- 45
- 192 760
Johnny Ostad
Sweden
Приєднався 17 вер 2013
A place to learn Game Development and Marketing.
I'm an Independent Game developer with 8 years of experience, I have self-published 4 games and on this channel I will share everything I know about my trade both in the field of development as well as marketing.
Checkout my newest Game:
store.steampowered.com/app/2221170
Link to Website, Social media and Discord below.
I'm an Independent Game developer with 8 years of experience, I have self-published 4 games and on this channel I will share everything I know about my trade both in the field of development as well as marketing.
Checkout my newest Game:
store.steampowered.com/app/2221170
Link to Website, Social media and Discord below.
Why do Indie Devs Keep Making Roguelikes?
Rogue-likes are among the most popular genres when it comes to indie games, why do indie devs keep making roguelikes? The answer to this question and more can be found in this video.
Checkout my upcoming game (It's not a roguelike):
store.steampowered.com/app/2907050/Shalnor_Silverwind_Saga
#roguelike #gamedev #gamedevlopment
Checkout my upcoming game (It's not a roguelike):
store.steampowered.com/app/2907050/Shalnor_Silverwind_Saga
#roguelike #gamedev #gamedevlopment
Переглядів: 4 703
Відео
What I learned From Doing 2 Steam Next Fests!
Переглядів 879Місяць тому
In order to succeed on Steam, developers need a lot of wishlists, one good way to get wishlists is to participate in Steam Events. In this well researched video on Steam events and specially Steam Next Fest, I go deep into the subject and i got plenty of statistics to show you from my two events. Spreadsheet for Events & Festivals: howtomarketagame.com/festivals Discord community associated wit...
Why My Indie Game FAILED! (Five Reasons!)
Переглядів 13 тис.2 місяці тому
The indie game that I worked five years on failed. In this video I'll focus on the five reasons to why it flopped. As indie developers it is very important that we look back at the games that we have made an learn lessons from them. Checkout my upcoming game on Steam: store.steampowered.com/app/2907050 #gamemarketing #IndieGameSuccess #pixelart
How to Make a Game FUN From the START!
Переглядів 6964 місяці тому
In this video I talk about how I made my indie game fun from the very start by adding increased weapon variation, prioritizing gameplay, and improving many other aspects of it. 🎮 Play my DEMO on Steam: store.steampowered.com/app/2907050 #pixelartgames #pixelart #indiegame
Gaining Wishlists from Steam Events!
Переглядів 5574 місяці тому
#indiegamedevelopment #SteamMarketing #GameMarketing Link to the archived Steam event: store.steampowered.com/sale/pixelatedfestival Link to my own game: store.steampowered.com/app/2907050/Shalnor_Silverwind_Saga Ways to find Game events: 1, join HTMAG discord, in the event-reminder part, there is a pinned messege with a spreadsheet of upcoming events, that's how I discovered the event in this ...
Why I Became an Indie Dev Youtuber!
Переглядів 4926 місяців тому
Why I became an Indie dev UA-camr, and should you become one! Here is my brief overview of this topic. Overall if you want to become a youtuber you need to have more than 1 reason. in this video i lay out my reasons as well as why I'm doing it. I hope this helps. #gamedevelopers #indiedev #gamemarketing
Shalnor: Silverwind Saga | Gameplay Trailer
Переглядів 4646 місяців тому
Full gameplay trailer for my upcoming Pixel art Indie game Shalnor: Silverwind Saga, a game similar to my previous game Shalnor Legends: Sacred Lands. Rynna has arrived on one of Shalnor's most dangerous Islands. Prepare yourself for an epic RPG/Action Adventure game. With focus on gauntlet-style combat, traps, boss fights and beautiful pixel-art scenery. Wishlist on Steam: store.steampowered.c...
How to Make A Game For Everyone!
Переглядів 2 тис.6 місяців тому
The interview with Allen Adham inspired me to make this video. Game developers can learn a lot from this specially Indie devs. For more videos about game development and game marketing please checkout the channel. My Game on Steam: store.steampowered.com/app/2907050 The Interview: ua-cam.com/video/aHVC019NbPo/v-deo.html #gamemarketing #gamedevelopment #gamedesign
The Biggest Problem With Indie Game Marketing!
Переглядів 4,1 тис.7 місяців тому
If you have been developing games for a while, and you are wondering why you can't succeed, then you have come to the right video. There are 3 main methods to market and promote an indie game, unfortunately most of these methods are not available to most indie game devs. In this video, I will explain these marketing methods and why they seem inaccessible. For more videos about game development ...
The Pros and Cons of Being a Solo Indie Dev!
Переглядів 2,2 тис.7 місяців тому
There are many pros and cons when it comes to being an indie dev, specially solo dev, in this video I list a few of them. This video is primarily for those of you who are new to the world of indie game development. For more videos about game development and game marketing please checkout the channel. 🎮 Wishlist my Game: store.steampowered.com/app/2907050/ #indiegamesuccess #solodev #gamedevtips
Should You Make A Female Protagonist For Your Indie Game?
Переглядів 2,9 тис.8 місяців тому
Why do men like to play games with female characters in them. And should you as an indie developer make a game with a female protagonist. In this video I explain the main reason why female characters are favored in video games by both men and woman. 🎮 Wishlist my game on Steam: store.steampowered.com/app/2907050 ✉️ Join My Mailing List: signup.ostadgames.com/ For more videos about game developm...
The Challenges of Making A 2D Pixel-Art Game On A 3D Environment!
Переглядів 1,4 тис.8 місяців тому
In this video I show some of the challenges I had to face while making a 2D pixel art game in a 3D environment. For more videos about game development and game marketing please checkout the channel. If you like my game please Wishlist it on Steam: store.steampowered.com/app/2907050/Shalnor_Silverwind_Saga/ #pixelart #gamedev #pixelgraphics
How I Made My Game Marketing Friendly!
Переглядів 3,1 тис.8 місяців тому
Making a marketing friendly game is a pivotal decision for every indie dev. As a game developer you need to balance the amount of time you spend on making content and making marketing material, in this video I explain how I prioritized presentation and at the same time made an appealing game. Steampage for my new game "Silverwind" just went live. 😍 Wishlists are super appreciated: tinyurl.com/y...
Your First Indie Game | Advice And Tips For Anyone Starting New!
Переглядів 4,3 тис.9 місяців тому
Advice for your first Indie Game. If you are in the process of making your very first game, this video will have useful insight for you. Game Dev Videos You Should Watch: ua-cam.com/video/Va8sTKzja3I/v-deo.html ua-cam.com/video/8jNrHMad8aA/v-deo.html ua-cam.com/video/KRvEFwHXm8s/v-deo.html ua-cam.com/video/dMxSbS1uWDE/v-deo.html ua-cam.com/video/plj09H-aLOk/v-deo.html ua-cam.com/video/fvsI4BHST...
AI's Impact on the Future of Indie Game Development!
Переглядів 8819 місяців тому
Delve into the future of game development with my predictions on the impact of Artificial Intelligence in the indie game industry. From the revolutionary capabilities of AI tools like ChatGPT and Stable Diffusion to the looming question of whether AI will supplant traditional roles in game creation, this video explores the transformative potential of AI. Discover how indie developers can levera...
Should You Make an RPG or Action-Adventure Indie Game?
Переглядів 1,2 тис.9 місяців тому
Should You Make an RPG or Action-Adventure Indie Game?
What I Learned After 10 Years of Game Development!
Переглядів 10 тис.10 місяців тому
What I Learned After 10 Years of Game Development!
Finding Inspiration for Your Indie Game! | Game Dev Advice
Переглядів 1,1 тис.10 місяців тому
Finding Inspiration for Your Indie Game! | Game Dev Advice
Should you release your indie game on Steam or Consoles?
Переглядів 1,3 тис.10 місяців тому
Should you release your indie game on Steam or Consoles?
How to Make SURE that Your Indie Game is Good!
Переглядів 11 тис.11 місяців тому
How to Make SURE that Your Indie Game is Good!
Do Indie Games Actually Sell on the Epic Game Store?
Переглядів 8 тис.11 місяців тому
Do Indie Games Actually Sell on the Epic Game Store?
How Much MONEY does the AVERAGE Indie Dev Make?
Переглядів 8 тис.Рік тому
How Much MONEY does the AVERAGE Indie Dev Make?
Did my Indie Game Succeed Because of Luck?
Переглядів 622Рік тому
Did my Indie Game Succeed Because of Luck?
Gaining Thousands of Wishlists on Steam: THE INTERNAL WAY!
Переглядів 3,7 тис.Рік тому
Gaining Thousands of Wishlists on Steam: THE INTERNAL WAY!
INDIE DEVS: Don't Forget To Do This! | Copyright and Trademark your game!
Переглядів 1 тис.Рік тому
INDIE DEVS: Don't Forget To Do This! | Copyright and Trademark your game!
How Much Should You Price Your Indie Game And When Should You Release It!
Переглядів 1,5 тис.Рік тому
How Much Should You Price Your Indie Game And When Should You Release It!
How hard is it to Port an indie game to Consoles | Xbox, Playstation and Nintendo Switch.
Переглядів 2,5 тис.Рік тому
How hard is it to Port an indie game to Consoles | Xbox, Playstation and Nintendo Switch.
How to make an Indie Game with Zero Dollars!
Переглядів 1,2 тис.Рік тому
How to make an Indie Game with Zero Dollars!
oh hey i bought this game rather recently! shame to hear it didn't well o3o
thanks, this info is crazy helpful
And how it works after the year ? How many reviews did you got ?
Orcent would be proud of your maturity.
Returnal is a AAA roguelike and it's pretty good
Short answer: roguelikes/roguelites are just better.
100% completed it today. For me it was something new and refreshing. Hope to see a sequel in this style.
The graph at the end should have had Price as a bar too. Most Roguelikes aren't full purchase price games, and I think most customers kind of expect that trade off now. Dead Cells is beloved as a $25 title that's frequently on sale for half off. If it launched at $70 it wouldn't be thought as the same way
I was browsing the switch eshop, and came across yet another ai garbage game, but it seemed familiar. Then I looked closer and remembered it from watching this video. The fact that you actually used that ugly low quality ai generated anime orc on the cover of the game is INSANE. GET RID OF THAT AI ORC FACE. That wont fix all your problems, but it will be a HUGE improvement. People are being way too nice about this and it isn't helping.
I'll tell you why your game failed, it's ugly, and it's design actively insults the consumer. I don't think many people are willing to stoop so low to purchase such a low effort game, ai generated orc on the cover, an ugly font and ui design, art style clashes all over the place, low quality 3d. It's not good at all. That's why it failed.
I understand, why you guys like roguelikes, but PLEASE, for the sanity of us casual players, do not force permadeath mechanic. Just give us the option of easy mode, feel free to call it "sucker mode" whatever. I simply do not want to invest hours into playing a game, where every single mistake or just a bad luck with randomizer, can delete all my progress.
You nailed it, except in saying that live services are too hard for indie devs, modern engines have most of the networking stuff already incorporated, its easier than ever... I agree with the rest, but still, the reason I'm doing a roguelike is because I love roguelikes!
Great summary
why should an indie become a corporate drone again?
I made a hybrid of a classic Doom clone and a roguelike. The reason was I wanted some I could play that felt like a core action game, but which I could play casually in for an hour or two here and an hour or two there -- so I went for simple retro-FPS game play, with procedural levels and permadeth that could be beaten in an hour or two on a successful run while having infinite replayability. Basically, I made as a toy for my own amusement since I didn't know of anything out there that was quite what I wanted. That is how I played arcade style games as a kid, returning regularly throughout my childhood.
Thank you for watching this vid, feel free to checkout my upcoming game (It's not a rogue-like though): store.steampowered.com/app/2907050/Shalnor_Silverwind_Saga
Just started solo game development and this makes sense. With 3 hours of code i can implement a gameplay mechanic that players can use in a variety of ways, sometimes ways i didn't even expect. With 3 hours of time spent on art I've made a few assets that will be seen once or twice or maybe not seen at all depending on how the player plays the game. If you're a small developer trying to maximize value for the player in the most efficient way, you're going to focus more on programming and gameplay than on art and level design, and rogue like games are the perfect genre for that approach.
While you're right about everything here, I think another reason is simply because it's trendy right now; We had a few massive indie hits in a short span, that all had roguelike elements (spelunky, binding of issac, rogue legacy), and anyone who also wants to make an indie game is likely going to look at what the big hits are doing, or perhaps be outright inspired by them - Popular things become influential after all. On a quick note about roguelikes; I can't stand how long they've become: Spelunky HD could be beaten as a reasonable player in about 10-15 minutes (even significantly less!), but the journey to get to that skill level was the fun of it - Spelunky 2's time to be beaten by a reasonable player is about 50 minutes (and god help you if you're trying for the cosmic ocean). In a game style where you're supposed to die often, why would you waste the player's time by making the rounds so long? Making them short and snappy so that the player hasn't lost much when they die, and therefore doesn't get frustrated, seems so obvious... Maybe I'm missing something here though? Or maybe I just need to 'get gud'?
Based on this video, I should be in great shape! Strategy being low supply high demand, plus an infinite gameplay model. Probably no love from the gaming press though (like you say in the video, they want short art pieces that are easy to review).
make sure you apply your game for TactiCon.
@JohnnyOstad will do! Thanks for the advice
I think you're exactly right. One of the strengths of roguelikes: it's not really a genre, it's more a set of design sensibilities. So it can be combined with almost ANY genre! There's roguelike deck builders, platformers, action games, shooters, etc etc. I'm working on a roguelike real-time tactics game instead of doing the typical PVP multiplayer. Roguelike ideas are allowing me to inject tons of gameplay variety and replayability as a solo developer, in a genre that's almost exclusively dominated by handmade campaigns and multiplayer matches on a fixed map pool.
Yo what's up I love ur channel
Roguelike IS a genre though - games that play like Rogue. Using some (but not all) of the roguelike design sensibilities in other genres is usually called "roguelite".
@@tobiasvl I think the ship has sailed on that, linguistically, regardless of whatever is technically correct.
@@JoeTheis No, it very much is its own genre. It doesn't matter if a game is somehow a hybrid of something else too. You can put card game elements into any game genre, it doesn't mean it is then somehow _not_ a card game when that happens....even if only card-lite. Same goes for roguelikes and roguelites. I hate the term roguelite by the way. Most are just limited and lack true depth, but overall the core gameplay elements still include the usual roguelike features. I never agreed with the whole 'play like Rogue' connotation. Many modern roguelikes are nothing like that, so in that sense I agree. It has more to do with its origin of the name, not the genre itself.
From this perspective, i guess soulslikes are quite similar to roguelikes.
I think roguelike games solve a very simple problem: variety. Video games have been around for a very long time, even back in the 90's the market was massive, it's insane now. So many genres keep getting re-hashed and there isn't enough variety. Do I want to play a graphical/theme/tone variation of a game I already pour hundreds of hours into? Nah it would be boring, I basically played that game already. After playing so much Civ 4 and a little Civ 5 I am Civ-ed out. Now Against the Storm is a roguelike city builder. I was able to play that for 240 hours and I could maybe still play a little more if I really wanted to get back into since the runs are fresh and games have a lot of variety.
And yet, many of those yearly releases of triple A games see massive sales. So the whole variety thing doesn't seem to apply. Many people like what they already know, just as long as the new version doesn't estrange them too much. Familiarity is actually a selling point there. But... indie games in general do not serve that audience. Do the typical 'soccer mums' buy Cuphead for their kid over the next Fifa rehash of last year's iteration? Heck no, highly unlikely.
We are developing a Roguelite, so I've player EVERY. SINGLE. ONE. that has come out in order to do proper research and make something new in the space. And don't get me wrong, I like them all in a way or another. But I'm just so tired man lol When we ship this one, I'll never make a roguelike IN MY LIFE. Probably play one or two more when I've recovered from the PTSD. Next one (probably) will be a Story Driven ARPG, I miss those!
Wait, you made a rogue-like? Where can we try it?
I've always wondered why AAA games don't take advantage of the massive maps they create. They make one story and they're done which is such a waste. They could reuse the same maps and write new stories over and over coming out with content every few months.
Prey: Moon expansion.
it's called skill-issue, you gen z game devs are dumber than your predecessors 20 years ago
RETURNAL
You forgot Returnal
Seriously tired of fhe term rogue-like to be honest.. everything is a rogue-like even a freaking card game ? How?
Thb 2 looks like a shavelware
It really does, and using the ai generated anime orc on the game cover is even more baffling, no wonder people passed it up, from the cover alone it blends in with the heaps of ai generated garbage that gets spammed on the e shop
nice.. i learned a.... nothing, nothing new. but good vid
My only pet peeve is that the majority of indie roguelikes are 2D. Don't get me wrong, 2D is occasionally fine and I get it's still a cost-cutting measure. But it would be nice to see more 3D roguelikes.
Risk of Rain 2 my beloved
Tile sets are the easiest way to develop procedurally generated levels. 3D tile sets don't lend themselves very well to the value that 3D gives the player, and it ends up feeling like a 2D game. (Unless that's really what you're looking for) If it takes a small team of programmers working on procedural generation of 3D environments, it is easier to get a level designer to hand craft interesting and more meaningful dimensionality. You need some passionate, design minded, mathematically inclined programmers that don't want a higher paying jobs to get that kind of work done.
@tech-bore8839 What do you think a 3d roguelike should look like in terms of gameplay focus? Like dungeon exploration pve, or parkour stuff ect? My effective specialty seems to be 3d procedural generation, but my current project I kinda hit a cliff on... And my smaller project has a big initial scope then relatively limited room for additional features. The nice thing I see about a roguelike, is the base gameplay is quite simple to create comparatively, and because its all random and separated, its easier to just throw in bizarre disconnected content instead of worrying so much about a bunch of things properly working together
@@teoballo2947 Good question. While I'm just a hobbyist, I've dabbled a tiny bit with randomization using a UE5 asset called "Endless Worlds". Basically, it uses level streaming to load/unload preset levels based on the player's location. As for gameplay focus, I'm not entirely sure. Probably dungeon exploration would be the primary focus, while PVE or Parkour would be secondary. Exploration should be the key feature because anything infinite/endless gets boring pretty quick.
I think it's because roguelikes are relatively easy to make. You don't need to do much level design, as the procedural generation will take care of that. You don't have to do much balancing, as a part of fun in a roguelike is becoming OP through item synergies. And graphics/music can be SNES-style pixelart and chiptunes.
Your take couldn't be further from the truth. Roguelikes need both to be successful, it's just needs to be more fluid and generalized in approach. If none is present it becomes a bad cookie clicker game
Procedural generation is arguably tougher to nail than level design
I'm making a non roguelike (real)
Because it's easier to copy/paste success instead of being original and risky.
Thank you for your analysis and experience!
Solo and 3D often is a studio killer. If the project is so complex that you can't focus on the meat of what makes the game great, then it's hard to create quality.
Goat penises are better than bread now!
GetsuFumaDen is Konami's take on Dead Cells and it's pretty cool, to be honest. But it's very uncommon in AAA space. There's also ChunSoft's Mystery Dungeon games like PMD. What about Shadow of Mordor/Shadow of War? One could reasonably argue that Mario Party games are pretty adjacent of a genre, too.
I thought 2d platformer was the most popular made?
Rogue-like is more like a secondary genre. like, 2d platformer can be a rogue-like or not a roguelike.
Nailed it right. It's just easier and more cost-reward effective, and the market for it is still strong. Despite all of the clones of popular games in the genre, there's still a lot of space in the genre to explore as well.
It's literally not easier. It's why so many indie devs fail at making a rogue like, despite it being a popular genre. Same goes for platformers, which in many ways _are_ easier. As for space in the genre to explore, I don't think so. We rarely see huge innovations in this genre actually.
@@PHeMoX This depends on what you see as innovation, if you put your grounds so high then you will not see innovation in anything.
Just one person said they bought one game on epic if its especially cheap.
so do you recommend indie devs to stick to rouge likes?
I think, if you "want to" make a rogue-like, then you should.
Next question: why does the indie market keep wanting to play almost solely roguelikes? It feels if a new indie game is not roguelike, it will get minimal attention
I think the answer is that it offers experiential variety in a time efficient way. Why play 1 character build over 40 hours when you can play 40 character builds in that same 40 hours?
@JoeTheis yep, I also think that is the answer, at least partially. But is experiential variety & playtime really all that players look for in an indie game these days? I'm just surprised story-based games, classic RPGs or even puzzle games are not getting much attention any more unless they have the keyword roguelike applied to them
@denkkab1366 My guess is that story and RPG games tend to benefit more (on average) from having a bigger budget and more staff than indies can typically muster. They are more "handcrafted-content-heavy". Not as sure about puzzle games. I think they are just generally less popular relatively speaking. Similar situation there with needing mostly/all handcrafted content there though.
You're 100% right
What about multiplayer games ? coop/online
Good content, tons of information. 👍 Good job
switch the main character to an anime girl with jiggle physic and you will make banks :D
Creative vision is what you want and marketing is what the people want? ... This right there is why your gane failed
The whole thing takes 3 months. By that time you’re already late to the market. Plus you pay all that extra money. It’s not worth man. I’d rather give my console rights to a bigger publisher and use my game’s inclusion in consoles as an advertisement for the PC and mobile versions.