TOP 10 TIPS to Survive the Indiepocalypse from an Expert Indie Dev!

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  • Опубліковано 16 жов 2024

КОМЕНТАРІ • 101

  • @CodeMonkeyUnity
    @CodeMonkeyUnity  11 місяців тому +12

    🎮 Play my Steam game! cmonkey.co/dinkyguardians
    Article www.gamesindustry.biz/rami-ismails-top-ten-tips-on-surviving-the-indiepocalypse
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    • @rebornagain2877
      @rebornagain2877 11 місяців тому

      the end of the world started in 2017, I heard unity charges you 20% per download to crash the ones who are blind and can't hear like a zombie.

    • @michaelnawrocki7913
      @michaelnawrocki7913 11 місяців тому

      I have it on my steam wishlist. Waiting for the steam sale, then it's mine hahaha

  • @lew.bow.studios
    @lew.bow.studios 11 місяців тому +17

    It is so refreshing to see videos like this that don't try to sugar-coat the reality of being a game dev and help to prepare new indies for the road ahead. Truly appreciate the honest words, kind sir!

  • @MarushiaDark316
    @MarushiaDark316 11 місяців тому +23

    I think a better way of framing "Just Be Luckier" might be to avoid situations that are likely to result in bad luck. In other words, don't tempt fate by making obviously poor decisions that will likely put you in a bad spot. In life, there will always be unforseen negative events, some of which are unchosen and unavoiable; but some of those are self-inflicted or involve you being co-author of your own undoing.
    Conversely, position yourself in the best possible spot for good luck to find you. For instance, no one can predict when or where lightning will strike, but it's probably more likely to hit in a metal rod out in an open field during a thunderstorm than inside your mom's basement on a sunny day.

    • @Martinit0
      @Martinit0 11 місяців тому +1

      I would add to that: increase your exposure to the world to increase chances of being lucky. Mathematically: Total Luck = number of chances taken * probability of being lucky.
      So you need as many shots on goal as possible

    • @MarushiaDark316
      @MarushiaDark316 11 місяців тому +1

      @@Martinit0 Yep, that's also valid. The example I often use is, if you're trying to get a date, there are no women in your mom's basement. Meaning you have to go out into the world (or at least the internet) to find them if you hope to get lucky.

  • @alignedgames
    @alignedgames 11 місяців тому +8

    Ive been watching for a few years, thank you for everything you do for the indie community👍
    I only recently started to make devlogs (Been a Unity dev since 2011, but was always a bit...private) and its going well!

  • @GamesAreArt1
    @GamesAreArt1 11 місяців тому +25

    Nowadays Game development is extra hard,yes some tools are free to making a little easier however while its available for everyone the less value the end product will be so you need to make your game special or will have a very hard time.

    • @Luluskuy
      @Luluskuy 11 місяців тому +1

      its very very hard time for all it industries. Tech winter is real

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  11 місяців тому +4

      Yup that's the pros and cons. It's never been easier to make a game thanks to easily accessible tools, which also makes it extremely difficult to make it in terms of finances.

    • @marcosantos9512
      @marcosantos9512 11 місяців тому

      I think today is easier actually. Because, even if the competition is harder there's a lot more information available. So before you had almost no way to learn marketing, learn bussines strategies to survive the indie market, about steam algorithm and even courses like code monkey's.
      One good example is the "how to market a game" blog/course, this kind of information is what make indies sucessfull in my opinion and before we did not had it.
      Well, good luck to all of us!

  • @gaverion
    @gaverion 11 місяців тому +7

    The "Expect Failure" bit is I think an important one to remember. Most of the rest you can ignore if you are like me and making the game you want to make because that is what you want to do. So long as I don't spend a ton of money on it and keep my day job, I will end up being able to say "I released a game on steam" to my friends. If people play it, then all the better!

  • @drottningu
    @drottningu 11 місяців тому +1

    I hadn't heard of the term 'Indiepocalypse' until now! Making indie games isn't necessarily the pot of gold at the end of the rainbow like we all would like it to be, but for those of us who are willing to do the research and put in the hard work, making games will always be worth it. If it takes a few failures to get on the right track, it just makes success that much sweeter. Thanks as always for sharing what you have learned

  • @Jess_stpierre
    @Jess_stpierre 11 місяців тому

    Thank you for going over this article!! Great video, pretty useful advice!

  • @halivudestevez2
    @halivudestevez2 11 місяців тому

    Choose your goals / project wisely. It's my 3rd project I have started, learnt a lot, and this 3rd will be completed, next year. Now I'm a bit experienced, and I know, it will be a long way to go, I take breaks when I'm getting burnt out, but trying to work about 8 hours/week on this beside my life (job and family).

  • @MrOmega-cz9yo
    @MrOmega-cz9yo 11 місяців тому +1

    This is good information. It's interesting that Extra Credits (now Extra History) put out a "fail faster" video 9 years ago. Guess the basics haven't changed too much. 😀

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  11 місяців тому +1

      heh yup the general core concepts are pretty timeless

  • @mohamedmusthafa1057
    @mohamedmusthafa1057 11 місяців тому +1

    Dude Please Make Tutorial About LINQ u Used Ur Your Free Course Full Of Loops ,I learned Somewhere this But I Always Love Your Way Of Explanation and Approach

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  11 місяців тому

      LINQ is certainly interesting, it's a powerful tool although I've never really used it much, most of the stuff that I do with lists is all pretty simple so just basic loops work
      Although yup I'd love to spend some time researching it and learning how I could use it

  • @toprogress
    @toprogress 11 місяців тому

    Thank you a lot for sharing your thoughts with us!

  • @alexsilva42361
    @alexsilva42361 11 місяців тому

    Thank you for this rich information about success! I love this kind of information! I'm starting out and I want to launch my first game on Steam, although I have not defined yet what to do
    ! (Just some ideas on paper)

  • @ChrisNoeth
    @ChrisNoeth 11 місяців тому

    Great compact info vid. Thx! :)

  • @llKirosll
    @llKirosll 11 місяців тому +2

    Looking back, I wouldn't say it is any more difficult to find success as a indie developer than it was. I might even say it is easier.
    It is true, there is a plethora of games out there, the mast majority of them crap, so it is hard to be seen.
    But before easy game development facilitated by the likes of Unity and Unreal Engine and distribution by the places such as steam, which lowered the bar to make and publish a game a lot, it was even more difficult.
    Want to create a game? Start by creating your own game engine. Want to publish? Good, Luck!
    Those difficulties have been almost eradicated, so anyone can make a publish a crap game. And if you want to stand out, you now need to invest in marketing, social media presence, etc.
    (now to the video, where I might find out you talked about what I just wrote ^^x)

  • @damsen978
    @damsen978 11 місяців тому

    This is also a good video for anyone wanting to start indie game development.

  • @TREXYT
    @TREXYT 11 місяців тому +1

    Hi, a video on Raymarch in unity could be cool, some people optimized it well and made it work in 2D and shader graph, could be a good knowledge for people.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  11 місяців тому

      Yup that's a topic I'd love to explore, Sebastian Lague has an excellent video on it

    • @TREXYT
      @TREXYT 11 місяців тому

      @@CodeMonkeyUnity do you think that we can use it as a bullet ? Maybe taking the distance between bullet (raymarch object) and ennemy then resizing object (making it smaller and smaller) while the distance between bullet and ennemy get closer and closer till near to 0 ? Maybe this effect can be a fire effect made with embergen (looking super realistic and not consuming much power)

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  11 місяців тому

      Sure that could make for an interesting effect, although might be tricky ot make it performant

    • @TREXYT
      @TREXYT 11 місяців тому

      @@CodeMonkeyUnity why that ? Does raymarch consume a lot of power ? Unity's original channel show that we can use 3d texture, could be an optimized way maybe.

  • @ash12181987
    @ash12181987 11 місяців тому +1

    Yeah it took me a minute to remember what Indiepocalypse was. I haven't heard that term in a long time.

    • @mandisaw
      @mandisaw 11 місяців тому

      I think it was big in 2016-17, back when all those GDC talks came out saying the sky was falling. Ironically, Google Trends puts the peak back at 2004-2005, and mostly out of California LOL

  • @halivudestevez2
    @halivudestevez2 11 місяців тому

    Many nice points to be considered.

  • @Project-NSX
    @Project-NSX 11 місяців тому +4

    Another great video, thanks Hugo. One thing I've been wondering recently about releasing a game is if/when you'd recommend creating a company to release under? In the US this is called an LLC, and in the UK its known as creating an ltd company. Essentially this provides some financial protection if someone decides to try and take legal action against you. I have no idea how worth it this is but would love to know your thoughts on it!

    • @mandisaw
      @mandisaw 11 місяців тому +1

      [USA context, not a lawyer] It's fairly cheap & easy to create a single-person* LLC. If you only plan to release games for fun & for free, you can skip it. But if you want to release commercially, I would recommend taking that step as soon as you're serious about this being a business, rather than a hobby. Basically if you brick someone's phone/PC, or they're distracted-driving while playing your awesome game, the LLC acts as a barrier between your personal assets (e.g. car, home, savings) & _most_ liability/debts incurred by the business (with caveats/exceptions - again, I'm not a lawyer 😅).
      [* If you are a group making/selling games together, definitely formalize the partnership! Don't try to figure out who-earned-what after money comes in, it's bound to end in tears.]
      Each State sets its own LLC fees, anywhere from $25 to a few hundred, and there's a registration form to fill out. Every 1-2yrs after, you pay a $5-10 fee to keep it active. The two hard parts are 1- confirming that your desired company name is unique in its industry in that State; and 2- filing for a business tax ID with the IRS (optional).
      For #1, many States have an online name-search tool, or a mail-in lookup service, similar to what you might do for a website domain name. For #2, the IRS makes you jump through a few hoops, and it takes a few weeks to process, but is worth doing IMO. Platforms will require a tax ID (yours or your business') so they can let the gov't know how much you made, no matter how little.
      If it's something you're interested in, every State has a department or agency that handles this stuff (different names) - just send them an email, or call and ask your questions.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  11 місяців тому +2

      That's hard to say since every country has slightly different laws, best option is really just talk to a lawyer. I do have something which I assume is similar to an LLC (single owner company)

    • @Martinit0
      @Martinit0 11 місяців тому +2

      IANAL, but common sense dictates that you should establish a limited liability company (LLC) if at all possible (i.e. not cost prohibitive). Otherwise you might be liable with your entire private net worth, including your savings, your home etc. If you do not have an LLC, you can get liability insurance, which is what I do. It's about $500 annual for very broad "IT" coverage (worldwide) and $1M coverage limit (but premium varies with your revenue). There are a handful of specialty insurance providers, for example MARKEL.
      Examples of parties you could become liable to:
      * Steam (or any game store) - violating their terms
      * your publisher
      * your employees
      * your contractors
      * non-related companies, suing your for IP violations
      * end users (unlikely, example could be if you accidentally distribute a virus)

    • @Project-NSX
      @Project-NSX 11 місяців тому

      @@CodeMonkeyUnity Awesome thanks very much, that's helpful info in and of itself. Means I definitely shouldn't be ruling it out even for the first project I throw on steam (made in my spare time)

    • @Project-NSX
      @Project-NSX 11 місяців тому +1

      @@mandisaw Thanks very much, definitely very helpful. Plan is to release projects in my spare time on my own. Sounds a bit crazy but I'm a full time unity dev so want stuff out there (in my favourite genre) that I can call my own. It's likely to be a bit different here in the UK but I'll do some research and definitely get something going before I put the demo up.
      Thanks!

  • @michaelnawrocki7913
    @michaelnawrocki7913 11 місяців тому

    Woo hoo, I'm one of the first 50 comments!!! Lol keep it up VodeMonkey I love your videos

  • @OsupremoPATAPON
    @OsupremoPATAPON 11 місяців тому

    Acabei de ver um dos seus videos na minha faculdade de Jogos Digitais kkkkkk, tomei até um susto, te acompanho tem uns 4 meses

  • @addonisdickenson605
    @addonisdickenson605 11 місяців тому +12

    The biggest struggle for a single indie game dev seems to be creating good art actually. Learning drawing and modelling from scratch is a process which is very timely and costly.
    Since game art is the 1st thing your potential consumer (gamer) looks at, most of the time it's a deciding factor on game purchase.
    You can have the the cleanest code, most reusable prefabs, great desing and in-game mechanics, but if art sucks - product is most likely an `L` unfortunately.
    At least in my opinion, maybe you have a different experience (I would love to hear your opinion).

    • @mandisaw
      @mandisaw 11 місяців тому +3

      Everyone has different strengths / weaknesses. For some it's art, for others code, while marketing is hard for all. Assets have become a great help for shoring up whatever side you're weak on, or you could find someone to team-up with who has complementary skills.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  11 місяців тому +6

      Yup art is extremely important, nowadays in order to stand out it really needs to visually stand out right away.
      One of the best investments you can make in your game is just hiring a proper artist to draw a great Steam capsule, that alone will help a ton.
      It's technically still possible to make it with just excellent gameplay, although it-s very difficult, games like Vampire Survivors basically spread through word of mouth on how fun it was to play

    • @Martinit0
      @Martinit0 11 місяців тому +2

      @@mandisaw I think it's much more difficult to budget for outsourcing coding. That is because it's very difficult for coders to estimate effort (also due to lack of precision in specifying what exactly you want). For artists it's easier to say how long it will take to create a building model or a background image etc. cost is not going to be off by a factor of 5, if the artist has experience in the field.

  • @FuturPlanet
    @FuturPlanet 11 місяців тому

    I am a 21yo game-developer since 2019. This is the first time, I heard Indiepocalypse .

  • @davidwusoftdev
    @davidwusoftdev 11 місяців тому

    Woah, unexpected hololive/holostars fangame appearance at 4:53 nice! 😆

  • @t.mfootball
    @t.mfootball 11 місяців тому +1

    hello code monkey can you make a tutorial how to export a game for android because my export lagged for 21 hours

  • @godtierslayer3046
    @godtierslayer3046 11 місяців тому

    Never Heard this term before. But it's before my time so I'm not suprised.

  • @vergilw7009
    @vergilw7009 11 місяців тому

    A question for you. Do you planning to make your game on Nintendo Switch?? I think your game is good for a Switch .

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  11 місяців тому +2

      Yup! I've always wanted to make a game playable on a console and I am going to try to do it with this one. I'm already in the process of signing NDAs with Xbox and Nintendo, once I go through it I'll see what I can talk about, I think it would be a fun video

    • @vergilw7009
      @vergilw7009 11 місяців тому

      @@CodeMonkeyUnity Good news! I think the process of porting the game to console is good enough to make a series. looking forward for it!

  • @chaelandrade
    @chaelandrade 11 місяців тому

    Awesome video

  • @shafindev
    @shafindev 11 місяців тому

    Very helpful

  • @developerdeveloper67
    @developerdeveloper67 11 місяців тому

    My top 1 "tip" there are not tips. Make GREAT GAMES, great games can't be ignored.

  • @rootbindev
    @rootbindev 11 місяців тому

    soon 500k subscribers

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  11 місяців тому

      Yup almost there, it's been a long journey!

    • @rootbindev
      @rootbindev 11 місяців тому

      Very Well done! @@CodeMonkeyUnity

  • @mertoturak
    @mertoturak 11 місяців тому

    The best thing is i was thinking about how to survive an hour ago

  • @Festivejelly
    @Festivejelly 11 місяців тому +2

    Never heard of any of those games or them.

    • @mandisaw
      @mandisaw 11 місяців тому

      They were on iOS in the early days of the App Store. Did most of the initial development of the first game while they were in college. What really made him/them viral was not so much the game, but publicly complaining after their game was cloned. That sparked a pretty vocal discussion in game-dev land & games media, which publicized their games even more and essentially kicked off Rami's career as a consultant. (I think his partner at Vlambeer was "the quiet one", kind of like Penn & Teller LOL)

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  11 місяців тому

      You mean the Vlambeer games? That's interesting.
      If you're a mobile player I would assume you've heard of Ridiculous Fishing, if you're a Steam player I would assume you would have heard of Nuclear Throne. They've sold millions of copies.

    • @mandisaw
      @mandisaw 11 місяців тому

      @@CodeMonkeyUnity I'm a mobile player since at least '09, and I hadn't heard of any of their games until hanging out in indie/pro dev circles. Mobile is just f'in *huge*, and moves very fast - way faster than the PC/console space. It's also more clone-driven - folks may know a game style/subgenre, but not necessarily the game that started it, or is most popular. Also if you're an Android player, those iOS-only games might as well not exist. Same by region/language.
      So even a million-seller iOS game in Europe from just last year could be completely unknown to the vast majority of mobile gamers globally. Ten+ yrs ago might as well be the Jurassic. It's a crazy market 😅

  • @watercat1248
    @watercat1248 11 місяців тому

    my game is probably to expensive so far the have cost my 0 and have 0 income
    however joke aside this project have take a lot off time to create and is still early in development
    even haven't spent money directly so far i haven give money i upgrade my computer for time to time
    i also know like fact that i will probably have to give money to steam to publish my game in the future
    it may have to spend small percentage for online services or servers in the future i hope thos service to be cheap
    i have to say my game aiming to high for sure but i at lest the only coasting time and not money in most part
    for my success means to have people that enjoy my game the more the people spend like the idea and enjoy play thos game the more successful my game are
    even if im not end up getting low income or even 0 income's
    because in my option manage to getting long supporters it is more important then managed a lot off money and wean the new thing come every one forget your game existing

  • @okamichamploo
    @okamichamploo 11 місяців тому

    Number one tip... Stay Single!

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  11 місяців тому +1

      Or find someone who has a stable job while you explore this very unstable area!

  • @rootbindev
    @rootbindev 11 місяців тому +2

    this is an early comment

    • @Cope5
      @Cope5 11 місяців тому

      this is an early reply

  • @lastsipahi
    @lastsipahi 11 місяців тому

    You have 500k followers on youtube and still making 20k-50k for a game in a year. So, God help us all for promoting our game.

    • @mandisaw
      @mandisaw 11 місяців тому

      I'd guess the majority of viewers here are game-devs though, and not necessarily players of this genre, specifically. You see it a lot with devlog channels - they're really popular with other devs, but there's nothing/very little to draw in the game's actual target audience. CM also had a video a few weeks back saying that this is Top 10-15% revenue for Steam, and sufficient for his needs in a low cost-of-living environment/lifestyle. I don't think you can 1:1 compare with say, US or Canada, supporting a family.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  11 місяців тому +1

      Yup like @mandisaw said there's a big difference between a game-dev audience and a game-playing audience
      Although yes your conclusion is still correct, this is an extremely difficult market

    • @mandisaw
      @mandisaw 11 місяців тому

      @@CodeMonkeyUnity Can you do an updated video on marketing? The one on "why it's important" was a great rundown, and had some good refs to other resources. The Steam vid summary was perfect. But a refresh would be handy (any new YT/blog recommendations, are Reddit & Twitter just 👎, how your TikTok experiments fared, etc).
      It's cool that we're getting more devs opening up about their revenues, funding challenges, etc! But it's hard to know how that compares to marketing (ROI).

    • @Martinit0
      @Martinit0 11 місяців тому +1

      @@mandisaw ^- Bro asking the right questions 🙂

    • @mandisaw
      @mandisaw 11 місяців тому

      @@Martinit0 Sis, but LOL 😅

  • @clxw94
    @clxw94 11 місяців тому

    please can you make a swird game tutortial?

  • @HIK_24
    @HIK_24 11 місяців тому +2

    first

  • @nursultannazarov8379
    @nursultannazarov8379 11 місяців тому

    Face of a Sigma, voice of a Monkey.

  • @larg5847
    @larg5847 11 місяців тому

    1.-AVOID UNITY
    2.-If you see something in unity, try to understand the core concept and replicate in your engine.
    3.- If you dont have a good computer try to use a framework/engine that fits you, if you complete and sell projects, eventually could buy better tools.
    4.- if someone tells you to use AI, use it only for test and enhace development, not as your core tool.
    And thats it.

  • @YoussefGamerYT
    @YoussefGamerYT 11 місяців тому

    third

    • @mstf4871
      @mstf4871 11 місяців тому

      bro you the best

  • @marksmithcollins
    @marksmithcollins 11 місяців тому +1

    0.YT channel.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  11 місяців тому

      Yup having a UA-cam channel does help quite a bit in terms of marketing

  • @test555test
    @test555test 11 місяців тому

    Bro just take a new thumbnail pic

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  11 місяців тому

      heh yeah I need to take some time to grab a few different poses so the thumbnails don't all look exactly the same

  • @phantomapprentice6749
    @phantomapprentice6749 11 місяців тому

    Disappointing that you've decided to promote this game developer and his bigoted political opinions and for what? A couple of very common advices everyone probably already heard elsewhere!?

  • @lrg-w4n
    @lrg-w4n 11 місяців тому

    Hello code monkey or anyone who can help with my question , I remembered that chaos kitchen tutorials (code monkey) mentioned how to restrict the frame rate in the play mode (so the GPU fan would not making noise). But I can't locate the position where you mentioned it in a short time, could anyone knows please tell me how to do it? Much appreciated.🥰 Sorry if the comment is appropriated and irrelevant to this video.🥲

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  11 місяців тому +1

      You can force the framerate with Application.targetFrame
      Or maybe you're referring to VSync which will cap the framerate based on the monitors refresh rate, you can change that in the Quality tab inside Project Settings

    • @lrg-w4n
      @lrg-w4n 11 місяців тому

      Yes! Thank you so much!🥰