to a certain group and the competition is probably tough. I do applaud your will for finishing it though and wish you all the success in the future.

  •  6 месяцев назад

    Congrats on launching your game. Making games is one of the hardest things to do. There are so many skills you have to learn, so props to you Sir.

  • @smallbluemachine
    @smallbluemachine 6 месяцев назад

    Someone already said it here, but first off, you finished a project, that’s epic. Well done on closing it out and getting it out the door.
    👏

  • @hellangel28
    @hellangel28 4 месяца назад

    having a finished game on steam is something to be proud of, not many people are getting that far, well done!

  • @WouterLockefeer
    @WouterLockefeer 6 месяцев назад

    Thank you for the post-mortem of your indie project. It takes courage to create one, but it's very helpful to others... and yourself. Good luck, man!

  • @FleshToDust
    @FleshToDust 5 месяцев назад +1

    So many dev videos saying their game failed. This is why I believe you should do gamedev because you enjoy the hobby rather than seeking to earn a living from it.

  • @Flire4000
    @Flire4000 5 месяцев назад +1

    Bro was doomed when he decided on Metroidvania/Platformer. Much respect for putting the numbers out there

  • @DawnBriarDev
    @DawnBriarDev 3 месяца назад

    I struggled a lot with art while learning game dev, but mostly because my ambitions were sky high, and I constantly compare my work to the best artists I can find (in my subjective opinion.)
    But.. It wasn't for naught. Those absurd ambitions led to unrealistic expectations, which led to soending an unrealistic amount of time and energy working on my art style.
    And that energy often didn't create a tangible value.. But if we zoom out and looked at my progress as an artist over years instead of weeks or months..
    I'm almost at the level I dreamed of reaching. In fact, I got so close I found myself happy with my art style.
    It isn't as good as those I idealize. But in parts, it is. I've learned that my art style adapted to my strengths. I compromised in some areas, and went to 11 in others. And I could ramble for ages about the whys and the details, so I'll probably just post a ramble of my own about my thoughts on that, of which I have a lot.
    Point is.. It is worth the effort, in the long term, to set artistic goals. Art can be learned, even if the progress isn't always steady and consistent in a way similar to programming. But the knowledge and experience does add up and it does lead to eureka moments, if you're persistent.

  • @MiniatureGiantsGameDev
    @MiniatureGiantsGameDev 6 месяцев назад +1

    I really wouldnt say your art style is bad. I think it looks fantastic actually. Honestly the main challenge any indie developer is going to have is standing out in a crowd. Continue to promote this game via socials when you can - it could be a slow, consistent burner in your portfolio. It looks very well made.

    • @rodolflum3444
      @rodolflum3444 6 месяцев назад

      a right eye candy will get people playing even its not polished enough, as an artist says details is a must on which the eye can rest or take notice.

  • @domknguyen
    @domknguyen 6 месяцев назад

    Congrats on being able to ship it, Dominik! I'm a solo dev too so hope to get to that milestone soon. Really appreciate your candor. Best of luck in your next endeavor!

  • @ragetist
    @ragetist 6 месяцев назад +1

    People have given you support so I'll give you the critique.
    All you need is a uniform, appealing artstyle. Right now the game looks like code came first and art was a secondary mandatory goal so you used what was available and it ended up looking a bit like South Park.
    Whatever you do, be it doing it yourself or hiring someone, get concept art to remind you where the path is and keep it uniform. Have vision first and analyze what makes the style, then go by those rules and only stray from them if it is needed to emphasise something (think of the girl in red coat in Schindler's list). Humans are amazing at finding patterns and if artwork can't bring the stupendous amount of variety a real environment does everything sticking out catches your eye and looks wrong.
    That being said, congratulations for being one of the few who actually finish and release a game. You made it.

  • @DrixDevlogs
    @DrixDevlogs 6 месяцев назад +1

    You're right about making smaller games first. I've been making games commercially for 11 years. My first few games did terrible, but they were small games I made in a few months. My last game took 3 years to make too but I already had 7 years experience at that point and I was able to breakeven at least. Keep on learning game dev! Good luck!

  • @gehteuchnixan8256
    @gehteuchnixan8256 6 месяцев назад +1

    An important lesson for many people out there, especially those, who dream of growing rich after release by "throwing a bomb like minecraft, just need the idea and some coding to be done". I'm hearing such phrases way to often. They see the storys of the two or three indie projects within a decade that achieved such an impact... but the DON'T see the millions of projects that either never finished or never repay for the maker, but still consumed years of their life. I'm sorry for you it didn't work out, especially as the market really needs fresh wind besides some of these big, well-known publishers who get damned more and more from the players.

  • @jothain
    @jothain 5 месяцев назад +1

    I think the problem is simply the genre. I kinda dislike launching Steam as there's almost always some indie platform game I've never heard of and tbh many I've looked some times have had quite bad reviews, so I'd assume it has just resulted the whole genre being bit meh for me. Tbh I've never even cared much about platformers. As old gamer I just miss times when games were quite original. Like around 90's there was constant stream of good games that ie. combined or made completely new genres. These days devs seem to rely on old formulas. Unfortunately especially the big studios.

  • @roozbehebadi6661
    @roozbehebadi6661 4 месяца назад

    In reviews some players even mentioned they enjoyed the game from start to finish. you know, finishing something and realizing you don't regret that is an amazing achievement for creators! hands up to you and thanks for sharing your experience! I'm noob in game design yet! 👍👍

  • @KubinWielki
    @KubinWielki 6 месяцев назад

    Mate, you've released a game. You've already accomplished more than vast majority of aspiring devs (myself included). Failure is a step to success, not its opposite.
    Working on a game like you've described - free from expectation of making huge money, and just doing it for the craft - is the way to go as indie, and one of those days you'll make a great game.
    Subscribed to keep an eye on you and what you make in the future.