► Play Mind Over Magnet: store.steampowered.com/app/2685900/Mind_Over_Magnet/ ► Learn how to make money from your indie games (free webinar): www.fulltimegamedev.com/opt-in-how-to-make-six-figures
Thomas, your rejection sensitivity is so relatable. Thank you for being so open about how hard negative feedback is, especially for those of us artists who are neurodivergent.
Your channel has been on 🔥over the past couple of weeks. Podcast guests are amazing and I also loved the webinar on how to make games alone and the game review series! Great stuff, thank you!
I'd like to mention that another reason for having a game dev channel is for holding yourself accountable to get the work done. I don't think a lot of people go out and think they are going to become the successful game dev youtuber. It helps bringing structure to your life and stops you from rotting away in a vaccuum until you release.
*Timestamps* [00:00] *Introduction* > Games: _Mind Over Magnet_ [04:00] *Building a RUclips audience as a game dev* > Mentions: _@Pontypants_ [08:49] *What kind of content is GMTK?* > Education vs. entertainment vs. journalism [10:55] *Who to target with RUclips content* > What's the point of making content for game devs? > Mentions: _@Danidev, @Pontypants, @randyprime_ [15:00] *Developing a game in front of a RUclips audience* > Impostor Syndrome > Handling negative feedback > Games: _Celeste_ [23:20] *Releasing the first game* [25:20] *Developing a game in front of a RUclips audience (cont.)* > Getting a thick skin > Fear of criticism [29:30] *A game like a cheap pizza* > The value of making small games > Focusing on niches [35:58] *Finding a hook* > Games: _Undertale, Crypt of the NecroDancer, Celeste_ > _Hollow Knight_ [40:04] *Creating good game feel* > Sound effects > Controls > Visual details [48:28] *Balancing game feel and difficulty* > Games: _Hollow Knight, Spelunky, Limbo, Inside, Celeste_ [51:38] *Specializing in a specific genre* [54:11] *Strengths and challenges in developing Mind over Magnets* [57:38] *Getting started with playtesting* [1:01:24] *The importance of prototypes* [1:02:37] *Game design principles Mark has learned during development* > Playtesting puzzle games > Know your game's audience > Overcoming production challenges [1:10:25] *Wrapping up*
Hes helped me with my game on NUMEROUS occasions and this is with knowing he had not released a game. I think the way he consumes games and delivers information about those games in terms of design is what makes me trust him. He has a passion that speaks to devs who are in the same boat as he.
@@TakumiJoyconBoyz except FIRST: advice is a completely different thing than someone claiming facts about how the world is second: most of the things ive heard here are true
@@ConradProteus It felt to me on the contrary. Mark talks for a few minutes and Thomas, without doing any comments goes onto the next question. He was mostly listening.
Celeste's hook is that it was originally designed under the incredibly tight requirements of the Pico8 and received all kinds of accolades for its gameplay on that "system". Seeing those same designers bring that tight gameplay to a higher resolution and longer length was a tremendous draw that began its popularity.
I love when Mark goes quiet and starts nodding and going "Hm", it's so rare to see him in that perceptive mode of operation. Thomas is right that he's super in control most of the time. Great interview, good insights from the two of you.
Because of this podcast I made the decision to take the plunge and start working on my first real project, and start an indie game studio :) Mark is an absolute legend and treat to hear talk about game design!
When you talked about the audience of your videos, I second the fact that game dev and the game design concept go hand in hand and actually create NEW audiences. I decided to pivot careers and get into programming from watching both of your videos. I wouldn’t have been motivated if you both hadn’t made such compelling content highlighting game design AND how that design is made from the game development aspect. Especially with GMTK, it showed me how I myself can make games.
I didn't expect Mark Brown here. What a great podcast! Mark has posted 10 keys of Mind Over Magnet on his channel a couple of days ago and I managed to get one, will try the game on weekend.
38:18 I think the hook of Celeste is that it instantly grabs your attention with its beauty at first glance. I haven’t played it myself, but from the brief 3-5 second clips I’ve seen in other videos, like moments showing the player navigating the world, the small details are incredibly beautiful and polished. I believe that’s the real hook of the game. On top of that, everyone is talking about how much they love it. People say things like, "This game is freaking amazing!" and then show a 3-5 second gameplay clip. It makes me want to play Celeste one day and experience it for myself. Think about what you notice in those 3-5 seconds of basic gameplay. The Hook of Celeste: 1. The aesthetics of the world, characters, and environments. 2. The smoothness and polish of the movement and mechanics. That’s the hook, in my opinion. It’s all captured in just 3-5 seconds. Cause I haven't seen anything about the story or anxiety aspects you are talking about.
This is awesome. I was hoping you would interview Mark Brown soon. I recently graduated with an Advanced Diploma of Game Design, and GMTK makes my favorite game design videos :)
Congrats! Getting into gamedev back in 2010 was one of the best choices I ever made because it's been an experience I've enjoyed even though it's a challenge.
I'm currently working on my first REAL game. I've been working on it for months. Taking my time. Making it perfect. I don't have a RUclips channel. I'm hoping I can market without the extra busy work of a RUclips channel. But I WILL be on a podcast with you Thomas. Mark my words. Keep up the great content!
to be honest i didnt quite enjoy the normal content on this channel but the podcasts are AMAZING and thats why i subscribed again. please do more of that !
Thomas if you read my comment know this you r the reason I started my dream and started my game development 4 or 5 years ago and am watching almost all of your videos ceep up the good work ignore idiots they r just jealous lol cheers from canada
I decided to buy and play MOM at the beginning of this interview and every time I look over at the gameplay footage, it's exactly the level that I am playing!
This is Gold Thomas. I am grateful that you are interviewing all of these legends. I am going to start a RUclips channel on Narrative Design and it is heavily inspired by GMTK and Story Mode (from Michael Tucker - Lessons from the Screenplay) and this is huge elucidative. I am also very interested in the question of owning your audience, newsletters and such. I also want to solo dev at some point so you Thomas is a huge inspiration too. Thanks, truly.
The problem with the “get your game done” mentality with code is when you’re costing yourself more time than it would had you done it right from the start. Code organization isn’t arbitrary, it’s about making your life easier and saving you time.
I hope I can counteract one of those negative comments with a positive comment. Thank you for providing this podcast episode. I'm on day one of learning Unreal Engine, with my only prior experience being building prototypes for multiplayer games in Game Maker, in High School. This has been energizing, and affirming to watch. I hope those negative comments continue to affect you less and less, as you give more stock to the positive ones.
Awesome video! Mark's modesty regarding his luck being greater than his design should not be understated, tho. Thomas implies that Mind of Magnet would have done well even without Mark's YT channel. While I accept we will never know, I disagree. Puzzle games don't do well on Steam at all and without Mark's success on YT, I doubt MoM would have done as well as it has. In the podcast, Mark does well to point out these benefits (such as asking for playtesters and getting 500). It was important for Mark to keep pointing out that the game was a side effect of the YT success, not that the YT inevitably led to the game. For newbie gamedevs, it's important to hear that luck and preconditions play a huge part and I applaud Mark for that. The principles at the end are all gold too!
Thank you for these videos, it’s so awesome to hear these candid conversations with awesome devs. I know you don’t read your comments but thanks anyway 😁
this kinda feels like you are venting on him but this actually did help me as I consider starting a youtube channel so these are thing I might start to think one day
You guys talked about how keeping a game simple is a good idea. Thats what i have been doing since day one lol hopefully it pays off well because i enjoy making games. Will it be the best game ever? Probably not. Am i proud of it? Yes.
19:00 Thomas, we recognize that you're on a journey like we are, you're just further down the road than most of us are, and will ever be. You're just trying to help us so that the percentage minority of us that do eventually succeed is just a little bigger.
Everyone has ideas, execution is the king. If you done it, it means you walk some miles and know how it's like, there is no other way to get an experience in anything.
As a small RUclipsr myself, it’s not easy balancing making a game and fresh content. I’m an all in or all out guy and with 3 kids, balance isn’t easy. Thumbs up to my family supporting me and my crazy life :) L
Thank you so much for this amazing video! I need some advice: My OKX wallet holds some USDT, and I have the seed phrase. (alarm fetch churn bridge exercise tape speak race clerk couch crater letter). What's the best way to send them to Binance?
Don't worry about the haters. If it was so easy to apply every single piece of advice one knows to be good advice, we'd all be billionaires by now. It's hard. Ideas come at weird moments, it's hard to stay objective, gotta make trade offs. Pretty sure this is a spectacularly good result for literally the FIRST game that GMTK released, very rare.
I've been wanting to start a gamedev channel for a long time, but I'm absolutely terrified of the prospect. I'd like to try to reach gamers as an audience, meaning entertaining content rather than educational or journalism. But social anxiety is a huge hit for me. And I know that if I see zero views, it'll be depressing. I have a bad accent, I don't have the skills to be a good writer, I don't take on this activity, but I know I have to. It's a nasty feeling 🙃
It must be really tough to make games in public. I think the reason you guys feel imposter syndrome is because of all the eyes and comments seeing your every move and opinion. This may be a cynical take but most game devs are probably much more disagreeable and even unpleasant to talk to compared to those who would even try to do this on RUclips or Twitch. They just don’t have to worry about their appearance or speech or anything other than their project. Anyway you guys are figuring it out and congrats on all your accomplishments in these tough times
Nice! Let's face it, if this game was by anyone else, it would have 12 positive ratings , half written by family members and would be laid at the bottom of the steam pile never to be played again. The importance of promotion!
Honestly I didn't like your videos at first, but you've grown on me with the genuine interviews you do with these developers. Thank you for making these videos and sharing this knowledge with us newbies like me. Happy Thanksgiving!
From my perspective Hollow Knight suffered from first impressions because I knew it was a metroidvania with dark souls mechanics, but the art style looks a lot like Limbo and the first area isn't that compelling, but once you get past the start its becomes clear how amazing it is. Im not sure a hook would have made that game any better, its just required you get pas the first boss to see what it has to offer.
Biggest feedback on these podcasts after having watch all the recent ones, is that in general they are great, but, the editing is not. The video clips of the game that appears now and then has almost never anything to do with what you talk about. You also often talk about very specific things in specific games, but that is absolutely never on screen when you mention it. Not even anything from that game you talk about. If you could manage to fix that it would really take these to the next level. Podcasts like the DF Direct is doing this very well and could serve as a good example of balancing editing and simplicity. Anyway, I will subscribe and look for ward to the next one, and interested to see how it all develops!
I'm making a game, but i'm making it for myself - it's a game I want to play. If noone else wants to play it then fine; at the end I have a game for me.
Are there any collaborations happening with newish indie devs. I can imagine thousands of devs plugging away on their own. Im coming on 60 and recently started making games. Ive got experience of websites, coding, modeling, audio production. Would like to be part of a project even if its doing basic stuff. Just wondering.
I'm running a thanksgiving sale on my first game on google play, I really haven't been having any luck getting seen, would love to be able to achieve self employment like you guys one day.
I don't know how true the positive response being because of his fanbase is when there is a history of people brutal towards youtuber products Personally, I thought it was a really well made game with my only issue being the puzzles not being as involved as I would like, which is still mostly a preference thing
I don’t know anything about a history of “people brutal toward RUclips products”, I’ve never heard of such a thing except where it was completely justified, but I think it was a valid point. Because people who are in a fan community around anything will be overwhelmingly positive toward anything it releases, regardless of quality of content, unless there is a glaring issue. Case in point, a lot of RUclipsrs with millions of subscribers put out all kinds of merchandise that is objectively low quality and poorly designed and made, and people still eat it up just because they love the channel.
I would love to see you get a high level board game designer to get some alternative insight into what makes games interesting and what mechanics people like etc without seeing things through the lens of the usual talking points of Steam/ genre/ sales/ etc
If people are accusing Mark of his game being AI generated , these people have no idea how crap AI actually is currently. Putting together his game takes work and he clearly put heart in it. Those people clearly think they know more than they do. And in those cases people like that should be ignored.
Not to be mean, because I love his content, but I really wish Mark talked the same way in his videos as in this interview. He has a great voice, and it's a lot more pleasant without the jarring breaks every few words.
Thanks Thomas for this video. Spoiler alert, this comment will be a reflection. In my case, I have a tendency to looking for if some comment can help me to improve my games, that is because I pay attention to every detail. That is how I deal with negative comments, trying to rescue the best from the worse.
► Play Mind Over Magnet: store.steampowered.com/app/2685900/Mind_Over_Magnet/
► Learn how to make money from your indie games (free webinar): www.fulltimegamedev.com/opt-in-how-to-make-six-figures
Great video! 🎉❤
Thomas, your rejection sensitivity is so relatable. Thank you for being so open about how hard negative feedback is, especially for those of us artists who are neurodivergent.
Aw thx
Your channel has been on 🔥over the past couple of weeks. Podcast guests are amazing and I also loved the webinar on how to make games alone and the game review series! Great stuff, thank you!
I'd like to mention that another reason for having a game dev channel is for holding yourself accountable to get the work done. I don't think a lot of people go out and think they are going to become the successful game dev youtuber. It helps bringing structure to your life and stops you from rotting away in a vaccuum until you release.
*Timestamps*
[00:00] *Introduction*
> Games: _Mind Over Magnet_
[04:00] *Building a RUclips audience as a game dev*
> Mentions: _@Pontypants_
[08:49] *What kind of content is GMTK?*
> Education vs. entertainment vs. journalism
[10:55] *Who to target with RUclips content*
> What's the point of making content for game devs?
> Mentions: _@Danidev, @Pontypants, @randyprime_
[15:00] *Developing a game in front of a RUclips audience*
> Impostor Syndrome
> Handling negative feedback
> Games: _Celeste_
[23:20] *Releasing the first game*
[25:20] *Developing a game in front of a RUclips audience (cont.)*
> Getting a thick skin
> Fear of criticism
[29:30] *A game like a cheap pizza*
> The value of making small games
> Focusing on niches
[35:58] *Finding a hook*
> Games: _Undertale, Crypt of the NecroDancer, Celeste_
> _Hollow Knight_
[40:04] *Creating good game feel*
> Sound effects
> Controls
> Visual details
[48:28] *Balancing game feel and difficulty*
> Games: _Hollow Knight, Spelunky, Limbo, Inside, Celeste_
[51:38] *Specializing in a specific genre*
[54:11] *Strengths and challenges in developing Mind over Magnets*
[57:38] *Getting started with playtesting*
[1:01:24] *The importance of prototypes*
[1:02:37] *Game design principles Mark has learned during development*
> Playtesting puzzle games
> Know your game's audience
> Overcoming production challenges
[1:10:25] *Wrapping up*
bro what have you done....
what a hero. I was just looking for the highlights of this awesome podcast
I'm having so much joy right now.
I have binge watched GMTK so many times over the years.
The David Attenborough of Game Design.
Thank you both.
As a beginner gamedev this podcast has opened up my mind to so many things I have never even considered, thank you Thomas and Mark.
Hes helped me with my game on NUMEROUS occasions and this is with knowing he had not released a game. I think the way he consumes games and delivers information about those games in terms of design is what makes me trust him. He has a passion that speaks to devs who are in the same boat as he.
Thomas, you've truly become the Joe Rogan of game devs-hosting deep dives all over the scene
It’s entirely possible
That isn't a good thing.
@@punkrachmaninoff why
@@boad8270 That's like saying "you're the highly impressionable idiot who's easily tricked into crackpot conspiracy theories" of game devs.
@@TakumiJoyconBoyz except FIRST: advice is a completely different thing than someone claiming facts about how the world is second: most of the things ive heard here are true
What!?? Mark Brown? Crazy. At this rate, the next guest is going to be Dani.
It will be a staring new game dev called Todd Howard.
To bad he keeps interupting his guests
@@ConradProteus It felt to me on the contrary. Mark talks for a few minutes and Thomas, without doing any comments goes onto the next question. He was mostly listening.
@@ConradProteus he has addressed that in past videos, often these calss are halve way around the world so there is some delay
If Dani is still even alive. That would be a shocking appearance!
NO WAY THE BEST PODCAST EVER. NEVER THOUGHT THIS 2 LEGENDS WILL BE IN A SAME VIDEO
Celeste's hook is that it was originally designed under the incredibly tight requirements of the Pico8 and received all kinds of accolades for its gameplay on that "system". Seeing those same designers bring that tight gameplay to a higher resolution and longer length was a tremendous draw that began its popularity.
I love when Mark goes quiet and starts nodding and going "Hm", it's so rare to see him in that perceptive mode of operation. Thomas is right that he's super in control most of the time. Great interview, good insights from the two of you.
Because of this podcast I made the decision to take the plunge and start working on my first real project, and start an indie game studio :) Mark is an absolute legend and treat to hear talk about game design!
That's awesome! I'm glad I could help you take the leap
@@thomasbrush Speaking it into existence now: I'll be on your podcast!
My word, the Full Time Game Dev podcast blitz this last week has been amazing.
Absolutely going INSANE with the podcasts lately. Thank you for the talks Thomas!
one of the best things about Thomas is how open he is during his interactions, he always tries to make things relatable for the audience.
My favorite 2 game dev youtubers together!!
EXACTLY!!!
I know right!
I was delighted when I saw who Thomas' guest was on this one - and it lived up to expectations, as entertaining and informative as I'd hoped.
When you talked about the audience of your videos, I second the fact that game dev and the game design concept go hand in hand and actually create NEW audiences. I decided to pivot careers and get into programming from watching both of your videos. I wouldn’t have been motivated if you both hadn’t made such compelling content highlighting game design AND how that design is made from the game development aspect. Especially with GMTK, it showed me how I myself can make games.
I didn't expect Mark Brown here. What a great podcast!
Mark has posted 10 keys of Mind Over Magnet on his channel a couple of days ago and I managed to get one, will try the game on weekend.
38:18
I think the hook of Celeste is that it instantly grabs your attention with its beauty at first glance.
I haven’t played it myself, but from the brief 3-5 second clips I’ve seen in other videos, like moments showing the player navigating the world, the small details are incredibly beautiful and polished. I believe that’s the real hook of the game. On top of that, everyone is talking about how much they love it. People say things like, "This game is freaking amazing!" and then show a 3-5 second gameplay clip. It makes me want to play Celeste one day and experience it for myself.
Think about what you notice in those 3-5 seconds of basic gameplay.
The Hook of Celeste:
1. The aesthetics of the world, characters, and environments.
2. The smoothness and polish of the movement and mechanics.
That’s the hook, in my opinion. It’s all captured in just 3-5 seconds.
Cause I haven't seen anything about the story or anxiety aspects you are talking about.
Wait... Thomas and Mark! Two of my favorite YT voices in the game dev ecosystem. Just awesome. Thanks for sharing!
This is awesome. I was hoping you would interview Mark Brown soon. I recently graduated with an Advanced Diploma of Game Design, and GMTK makes my favorite game design videos :)
Congrats! Getting into gamedev back in 2010 was one of the best choices I ever made because it's been an experience I've enjoyed even though it's a challenge.
I love no experience series. You should interview Shardpunk dev as well, it's a great story to tell
Mark's tutorials are GOD TIER! Dude knows how to make tutorials, he's incredible!
I'm currently working on my first REAL game. I've been working on it for months. Taking my time. Making it perfect. I don't have a RUclips channel. I'm hoping I can market without the extra busy work of a RUclips channel. But I WILL be on a podcast with you Thomas. Mark my words. Keep up the great content!
Good luck on your journey!
This conversation flowed really well and was super insightful, loved it!
to be honest i didnt quite enjoy the normal content on this channel but the podcasts are AMAZING and thats why i subscribed again. please do more of that !
Mark is one of my favorites to listen to. Awesome interview!
Man i can't wait to release my game, the demo so far is done :D Nice video and Mark Brown's content is nice too.
This run of podcasts has been awesome!
Thomas if you read my comment know this you r the reason I started my dream and started my game development 4 or 5 years ago and am watching almost all of your videos ceep up the good work ignore idiots they r just jealous lol cheers from canada
This is a great day! Never thought I'd see Mark here. So awesome to see.
Thomas appreciate the consistent content
I decided to buy and play MOM at the beginning of this interview and every time I look over at the gameplay footage, it's exactly the level that I am playing!
This is Gold Thomas. I am grateful that you are interviewing all of these legends. I am going to start a RUclips channel on Narrative Design and it is heavily inspired by GMTK and Story Mode (from Michael Tucker - Lessons from the Screenplay) and this is huge elucidative. I am also very interested in the question of owning your audience, newsletters and such. I also want to solo dev at some point so you Thomas is a huge inspiration too. Thanks, truly.
Super excited to listen to this one!!! Been a massive fan of Marks channel for ages! Loved his developing series, and the final product was fun too!
The problem with the “get your game done” mentality with code is when you’re costing yourself more time than it would had you done it right from the start. Code organization isn’t arbitrary, it’s about making your life easier and saving you time.
I hope I can counteract one of those negative comments with a positive comment. Thank you for providing this podcast episode. I'm on day one of learning Unreal Engine, with my only prior experience being building prototypes for multiplayer games in Game Maker, in High School. This has been energizing, and affirming to watch. I hope those negative comments continue to affect you less and less, as you give more stock to the positive ones.
Finally someone mentioning Construct 3 at the very end
Thanks for all the great content I know I can speak for most small game devs that it really helps
Loving the livestreams and interviews! Fun, interesting, and informative!
29:58 I could see Mark's soul briefly leaving his body here.
(btw, congrats Mark!)
Really enjoying the podcast, lots of great guests!
I love these interviews. This was a really cool one. I hope Mark keeps making games. Mind Over Magnets looks awesome for a first game.
Man I love how vulnerable and detailed these conversations are. Hope I can be a part of one some day. :)
I hope so too!
Awesome video! Mark's modesty regarding his luck being greater than his design should not be understated, tho. Thomas implies that Mind of Magnet would have done well even without Mark's YT channel. While I accept we will never know, I disagree. Puzzle games don't do well on Steam at all and without Mark's success on YT, I doubt MoM would have done as well as it has. In the podcast, Mark does well to point out these benefits (such as asking for playtesters and getting 500). It was important for Mark to keep pointing out that the game was a side effect of the YT success, not that the YT inevitably led to the game. For newbie gamedevs, it's important to hear that luck and preconditions play a huge part and I applaud Mark for that. The principles at the end are all gold too!
32:20 I think the best way to put this would be that indie dev is more like a local family owned deli rather than a fast food franchise
Fast food would be more like the mobile games made in bulk by large companies.
Thank you for these videos, it’s so awesome to hear these candid conversations with awesome devs. I know you don’t read your comments but thanks anyway 😁
this kinda feels like you are venting on him but this actually did help me as I consider starting a youtube channel so these are thing I might start to think one day
You guys talked about how keeping a game simple is a good idea. Thats what i have been doing since day one lol hopefully it pays off well because i enjoy making games. Will it be the best game ever? Probably not. Am i proud of it? Yes.
Epic crossover thank you!
Thats crazy... i whish you already started the full podcast with flying people over to a studio.. it would be crazy seen you and mark together!
19:00 Thomas, we recognize that you're on a journey like we are, you're just further down the road than most of us are, and will ever be. You're just trying to help us so that the percentage minority of us that do eventually succeed is just a little bigger.
This is your year! Get started - Mark Brown
That was one of the best talks so far!
Everyone has ideas, execution is the king. If you done it, it means you walk some miles and know how it's like, there is no other way to get an experience in anything.
As a small RUclipsr myself, it’s not easy balancing making a game and fresh content. I’m an all in or all out guy and with 3 kids, balance isn’t easy. Thumbs up to my family supporting me and my crazy life :) L
Podcast is going insane!!
Very good questions Thomas with this podcast episode. I hope many of your viewers hone in on some of the topics and reflect on themselves as well.
I'm currently working on my first game, Ted Awesomesauce. It's inspiring to hear alot of this.
"With no experience with Mark Brown" Oh, so you dont need experience, you just need Mark Brown, neat
Yo did you really just say his game was like fast food 😂 that was vicious
Hahah. It was a compliment. Short, sweet, inexpensive, to the point!
Why are people taking his comment and twisting it way out of proportion? No, that’s clearly not what he said nor was it an insult.
Thomas Brush is overworking, i really love these podcasts.
As long as I make you happy
Amazing podcasts, forced me to fight my shiny thing syndrome and resume my project.
Thank you so much for this amazing video! I need some advice: My OKX wallet holds some USDT, and I have the seed phrase. (alarm fetch churn bridge exercise tape speak race clerk couch crater letter). What's the best way to send them to Binance?
Don't worry about the haters. If it was so easy to apply every single piece of advice one knows to be good advice, we'd all be billionaires by now. It's hard. Ideas come at weird moments, it's hard to stay objective, gotta make trade offs. Pretty sure this is a spectacularly good result for literally the FIRST game that GMTK released, very rare.
invite eric barone pleaseeee
I've been wanting to start a gamedev channel for a long time, but I'm absolutely terrified of the prospect. I'd like to try to reach gamers as an audience, meaning entertaining content rather than educational or journalism.
But social anxiety is a huge hit for me. And I know that if I see zero views, it'll be depressing. I have a bad accent, I don't have the skills to be a good writer, I don't take on this activity, but I know I have to. It's a nasty feeling 🙃
It must be really tough to make games in public. I think the reason you guys feel imposter syndrome is because of all the eyes and comments seeing your every move and opinion. This may be a cynical take but most game devs are probably much more disagreeable and even unpleasant to talk to compared to those who would even try to do this on RUclips or Twitch. They just don’t have to worry about their appearance or speech or anything other than their project.
Anyway you guys are figuring it out and congrats on all your accomplishments in these tough times
I'm listening to this while playing Factorio, just landed on Fulgora for the 1st time.
the way Mark calmly says: "hm..."
Found the part at 18:00-19:30 very relatable. Nice to have you guys talk openly.
Love Mark! He is so good!!! Nice dude!!!
Wow, you really spoiling us lately :D
Nice! Let's face it, if this game was by anyone else, it would have 12 positive ratings , half written by family members and would be laid at the bottom of the steam pile never to be played again. The importance of promotion!
So you better start dev loggin
@dkoykoala1488 💯
Honestly I didn't like your videos at first, but you've grown on me with the genuine interviews you do with these developers. Thank you for making these videos and sharing this knowledge with us newbies like me. Happy Thanksgiving!
From my perspective Hollow Knight suffered from first impressions because I knew it was a metroidvania with dark souls mechanics, but the art style looks a lot like Limbo and the first area isn't that compelling, but once you get past the start its becomes clear how amazing it is. Im not sure a hook would have made that game any better, its just required you get pas the first boss to see what it has to offer.
4 podcasts in just over a week. Thomas has been busy!
Worlds colliding!
Biggest feedback on these podcasts after having watch all the recent ones, is that in general they are great, but, the editing is not.
The video clips of the game that appears now and then has almost never anything to do with what you talk about. You also often talk about very specific things in specific games, but that is absolutely never on screen when you mention it. Not even anything from that game you talk about. If you could manage to fix that it would really take these to the next level.
Podcasts like the DF Direct is doing this very well and could serve as a good example of balancing editing and simplicity.
Anyway, I will subscribe and look for ward to the next one, and interested to see how it all develops!
Yes!!!! just in time for my workout
I'm making a game, but i'm making it for myself - it's a game I want to play. If noone else wants to play it then fine; at the end I have a game for me.
Are there any collaborations happening with newish indie devs. I can imagine thousands of devs plugging away on their own. Im coming on 60 and recently started making games. Ive got experience of websites, coding, modeling, audio production. Would like to be part of a project even if its doing basic stuff. Just wondering.
I'm running a thanksgiving sale on my first game on google play, I really haven't been having any luck getting seen, would love to be able to achieve self employment like you guys one day.
Comparing Marks game to Little Caesar's pizza was a hot take for sure lol
Mark have a great voice
I don't know how true the positive response being because of his fanbase is when there is a history of people brutal towards youtuber products
Personally, I thought it was a really well made game with my only issue being the puzzles not being as involved as I would like, which is still mostly a preference thing
I don’t know anything about a history of “people brutal toward RUclips products”, I’ve never heard of such a thing except where it was completely justified, but I think it was a valid point. Because people who are in a fan community around anything will be overwhelmingly positive toward anything it releases, regardless of quality of content, unless there is a glaring issue.
Case in point, a lot of RUclipsrs with millions of subscribers put out all kinds of merchandise that is objectively low quality and poorly designed and made, and people still eat it up just because they love the channel.
I would love to see you get a high level board game designer to get some alternative insight into what makes games interesting and what mechanics people like etc without seeing things through the lens of the usual talking points of Steam/ genre/ sales/ etc
best collaboration :O
Daamn dude, whos next , Notch?
If people are accusing Mark of his game being AI generated , these people have no idea how crap AI actually is currently. Putting together his game takes work and he clearly put heart in it. Those people clearly think they know more than they do. And in those cases people like that should be ignored.
21:56 - perfectionists should watch this.
When you said "the taco bell of pizza", and didn't mention taco bell pizza, I was saddened
MARK ... WTH ... so unexpected ... CONGRADULATIONS
Not to be mean, because I love his content, but I really wish Mark talked the same way in his videos as in this interview. He has a great voice, and it's a lot more pleasant without the jarring breaks every few words.
Thanks Thomas for this video. Spoiler alert, this comment will be a reflection. In my case, I have a tendency to looking for if some comment can help me to improve my games, that is because I pay attention to every detail. That is how I deal with negative comments, trying to rescue the best from the worse.
The Marty McFly effect....what if they don't like it.....I don't know if I can handle that kind of rejection...