🎮 Play my Steam game! cmonkey.co/dinkyguardians Article www.gamesindustry.biz/rami-ismails-top-ten-tips-on-surviving-the-indiepocalypse 🔴 RELATED VIDEOS 🔴 The MOST IMPORTANT Skill to be a Successful Game Developer! (How to go Full Time Game Dev on Steam) ua-cam.com/video/E6-FQwCECes/v-deo.html My game is in the TOP 15% of Steam! ua-cam.com/video/xQMfT_RqBgk/v-deo.html Is Indie Game SUCCESS all about LUCK? ua-cam.com/video/jfunKk9otfc/v-deo.html How to SURVIVE as a Game Dev for a DECADE! (Over $1,000,000 Revenue!) ua-cam.com/video/sfD4MMFcebE/v-deo.html Quick Sales Numbers Reveal! (Steam First Week Revenue) ua-cam.com/video/Z8yDFqem3e0/v-deo.html Dinky Guardians Devlogs ua-cam.com/play/PLzDRvYVwl53ueGEHkpRtO9e-7QZDHNcfa.html
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!
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.
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
@@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.
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!
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.
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.
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!
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!
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
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).
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. 😀
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
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
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)
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)
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 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 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.
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
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!
[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.
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)
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)
@@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)
@@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!
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).
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.
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
@@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.
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
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)
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.
@@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 😅
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
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.
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
@@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).
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.
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!?
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.🥲
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
🎮 Play my Steam game! cmonkey.co/dinkyguardians
Article www.gamesindustry.biz/rami-ismails-top-ten-tips-on-surviving-the-indiepocalypse
🔴 RELATED VIDEOS 🔴
The MOST IMPORTANT Skill to be a Successful Game Developer! (How to go Full Time Game Dev on Steam) ua-cam.com/video/E6-FQwCECes/v-deo.html
My game is in the TOP 15% of Steam! ua-cam.com/video/xQMfT_RqBgk/v-deo.html
Is Indie Game SUCCESS all about LUCK? ua-cam.com/video/jfunKk9otfc/v-deo.html
How to SURVIVE as a Game Dev for a DECADE! (Over $1,000,000 Revenue!) ua-cam.com/video/sfD4MMFcebE/v-deo.html
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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.
I have it on my steam wishlist. Waiting for the steam sale, then it's mine hahaha
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!
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.
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
@@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.
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!
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.
its very very hard time for all it industries. Tech winter is real
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.
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!
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!
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
Thank you for going over this article!! Great video, pretty useful advice!
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).
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. 😀
heh yup the general core concepts are pretty timeless
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
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
Thank you a lot for sharing your thoughts with us!
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)
Great compact info vid. Thx! :)
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)
This is also a good video for anyone wanting to start indie game development.
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.
Yup that's a topic I'd love to explore, Sebastian Lague has an excellent video on it
@@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)
Sure that could make for an interesting effect, although might be tricky ot make it performant
@@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.
Yeah it took me a minute to remember what Indiepocalypse was. I haven't heard that term in a long time.
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
Many nice points to be considered.
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!
[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.
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)
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)
@@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)
@@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!
Woo hoo, I'm one of the first 50 comments!!! Lol keep it up VodeMonkey I love your videos
Acabei de ver um dos seus videos na minha faculdade de Jogos Digitais kkkkkk, tomei até um susto, te acompanho tem uns 4 meses
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).
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.
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
@@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.
I am a 21yo game-developer since 2019. This is the first time, I heard Indiepocalypse .
Oh interesting!
Woah, unexpected hololive/holostars fangame appearance at 4:53 nice! 😆
hello code monkey can you make a tutorial how to export a game for android because my export lagged for 21 hours
Never Heard this term before. But it's before my time so I'm not suprised.
A question for you. Do you planning to make your game on Nintendo Switch?? I think your game is good for a Switch .
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
@@CodeMonkeyUnity Good news! I think the process of porting the game to console is good enough to make a series. looking forward for it!
Awesome video
Very helpful
My top 1 "tip" there are not tips. Make GREAT GAMES, great games can't be ignored.
soon 500k subscribers
Yup almost there, it's been a long journey!
Very Well done! @@CodeMonkeyUnity
The best thing is i was thinking about how to survive an hour ago
Never heard of any of those games or them.
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)
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.
@@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 😅
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
Number one tip... Stay Single!
Or find someone who has a stable job while you explore this very unstable area!
this is an early comment
this is an early reply
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.
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.
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
@@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).
@@mandisaw ^- Bro asking the right questions 🙂
@@Martinit0 Sis, but LOL 😅
please can you make a swird game tutortial?
first
Face of a Sigma, voice of a Monkey.
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.
third
bro you the best
0.YT channel.
Yup having a UA-cam channel does help quite a bit in terms of marketing
Bro just take a new thumbnail pic
heh yeah I need to take some time to grab a few different poses so the thumbnails don't all look exactly the same
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!?
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.🥲
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
Yes! Thank you so much!🥰