I wish I had the knowhow to release a game in 2 weeks. Im sitting on a masters in game dev and im still trying to perfect my player camera in my top-down rpg.
Interesting to hear your experience about this. I've seen some people teaming up for a bundles and devs doing similar games and bundling themselves which you've done. Very cool!
Great video! Bundles seem like a pretty underutilized feature, I haven't heard many game devs talk about using them to expand their sales. I was a bit iffy on whether or not I should put a really small/cheap game on steam, but I'm really starting to consider it after this! Bundling with other devs seems like a good way to start networking and maybe getting some good connections. And steam deals with all the payouts/revenue split automatically right? Seems like a no brainer to try this out!
Thank you! Yeah 100% agree, I only just found out abour how powerful they could be a few months ago, definitely was awesome to learn about. Completely agree! Great way to start talking to new devs, and yep Steam handles all the complicated stuff so its as easy as just finding people to partner up with, agreeing to a discount percentage, and that's about it!
Not sure where you got that number! My games indeed make over that, so that's why I'm able to :) Only one since going full time not to pass 10k was Wanted Shadows, which was made in just 2 weeks and is soon going multiplatform so it will likely pass the mark when that happens too. I also made a successful game called The Outbound Ghost, which unfortunately is in legal limbo at the moment but that was my biggest game until now :)
Great tip, thanks ! Btw i aim to do a 2 week game jam and release the game on steam just like you did, and i'm worried that my game will end up looking meh or cheap (like all of my other game). What 'easy' art styles do you recommend (for 2d or 3d) that can end up looking nice and have some charm ?
Happy to hear that! :D Pixel art is always nice, especially if you try to go for an artstyle similarish to Octopath Traveler! People are often scared to use assets because other people might recognise them, but I feel like if you use them in the 2D in 3D format its a way to refreshen them (also fewer people care than one might think)!
I am, but there are other factors to consider beyond myself :) If I were to accept a platform deal for instance and wanted to share a % breakdown of that, I could not do that if I had previously shared earnings because it could give an indication as to what the actual monetary value of the platform deal was! I think it's more valuable to keep the details behind the scenes, but still have the freedom to share relative numbers for the sake of educating others!
I wish I had the knowhow to release a game in 2 weeks. Im sitting on a masters in game dev and im still trying to perfect my player camera in my top-down rpg.
Its all about practice! The more you do it the better you get! Sometimes focusing on smaller games helps you improve at a faster rate too :)
Very smart! Once I've made a game, let's bundle up
For sure 😎
Interesting to hear your experience about this. I've seen some people teaming up for a bundles and devs doing similar games and bundling themselves which you've done. Very cool!
Cool idea, thanks for the tip. Planning to try it in future for sure 🤝
Glad to hear it was helpful!
Interesting strategy, thanks for sharing!
Thank you, hope it's useful!
Thanks, didn't know about this one before 👍
Glad it was helpful!
Great video! Bundles seem like a pretty underutilized feature, I haven't heard many game devs talk about using them to expand their sales. I was a bit iffy on whether or not I should put a really small/cheap game on steam, but I'm really starting to consider it after this! Bundling with other devs seems like a good way to start networking and maybe getting some good connections. And steam deals with all the payouts/revenue split automatically right? Seems like a no brainer to try this out!
Thank you! Yeah 100% agree, I only just found out abour how powerful they could be a few months ago, definitely was awesome to learn about.
Completely agree! Great way to start talking to new devs, and yep Steam handles all the complicated stuff so its as easy as just finding people to partner up with, agreeing to a discount percentage, and that's about it!
How to increase sales of a game: Have two games
Got it!
Almost half the video is spent on how to do this if you only have 1 game 😅
@@Conradical you expect much from my attention span
Hey bro how are you full time when your games only made like under 10k? am i missing something
Not sure where you got that number! My games indeed make over that, so that's why I'm able to :) Only one since going full time not to pass 10k was Wanted Shadows, which was made in just 2 weeks and is soon going multiplatform so it will likely pass the mark when that happens too.
I also made a successful game called The Outbound Ghost, which unfortunately is in legal limbo at the moment but that was my biggest game until now :)
Oh very cool thanks, was watching a few devs and realised a lot of them had no track records despite acting like it lol @@Conradical
Great tip, thanks ! Btw i aim to do a 2 week game jam and release the game on steam just like you did, and i'm worried that my game will end up looking meh or cheap (like all of my other game). What 'easy' art styles do you recommend (for 2d or 3d) that can end up looking nice and have some charm ?
Happy to hear that! :D Pixel art is always nice, especially if you try to go for an artstyle similarish to Octopath Traveler!
People are often scared to use assets because other people might recognise them, but I feel like if you use them in the 2D in 3D format its a way to refreshen them (also fewer people care than one might think)!
@@Conradical Thank you for the tips ! I'll do my best and hopefully I get my first steam release soon 👍❤️
Aren't you the owner of radhood, why are you bound to confidentiality?
I am, but there are other factors to consider beyond myself :) If I were to accept a platform deal for instance and wanted to share a % breakdown of that, I could not do that if I had previously shared earnings because it could give an indication as to what the actual monetary value of the platform deal was!
I think it's more valuable to keep the details behind the scenes, but still have the freedom to share relative numbers for the sake of educating others!
Ah ok understood. That makes sense