worked on it for 2 years, the story was okay but other than that was meh... I still have some regret, so I decided to change it into a short novel. Goodbye to my dream game, I'm now just making the better game.
Dream games are the long term objectives. You need to have smaller projects that make you learn what you need to learn to get you ready for that eventual dream game. Its hard because youre daydreaming all the while working on those projects, but its worth it
Yep, that is the best way, I have a group project where we are making a small scope game, to learn about the general pipeline. And then i work on small aspects of my larger "dream" game that i already figured out(as much as you can in gamedev), sure it might take a while to get it finished, but i see it as a marathon not a sprint, and if i rushed it i would burn out due to ammount of work, lack of knowledge, etc
Working on my dream game right now. You just have to take it slow and be realistic. Don't worry about being perfect. I am learning animation for this game.
I have taught game design and I always told my students that they never should pick their dream game as their first project because chances are high that they will fail. Instead pick something else, learn from it, fail, and pick something else until you are confident enough to start with your dream game. I succeeded with my dream game but before I have seen many other projects failing, and I learned from it.
Wow, so much great wisdom in this video - it should be required viewing! I found the intro humbling... all of those "this is what I was made for, I'm going to change the games industry" kind of thoughts that my younger self had - to realise that simply having those thoughts doesn't make you anything special. Also I think it's so true what you say about how often those "dream games" are so often born out of a big mix of emotions & nostalgia, which can kind of blind you to the fact that the games you're inspired by probably had their own flaws (my original "dream game" was inspired by Monkey Island, and it kind of fascinates me the extent to which even Ron Gilbert who created it has not tried to stick to that game's UI etc - he can see it's flaws and evolve, so slavishly copying something from the early 90s is certainly not a requirement for others following in his footsteps!)
Any game that is made according to own's idea is a dream game, because thinking what the finished game should look like is, after all a dreaming. So everybody can have as many dream game as want
I don't know if i would exactly call it my dream game but my main project I have stopped working on for a bit to focus on a smaller project so I can learn the ins and outs of game development better. It's definitely helping. so I can totally relate to this!
Great video. This was very relatable. I have suffered greatly from being a perfectionist. I went to college for Motion Design and since I had a degree I felt immense pressure for all work of mine, especially personal projects to be perfect on every level. Before I went to college I released way more personal work. This eventually lead me to never releasing an animated series that I was working on. I'm currently 8+ years late. Production has come to a full halt. During these past few years I've learned to control my desire for perfection better. I am aiming with full intent on avoiding this problem with the game that I am working on. I do have a dream game in mind or at least an essence of what that game is. But I think it will be impossible to capture that essence entirely in a single game. I'm not going to work on that game until I at least release a game or two or several. It will be very hard to not strive for perfection with it. But a finished game is better than one that is never released.
I definitely relate to the need to be perfect, even without going to college myself. Just embarking on something like game dev feels like you “should” have it all together and be able to produce. I’m glad you’re working on not having to feel perfect these days!
Really great video!! I have a lot of dreams games to do, and the currently game than I'm working is one of those The actual project with the current idea I had of a game changed a lot because I found difficulties while working on it and also the idea changed in my mind when I started working on it until what is today
I'm relatively new to game dev, but I can see how watching out for the "perfectionism" obstacle is something that I'm going to have to constantly remind myself to watch out for. When making a game, it's natural to want it to be perfect, especially as you become more and more attached with each additional hour you pour into it. For me at least, this can also happen with projects outside of game dev as well. Great points in this video, really enjoyed it!
There's a reason I don't do straight-up RPGs. My dream game has always been a traditional RPG with a decent battle system. I have remnants of that "dream game" on my UA-cam channel, and a whole written script. However, it doesn't bring me joy to make it and remake it. Eventually, I found my niche with platform games and action-RPGs, and I'm fine with that. (Mostly, because the ninja game had more appeal to my UA-cam audience at the time, and I enjoyed making it.) I still wish to make "a video game unlike any other", but when I succeed at doing that, they're cute little niche things, like a game where you click rapidly to create little creatures wandering around rapidly, and they have a minute to live until they get some food, and start eating other little creatures if you overfeed them. Most of my other little games are ideas that have already been explored, but I just do my own take on them. The big ones that last about 30 minutes or more are the ones I'm proud of, and they're still very derivative. Of course, every game I make usually evolves upon what I previously worked on. Been at this since I was in high school.
funny how i was litraly sitting here going i wonder if i should put my project on back burner and start smaaller projects finish those and go from there
One thing I realized is that dream games are overrated. No body cares about anyone else's dream game. The person working on the dream game thinks it's going to be the best game ever, and spends 5+ years working on it, and everyone else just sees it as just another game. I think it's better to just work on projects that other people care about (games that are marketable) and be passionate about what you do with that project.
I'm gunna stick with relatively simple games for a bit before i feel ready to tackle bigger projects. I'm thinking of basically doing recreations of different genres from game systems through the ages starting with Atari games maybe. Been a while since I did it and I kinda wanna get back to it but when i was in college I took a game design class and my group designed a game that was a mix of pong and brick breaker where the goal is to bounce the ball into your opponents bricks and the person with bricks remaining wins.
I have so many "dream games". These are titles that I really feel I have a fairly well-developed concept, story, and set of mechanics I want for each one... But the part of the video (I'm still listening as I type this) that really hit me, was the fact of how much I have become aware of the massive scope of these games compared to my preparedness to make such games. Some of my titles are like AAA titles but maybe on a smaller scale (yet still huge!). Even if the games are within my ability to make, I didn't realize, at first, how much careful planning it would take and I have still been coming to grips with how naive I am/was. I'm not giving up on these game ideas, but I'm trying to be more intentional in how I go about getting ready for them. I've been trying to cross bridges that didn't yet exist...I need to build that bridge first. That's precisely what I'm doing with my Twitch account. I've had one for a long time and even done a few lives streams. But I didn't really know what I was doing. I don't know how to build a community or provide content that would encourage people to tip/subscribe. I'm working on learning all of that before I go GUNG-HO into my streams. (I may edit this comment further or add a reply with more thoughts as I finish watching this video.)
I know one big problem I have, and especially had back in middle school, was dreaming too ambitious, in the sense that I was imagining a AAA game on par with things like Nier Automata, which is something you really can't make as a solo dev. Even nowadays, where my ideas are smaller, I still get stuck in the "I have to do _everything"_ control freak mindset, when it's really okay to ask for help or work with other people. I constantly struggle with perfectionism, so this video is a good refresher. Mental health problems didn't help either, to be fair.
Endless restarting, redesign, massive scope creep, confidence falling as development time increases! Then it becomes time to bail out and find a new dream game. Other than that being an indie dev has been a breeze. I now believe that teaming up with a good 2D artist who needs a good coder might have helped a lot; so would a new concept for a game, oh well, lets get back to dreaming, it seems to be the easiest part!
A couple of years ago I wanted to develop a game that I would consider "awesome", or at least "likable". I was a bit pushy with myself, I gave myself an entire year to pull this off. I have only made a single unfinished weirdo game before this fairly big project, and that unfinished game was a very small experimental game. So this 1 year "awesome game" project was a huge challenge for me, because I still was rather amateur in game making. But I still wanted to push myself and hope for the best. I went through different mental stages during this development, and fairly quickly I got into the pitfall where I was just daydreaming about GTA, and just longing for a game like that. "Yeah man, I really should add some nice GTA style to my game, cause it's awesome!", meanwhile my original idea wasn't supposed to be a GTA style game at all. I started experimenting with cities and cars and quests and stories, and after a while I had to face the weird truth: this is somehow not working out, I'm wasting so much time and effort on something I didn't even want originally. But somehow I was charmed by this GTA idea, and maybe it could have worked, but a couple of months have passed and I was thinking: "why am I not just doing my original concepts? wouldn't that be better and satisfying?". So I decided to reduce my GTA efforts, and went back to the beginning and started to build my game from pretty much zero. Well not entirely zero, but the GTA style was dropped. This was a peculiar game making lesson for me, because although I was kinda glad that I dropped it, I still kept on struggling with styles and concepts and design a lot. And when the year only had 2 months left, I felt that this “awesome game” project was a tough one. I felt that I might not be able to meet my fairly high expectations. Facing that 1 year was only enough to develop like 10-12 smaller levels instead of 20 larger levels, and not having enough and good enough NPCs and NPC interactions, was making me feel kinda sad. Yet still I tried to be proud of myself and the game I created. But it definitely left me with some unsettling and disturbing thoughts, as I felt I had to face inner demons and demons, and it reminded me of the good old famous David Bowie movie called the “Labyrinth”. And it kinda reminded me of the famous quote from the movie: “Through dangers untold and hardships unnumbered I have fought my way here to the castle beyond the Goblin City to take back the child you have stolen, for my will is as strong as yours and my kingdom as great. You have no power over me!”.
You have some good points..however I think if your not truly passionate on what your making it will show in the final product if you get that far and finish, which is also very unlikely . First and foremost you need to be a gamer at heart and are creating something that you yourself would buy/play if it was on the market as a fan of that genre. As a fan and consumer you have the direction you need to make a great game for that specific genre. If you make a great game people will come. At the end of the day game development is hard, it takes multiple disciplines and lots of time. But passion will keep you going, without it youll make someting thats bland/generic or give up. obviously this ties into scope and this is a massive deal . If you creating something solo your not going to be able to achieve a quality that demands teams of people to make, also genre is a big deal. some genre are incredibly resource intensive and are much harder to make especially with small teams or solo developing . So you need to Set realistic expectations of what you can accomplish with your skill and experience and decide on a doable genre that you love to play....then you'll make something that you and others would like to play. Dream games are one of the biggest requirements i think to make something worth playing as an indie . Without the dream/ passion you'll make something that's not worth making. (Unless your only interested in learning)
I think my 2 biggest sticking points is game scope my dream game is massive and is getting bigger all the time. The other issue is the fear of it being for nothing, if I spend 100+ hours working on my game will it be done will it be worth anything. Is that time away from kids and wife worth it or shouldn’t I be prioritizing something else especially when the future of starting a game project is so uncertain.
I'm lucky that I don’t have a dream game. I have a lot of ideas but I'm not married to any of them. I'm still learning so I'm trying all kinds of stuff just for the experience. Each thing brings me closer to making something that I'm proud of.
What do all of us really do in life? Are we creators or do we simply make discoveries regarding what is and how we can reason to use it? At a deep and fundamental level one must humble themselves before this question because it means that we cannot ascribe a personal ego to what true inspiration eventually reveals. As a true composer does, you channel each note in with as much proximal perfection as you are capable of and if just one simple note is a little bit off then the entire composition can lose all intended meaning. As a musician channels the vibrations of our solar system and expresses that as an art so too are you both bound and enthralled by your inspiration but your personal agency over it is not what you want to think because it takes power from you to understand that what you bring into this reality has an autonomy of it's own. This is how we create what is known in the esoteric world as a Tulpa. The Devil himself is a Tulpa, a repository for all of human shame, guilt and wrongdoing. It's not a bad or good thing but creativity is absolutely a thing of consequence that can quickly exceed your ability to control.
Currently working on my first project, an 3D RPG, lol. It has been 2 years, still not finished, but learn so much from it. Is it worth it? It depends, but for me yes it is. 😂
This video seems to outline to most common advice for indie game devs. But imo finishing a bunch of projects no one wants is basically the same as doing nothing. Better to keep working on the dream.
You’re not wrong! Putting our energy where it will be the most impactful is always the way to go. For me, putting all my energy into a dream game wasn’t working for my productivity. But that doesn’t mean we should stop dreaming, for sure.
How many of you have worked on your dream game, and how many of you were burned by it? Let's share the struggles!
worked on it for 2 years, the story was okay but other than that was meh... I still have some regret, so I decided to change it into a short novel. Goodbye to my dream game, I'm now just making the better game.
as of now, I have worked on zero dream games.
What you said about perfection reminds me of what Churchill said: another way to spell “perfectionism” is P-A-R-A-L-Y-S-I-S
its a tough pill to swallow, but you really need to be invested in that dream game for it to succeed
Exactly, and not let the dream distract you from the practical elements.
Dream games are the long term objectives. You need to have smaller projects that make you learn what you need to learn to get you ready for that eventual dream game. Its hard because youre daydreaming all the while working on those projects, but its worth it
Good insight!
Yep, that is the best way, I have a group project where we are making a small scope game, to learn about the general pipeline.
And then i work on small aspects of my larger "dream" game that i already figured out(as much as you can in gamedev), sure it might take a while to get it finished, but i see it as a marathon not a sprint, and if i rushed it i would burn out due to ammount of work, lack of knowledge, etc
Working on my dream game right now. You just have to take it slow and be realistic. Don't worry about being perfect. I am learning animation for this game.
Awesome! Keep up the work.
I have taught game design and I always told my students that they never should pick their dream game as their first project because chances are high that they will fail. Instead pick something else, learn from it, fail, and pick something else until you are confident enough to start with your dream game.
I succeeded with my dream game but before I have seen many other projects failing, and I learned from it.
Exactly! Great advice.
This is the most relatable video ever made
😂 that’s high praise, thank you!
Wow, so much great wisdom in this video - it should be required viewing! I found the intro humbling... all of those "this is what I was made for, I'm going to change the games industry" kind of thoughts that my younger self had - to realise that simply having those thoughts doesn't make you anything special. Also I think it's so true what you say about how often those "dream games" are so often born out of a big mix of emotions & nostalgia, which can kind of blind you to the fact that the games you're inspired by probably had their own flaws (my original "dream game" was inspired by Monkey Island, and it kind of fascinates me the extent to which even Ron Gilbert who created it has not tried to stick to that game's UI etc - he can see it's flaws and evolve, so slavishly copying something from the early 90s is certainly not a requirement for others following in his footsteps!)
Glad you could relate! Thanks for being here.
Any game that is made according to own's idea is a dream game, because thinking what the finished game should look like is, after all a dreaming. So everybody can have as many dream game as want
This is true and good perspective. For me, the BIG dream game was just sucking up too much of my time and keeping me from other more practical things.
I don't know if i would exactly call it my dream game but my main project I have stopped working on for a bit to focus on a smaller project so I can learn the ins and outs of game development better. It's definitely helping. so I can totally relate to this!
Great video. This was very relatable. I have suffered greatly from being a perfectionist. I went to college for Motion Design and since I had a degree I felt immense pressure for all work of mine, especially personal projects to be perfect on every level. Before I went to college I released way more personal work.
This eventually lead me to never releasing an animated series that I was working on. I'm currently 8+ years late. Production has come to a full halt. During these past few years I've learned to control my desire for perfection better. I am aiming with full intent on avoiding this problem with the game that I am working on.
I do have a dream game in mind or at least an essence of what that game is. But I think it will be impossible to capture that essence entirely in a single game. I'm not going to work on that game until I at least release a game or two or several. It will be very hard to not strive for perfection with it. But a finished game is better than one that is never released.
I definitely relate to the need to be perfect, even without going to college myself. Just embarking on something like game dev feels like you “should” have it all together and be able to produce. I’m glad you’re working on not having to feel perfect these days!
Really great video!! I have a lot of dreams games to do, and the currently game than I'm working is one of those
The actual project with the current idea I had of a game changed a lot because I found difficulties while working on it and also the idea changed in my mind when I started working on it until what is today
As long as you’re able to keep doing meaningful work, it’s worth it! Keep it up.
@@SoulEngineDev Thanks a lot!! It is really appreciated!!
I'm relatively new to game dev, but I can see how watching out for the "perfectionism" obstacle is something that I'm going to have to constantly remind myself to watch out for. When making a game, it's natural to want it to be perfect, especially as you become more and more attached with each additional hour you pour into it. For me at least, this can also happen with projects outside of game dev as well.
Great points in this video, really enjoyed it!
Welcome to the game dev club! Perfectionism can take you down for sure, but being aware of it helps in the long run. Thanks for being here!
There's a reason I don't do straight-up RPGs. My dream game has always been a traditional RPG with a decent battle system. I have remnants of that "dream game" on my UA-cam channel, and a whole written script. However, it doesn't bring me joy to make it and remake it. Eventually, I found my niche with platform games and action-RPGs, and I'm fine with that. (Mostly, because the ninja game had more appeal to my UA-cam audience at the time, and I enjoyed making it.)
I still wish to make "a video game unlike any other", but when I succeed at doing that, they're cute little niche things, like a game where you click rapidly to create little creatures wandering around rapidly, and they have a minute to live until they get some food, and start eating other little creatures if you overfeed them. Most of my other little games are ideas that have already been explored, but I just do my own take on them. The big ones that last about 30 minutes or more are the ones I'm proud of, and they're still very derivative. Of course, every game I make usually evolves upon what I previously worked on. Been at this since I was in high school.
This is awesome! Finding where you can thrive and excel is key to doing impactful work. Thanks for being here!
Extremely relatable
funny how i was litraly sitting here going i wonder if i should put my project on back burner and start smaaller projects finish those and go from there
One thing I realized is that dream games are overrated. No body cares about anyone else's dream game. The person working on the dream game thinks it's going to be the best game ever, and spends 5+ years working on it, and everyone else just sees it as just another game. I think it's better to just work on projects that other people care about (games that are marketable) and be passionate about what you do with that project.
All so true. It takes a lot of soul searching to put down the ego and make something practical that more people will enjoy!
Game dev taught me that if I can't make a small game, I can't make a big game.
I'm gunna stick with relatively simple games for a bit before i feel ready to tackle bigger projects. I'm thinking of basically doing recreations of different genres from game systems through the ages starting with Atari games maybe. Been a while since I did it and I kinda wanna get back to it but when i was in college I took a game design class and my group designed a game that was a mix of pong and brick breaker where the goal is to bounce the ball into your opponents bricks and the person with bricks remaining wins.
This is a really cool idea!
I have so many "dream games". These are titles that I really feel I have a fairly well-developed concept, story, and set of mechanics I want for each one... But the part of the video (I'm still listening as I type this) that really hit me, was the fact of how much I have become aware of the massive scope of these games compared to my preparedness to make such games. Some of my titles are like AAA titles but maybe on a smaller scale (yet still huge!). Even if the games are within my ability to make, I didn't realize, at first, how much careful planning it would take and I have still been coming to grips with how naive I am/was. I'm not giving up on these game ideas, but I'm trying to be more intentional in how I go about getting ready for them. I've been trying to cross bridges that didn't yet exist...I need to build that bridge first. That's precisely what I'm doing with my Twitch account. I've had one for a long time and even done a few lives streams. But I didn't really know what I was doing. I don't know how to build a community or provide content that would encourage people to tip/subscribe. I'm working on learning all of that before I go GUNG-HO into my streams. (I may edit this comment further or add a reply with more thoughts as I finish watching this video.)
All good stuff, and makes a lot of sense. I hope the video itself was helpful! Glad you can be here.
I know one big problem I have, and especially had back in middle school, was dreaming too ambitious, in the sense that I was imagining a AAA game on par with things like Nier Automata, which is something you really can't make as a solo dev. Even nowadays, where my ideas are smaller, I still get stuck in the "I have to do _everything"_ control freak mindset, when it's really okay to ask for help or work with other people. I constantly struggle with perfectionism, so this video is a good refresher.
Mental health problems didn't help either, to be fair.
Definitely can relate to this. I have another video about ambitious games and about teaming up that might be helpful too.
@@SoulEngineDev Ooh, sounds great! Gotta make sure I catch that.
I don't have a "dream game" but I dream about making games.... I'm just at the learning stage.
We’re all learning constantly in the game dev community! Welcome!
@@SoulEngineDevthanks mate
Endless restarting, redesign, massive scope creep, confidence falling as development time increases! Then it becomes time to bail out and find a new dream game. Other than that being an indie dev has been a breeze. I now believe that teaming up with a good 2D artist who needs a good coder might have helped a lot; so would a new concept for a game, oh well, lets get back to dreaming, it seems to be the easiest part!
Yes! I can’t speak highly enough about the value of teaming up for me. It’s been the biggest game changer.
A couple of years ago I wanted to develop a game that I would consider "awesome", or at least "likable". I was a bit pushy with myself, I gave myself an entire year to pull this off. I have only made a single unfinished weirdo game before this fairly big project, and that unfinished game was a very small experimental game. So this 1 year "awesome game" project was a huge challenge for me, because I still was rather amateur in game making. But I still wanted to push myself and hope for the best. I went through different mental stages during this development, and fairly quickly I got into the pitfall where I was just daydreaming about GTA, and just longing for a game like that. "Yeah man, I really should add some nice GTA style to my game, cause it's awesome!", meanwhile my original idea wasn't supposed to be a GTA style game at all. I started experimenting with cities and cars and quests and stories, and after a while I had to face the weird truth: this is somehow not working out, I'm wasting so much time and effort on something I didn't even want originally. But somehow I was charmed by this GTA idea, and maybe it could have worked, but a couple of months have passed and I was thinking: "why am I not just doing my original concepts? wouldn't that be better and satisfying?". So I decided to reduce my GTA efforts, and went back to the beginning and started to build my game from pretty much zero. Well not entirely zero, but the GTA style was dropped. This was a peculiar game making lesson for me, because although I was kinda glad that I dropped it, I still kept on struggling with styles and concepts and design a lot. And when the year only had 2 months left, I felt that this “awesome game” project was a tough one. I felt that I might not be able to meet my fairly high expectations. Facing that 1 year was only enough to develop like 10-12 smaller levels instead of 20 larger levels, and not having enough and good enough NPCs and NPC interactions, was making me feel kinda sad. Yet still I tried to be proud of myself and the game I created. But it definitely left me with some unsettling and disturbing thoughts, as I felt I had to face inner demons and demons, and it reminded me of the good old famous David Bowie movie called the “Labyrinth”. And it kinda reminded me of the famous quote from the movie: “Through dangers untold and hardships unnumbered I have fought my way here to the castle beyond the Goblin City to take back the child you have stolen, for my will is as strong as yours and my kingdom as great. You have no power over me!”.
You have some good points..however I think if your not truly passionate on what your making it will show in the final product if you get that far and finish, which is also very unlikely . First and foremost you need to be a gamer at heart and are creating something that you yourself would buy/play if it was on the market as a fan of that genre. As a fan and consumer you have the direction you need to make a great game for that specific genre. If you make a great game people will come. At the end of the day game development is hard, it takes multiple disciplines and lots of time. But passion will keep you going, without it youll make someting thats bland/generic or give up. obviously this ties into scope and this is a massive deal . If you creating something solo your not going to be able to achieve a quality that demands teams of people to make, also genre is a big deal. some genre are incredibly resource intensive and are much harder to make especially with small teams or solo developing . So you need to Set realistic expectations of what you can accomplish with your skill and experience and decide on a doable genre that you love to play....then you'll make something that you and others would like to play.
Dream games are one of the biggest requirements i think to make something worth playing as an indie . Without the dream/ passion you'll make something that's not worth making. (Unless your only interested in learning)
game dev is just though. It´s a lot a fun creating cool games but it can really be draining getting the vision just right
I can relate to it a lot😁
I've 5 years and 70 devlogs down and I'm not even making my dream game!
Keep at it! If it’s impactful work, it’s worth doing.
I think my 2 biggest sticking points is game scope my dream game is massive and is getting bigger all the time. The other issue is the fear of it being for nothing, if I spend 100+ hours working on my game will it be done will it be worth anything. Is that time away from kids and wife worth it or shouldn’t I be prioritizing something else especially when the future of starting a game project is so uncertain.
This is exactly how I felt, I can relate so much. It’s a balance that you have to find and decide for you and your project, for sure.
I'm lucky that I don’t have a dream game. I have a lot of ideas but I'm not married to any of them.
I'm still learning so I'm trying all kinds of stuff just for the experience.
Each thing brings me closer to making something that I'm proud of.
Experience is the best teacher for sure.
What do all of us really do in life? Are we creators or do we simply make discoveries regarding what is and how we can reason to use it? At a deep and fundamental level one must humble themselves before this question because it means that we cannot ascribe a personal ego to what true inspiration eventually reveals. As a true composer does, you channel each note in with as much proximal perfection as you are capable of and if just one simple note is a little bit off then the entire composition can lose all intended meaning. As a musician channels the vibrations of our solar system and expresses that as an art so too are you both bound and enthralled by your inspiration but your personal agency over it is not what you want to think because it takes power from you to understand that what you bring into this reality has an autonomy of it's own. This is how we create what is known in the esoteric world as a Tulpa. The Devil himself is a Tulpa, a repository for all of human shame, guilt and wrongdoing. It's not a bad or good thing but creativity is absolutely a thing of consequence that can quickly exceed your ability to control.
Currently working on my first project, an 3D RPG, lol. It has been 2 years, still not finished, but learn so much from it. Is it worth it? It depends, but for me yes it is. 😂
Putting in the time for something awesome will always be worth it if you stick with it! Just keep your energy in the right places!
This video seems to outline to most common advice for indie game devs. But imo finishing a bunch of projects no one wants is basically the same as doing nothing. Better to keep working on the dream.
You’re not wrong! Putting our energy where it will be the most impactful is always the way to go. For me, putting all my energy into a dream game wasn’t working for my productivity. But that doesn’t mean we should stop dreaming, for sure.
nice vid
Thanks!
Bro what game is in thumbnail
It’s called Inmost! Great game, pretty linear.
It's a DREAM game, not a REAL game 😂 it's meant to be dreamed of
Fantastic point haha. Thank you for being here!