Important distinction I just want to point out for anyone trying to match 3d art assets. You don't need a similar poly COUNT, but a similar poly DENSITY between assets.
@@polarnyne Sure! Basically it's the amount of polygons in a given area of your mesh. For example, if you have a small rock that's 500 polygons, then a large rock that's double the size should have approximately 1000 polygons. Ideally. You can get away with a lot of scaling and stretching in game art, but as a general rule when doing low poly, make sure that you don't have set piece models like a large important statue that's like 30 polygons, then you have a barrel next to it that's 1200 polygons. That makes your art feel very unprofessional and mismatched.
But with high poly meshes that are texture painted or sculpted, that's not nearly as important anymore. Because the meshes will look the same quality if the textures are the same quality. You shouldn't see the polies in that case
For most solo indie devs, I think it is important to sit down and actually play what you're making. I don't mean short 5-15 minute sessions as you're testing a new implementation, or playing through a little segment. I mean actually playing your own game. If you can't play your own game for hours as a biased player, then customers are not going to play your game for long either. I believe that will lead to refunds or no reviews, which will affect your Steam visibility
If it’s a puzzle game then it wouldn’t really be enjoyable since you know all the solutions and it will lead you to add a lot more fluff and complicate your game already.
I agree. Is huge to have players game test your game often, for this reason. Because if you are the only one interested how do you know if it will sell?
Exactly! Let's do this! I have been a game dev for 2 years now and I am going to finish my final test project before creating my dream game. Let's do this!
As a solo dev (vids under my channel) I feel this in my soul. The work is daunting. Even with the skills necessary to complete the game (mostly) there is always something to do that I need to learn about. Having people to help with anything, ANYTHING can make a world of difference. I should write some code to automate making friends.
great info, not just for gamedev but for any project or product that one would like to produce, the Pareto principle is single handedly the most useful abstraction for development, it allows you to focus on the import aspects. The hardest part is finding the actual 20% it takes time and experience to understand what that actual entails. Good luck to you bud
Google media buyer here. For the marketing aspect, I would suggest trying to gather information on your target audience. Especially through signs up (so email + name). This way, you can use them as an audience list when advertising through paid channels. Even if you are using firebase or analytics to build out audiences or understand your demographics. This will help give you a better picture of who your ideal audience are. Also emails are amazing for direct communications on updates on your game (boost your yotube channel views up), announcements, and keeping the hype up with your fanbase. I dapple in game dev and your channel popped up in my homefeed (your doing something right) Btw, your game artstyle reminds me of Spiral Knights. Ill have join one of your playtests.
Hey man! I've been 17 years in this industry and there is nothing more terrifying to me than going solo. I've tried many times and I faced the same problems you mention in this video, so your advices all are wise and legit. I started a solo project (Again!) after a few years since my last attempt and this time I'm trying to be as patient and methodic as possible. Thanks for your tips! And good luck with your game! ❤
Thanks for the tips, I managed to make a Pong Clone and a flappy bird clone! I think I have a new idea what I want to work on next! Thanks for this wonderful video! Been an animator first and foremost and decided a few years ago to start dabbling into game dev and now I want to take it seriously
Coming from my own experience as well as inexperience, make your game work for you. What I mean by that is lean into your personal strengths while covering for your weaknesses. Bad at programming? Use a graphical language. Bad at art? Throw on some shaders and dramatic lighting to hide that. Bad at gameplay? Make a narrative game. Bad at narrative? Make a shooter. Everyone will have differences in their aspirations, wants, skills, and vulnerabilities, but do not let that stop you.
Great video, thanks! As for your game, it looks interesting but I can’t help but feel the enemies are just bullet-(not really, but you get what I’m saying) sponges. You hit them for so little amount of damage and they kind of don’t do much so the fight really drags on, even if it’s dynamic enough. At least that’s what I was able to see during the video. Wish you luck!
damn this is crazy you summed up in 10 minutes all the knowledge ive seen in hours of gamedev and productivity training material. this is a brilliant summary, i'd recommend this video to anyone
People spend decades learning to do decent topology that saves a lot of hassle at runtime -- If you do your own art just accept it will be far worse than anything you will buy in an asset pack Unless you have 10+ years in 3d or 2d art.
Game looks really cool man! I'm thinking of learn game development from scratch and have a similar idea for my dream game. Think I'll make some other projects first tho
With 40 games a day coming out on Steam, the biggest challenge is getting people to even see your game once. The Steam algorithms are no help at all to either devs or players. They only show you clones of what you've already played. Your on your own if you want to find games that are new for you.
I've just started the same thing, I quit the company after 5 years gaming industry for 2 months- I started making my own top down Hades like combat mechanism :) Keep it up!
Yeah, the tip #6 can be turned into an IRL rhythm game by setting timer and stay in it. Todo list isn't a big deal, but timed session really is all you need. It's like a barrier that blocks off everything. I find win11 built-in focus mode (timer) is enough to kick your productivity up. It defaults at 30 active minutes with 5 relax minutes pattern, this works for me.
Wow! Incredible stuff. I'm not a game dev, I'm a filmmaker, but these tips are super helpful in my field too! Thanks! What game is at 6:56? I am enthralled with the perspective switching in combat, incredible!
As a solo dev there's many hurdles to face. I don't know if I'm extremely optimistic or just stupid, but the only thing that really has me bothered about the 'solo' aspect is what to do with the credits. An explanation: if I'm making a game with 4 or more hours of gameplay, I need at least a few minutes of credits w/music for the player to unwind with after beating the game. But I really don't see "Art by: ZarHakkar, Programming by: ZarHakkar, Design by: ZarHakkar, etc." as very graceful.
I want to make a game, but I know my idea is far too grand. I know that I wont have the tools needed for something like voice acting, captivating art, immersive world building. Sure, this stuff is possible on a small scale, but I know next to nothing about game design which makes this tougher. Even trying to make a small area is so daunting to me. I know I may be scaring myself off, but its not like I, a solo dev, can make the next big souls like.
I am starting to build and learn Unity just days ago. But my motivation was very simple. I just want to make a game i want to play that other wouldn't do it for me. I am not plan for big hit or money success heck I don't even plan to sell it too. I just tried of mod on top of other game and gacha rolling that why the desire characters just don't come.
"If you're not a complete beginner and you have already made some projects" Define: "some"... like how many specifically, and what kind of projects you must have done before?
Dude, what happened to your accent? Anyway, I'm in a very similar situation as you. But probably a few months earlier. You're doing pretty good in growing your channel it looks like. But it is hard and takes time. Good luck!
Your game looks pretty good already tbh. I'm not sure if I missed it or is the game only single player, but it would be so cool if you could play coop!
trust in 3rd party tools is a foolish thing to do... trust me I've done it too many times and I can't think of a single instance where one of the following didn't happen: The tool was unoptimized and was a needless bottleneck, the tool is too convoluted to be fixed or maintained in the codebase, and/or the tool didn't have a feature I needed and there is nothing you can do about it. Building everything in house makes you STRONG. Be strong enough so you can do the opposite: Make tools that ARE optimized and are NOT needless bottlenecks, make tools that are made competently that you can fix and maintain yourself, and make tools that you can add new features to as the need arises. You can try and buy a random widget from the asset store to try and fix a gap in skill, but you're just replacing the gap in skill with garbage that will keep you from releasing. Again--- EVERY TIME for me this is almost universally the case. Same goes for art... art is great, but unless they offer EVERYTHING that need for your game, then you're going to just have a patchwork of mismatched assets... but if you make your own assets, then you can have your own style, and you can add new things or fix existing ones to make them better. Build those skills!
too bad. my first project is a commercial release. I just don't think it will be the next biggest hit. Though, it would be nice if people like it a lot
Im studying Game Design, I would like to learn about programming, how should i start? i don't know anything about it D: but i would like to support that process
i made a similar game to that one.. but i had a lot of platformers but i they got trashed because someone took my computers... and i was dating that person so i can't call cops and get any of them back or anything..
Hi, i really want to get into game development, ive always wanted to every since i played my first game on the original ds. However, i have no idea where to look, how to learn, what to learn in what order or anything. I also dont know what to use for making a game. I use a chromebook and cant afford a real computer at the moment. The game idea i have as my first game is a very simple layout. So, where do i start and what should i use?
I know you left this comment a while ago however if you are still interested in game dev and didn't start yet then there are actually only 2 steps: 1. think of what game (or games) you want to make and decide on what game engine would fit best, to do that just serach videos on youtube like "what game engine should I choose" or "differences between game engines", there are some videos like that comparing few most popular engines like unreal engine 5, unity, godot so you can see what are their pros and cons. 2. If you decide on game engine, you literally just search "how to make a game in X engine" and there are tons of tutorials to get you started and setting up your character to move around the map it's easier than you could think.
This is the first time I hear of your game, so I'm sorry if this is irrelevant, and I didn't watch your other promotional material (and cannot go watch at this moment), but from this video alone, I believe I can give you some feedback. The combat seems too simple. You keep dodging the skeletons and bats, but they don't do much other than just walk forward and try to hit you. Try to implement better AI, have the enemies try to outmaneuver the player. Otherwise the game will just become a game of circling around the enemies and spamming range/mage attacks until they die, which isn't fun. Someone at some point (don't remember where) said that, given the chance, players will optimize the fun out of a game. If you want players to engage in melee combat, give them a reason to. Things like a smarter AI that keeps you on your toes, rewards for melee kills (such as doom's glory kills), etc.
I will give you my impression about your game as a player. Watching it is kinda boring because everything seems so slow and common, maybe a problem with the game’s pacing. It also lacks a differential between the games you mentioned like Hades. Players need a reason to choose your game instead of Hades and that’s why it’s hard to be a solo dev, it’s hard to make people choose your game over the ones that already exist. Having something unique helps because then it’s hard to make comparisons. Monsters and environments are super generic. If you check Rotwood (a new game), the monsters’ designs are very unique and you can’t compare them with enemies from other games. Skeletons and bats are overused. You can change the thematic or just change from where you take your enemies. Maybe you’re fighting robots with an aquarium as head while the fish inside it is controlling it as a mecha or a carrot that uses psychic powers to hurt you while it can’t move because it is stuck on the ground. I don’t know, but people like different concepts, just using a generic skeleton and bat again doesn't seem to be a good first impression. Good luck with your game!
Sorry about the discord link. I have fixed it now. For the games part - I referenced Tunic, HK, Islanders, brotato among a few others. There should be a small annotation at the bottom at each segment.
Marketing mostly helps mediocre games, it helps those to raise above other mediocre games... good or stellar games that do 95% of things in their context right, usually become popular, no matter what - word of mouth, recommended by friends, overly positive Steam comments. For example, I don't think Hollow Knight had huge marketing campaign, or did Vampire Survivors have (I don't know).
Good games market themselves if you put in the initial marketing effort. Or else it’s easy for it to be lost in thousands of games being released every year. Steam doesn’t market your game from nothing. Until, first 10 reviews the visibility of the game is very limited, it's up to developers/ publishers to bring that initial set of players. And also not every player leaves a review. So, need quite a bit of players as well initially on your own marketing efforts. Yes, word of mouth works wonders in marketing the game. But it works even better if you have a larger audience. Even hollow knight had a successful kickstarter campaign (so they did market it for the kickstarter very well). And Vampire survivors had some luck factor involved with popular streamers picking it up and the intentional low price factor.
@@denizdemir9255 I'm not claiming to be expert on marketing and i haven't released any game either. But i think it's true based on what i have read so far. Of course, everyone has their own bias and opinions, so feel free to disagree with me.
@@joytoclingGamesNah you are absolutely correct here a good game no one sees has not opportunity to generate word of mouth like sure you probably shouldn't pump a bunch of money into advertising as a solo dev but even just simple self promo on UA-cam is infinitely better than nothing
@BoomSki-pn9lb Actually, the footage used here was of test levels, where i have set enemy health really high. Expect less health on enemies and more satisfying combat in full game. Thanks for pointing it out, will use proper gameplay footage in future vids.
You should change up your voice tone. Loved the video and you seem competent by the gameplay you have shown. If you want to get noticed by more viewers, you should put more of your passion and energy into your voice!
After I watched the video, I could feel that you're desperate. You know yourself best pal, so maybe stop making YT vid for a while and focus on the game or try to get a job which might be super hard since the market is so competitive. Well anyway, everything is about learning and your game seems to be in far better state than mine. Just focus on your survival, that's the advice I can give you.
@@joytoclingGames good luck. I just felt the energy in your voice and that's all. It's a bit too abstract. I merely gave you some generic advices that could help you. The YT is only a distraction imo. You need gamers to follow you, not game developers.
@@dreamingacacia Yes, I know I need to sell to gamers ultimately. YT might seem pointless, and I have seen other game dev YTbers with low sales despite high wishlists, which does prove your point. But, the point of the channel is to document my journey rather than just asking for wishlists and maybe help other game devs along the way. Anything beyond that is a plus for me. I do get your concern, that I should be more focused on my game rather than YT growth at this point. I just wanted to experiment a bit with this video. And I am making progress on my game and getting that playtest build ready.
Hi I am new indie dev too. I would like to build a connection with you. I tried to join your discord but link is expired. Would you like to share a new one to let me in?
I'm already disappointed before starting, there is no risk of bigger disappointment
lol, that's one way to approach it i guess😅
ALPHA Move
Important distinction I just want to point out for anyone trying to match 3d art assets. You don't need a similar poly COUNT, but a similar poly DENSITY between assets.
Massively helpful. Thank you
Could you describe what do you mean by density? I'm learning blender and that's a concept I've yet have to learn.
@@polarnyne Sure! Basically it's the amount of polygons in a given area of your mesh. For example, if you have a small rock that's 500 polygons, then a large rock that's double the size should have approximately 1000 polygons. Ideally. You can get away with a lot of scaling and stretching in game art, but as a general rule when doing low poly, make sure that you don't have set piece models like a large important statue that's like 30 polygons, then you have a barrel next to it that's 1200 polygons. That makes your art feel very unprofessional and mismatched.
But with high poly meshes that are texture painted or sculpted, that's not nearly as important anymore. Because the meshes will look the same quality if the textures are the same quality. You shouldn't see the polies in that case
Or low poly bake and save yourself tons of hassle
using high poly objects unless you are making a AAA funded title.
hey buddy I'm in the same ride as yours! last night I published my first devlog .. lets see how solo's succeed!☺💞
That's fantastic!
Congrats on publishing your first devlog! It's definitely a journey, but here's hoping for our success!
@@joytoclingGames 💖
For most solo indie devs, I think it is important to sit down and actually play what you're making. I don't mean short 5-15 minute sessions as you're testing a new implementation, or playing through a little segment. I mean actually playing your own game. If you can't play your own game for hours as a biased player, then customers are not going to play your game for long either. I believe that will lead to refunds or no reviews, which will affect your Steam visibility
If it’s a puzzle game then it wouldn’t really be enjoyable since you know all the solutions and it will lead you to add a lot more fluff and complicate your game already.
@@Choco794 Very good point. If you can't even be bothered to play through, why should anyone else?
Playing the game for long is also a good way to find bugs. I like to play the games I make, it's self fullfiling and fun.
I agree. Is huge to have players game test your game often, for this reason. Because if you are the only one interested how do you know if it will sell?
The best tip for me is not to give up and to try take everything positively. Good Luck Boyz!
You may be solo, but not alone. I’m on the same journey. Let’s keep moving forward. Good luck and may you reach your goals!
Thanks! Good luck to you as well!
Exactly! Let's do this! I have been a game dev for 2 years now and I am going to finish my final test project before creating my dream game. Let's do this!
As a solo dev (vids under my channel) I feel this in my soul. The work is daunting. Even with the skills necessary to complete the game (mostly) there is always something to do that I need to learn about.
Having people to help with anything, ANYTHING can make a world of difference.
I should write some code to automate making friends.
Feel ya
great info, not just for gamedev but for any project or product that one would like to produce, the Pareto principle is single handedly the most useful abstraction for development, it allows you to focus on the import aspects. The hardest part is finding the actual 20% it takes time and experience to understand what that actual entails. Good luck to you bud
Yep, finding that 20% is a skill on its own.
And, Thanks for the kind words, appreciate it!
Been working on my game for 3+ years now. It was nice to hear another solo dev having some of the same struggles. Thank you!
Thanks! Good luck on your game, hope you can finish it soon!
Google media buyer here. For the marketing aspect, I would suggest trying to gather information on your target audience. Especially through signs up (so email + name). This way, you can use them as an audience list when advertising through paid channels. Even if you are using firebase or analytics to build out audiences or understand your demographics. This will help give you a better picture of who your ideal audience are.
Also emails are amazing for direct communications on updates on your game (boost your yotube channel views up), announcements, and keeping the hype up with your fanbase.
I dapple in game dev and your channel popped up in my homefeed (your doing something right)
Btw, your game artstyle reminds me of Spiral Knights. Ill have join one of your playtests.
Hey man! I've been 17 years in this industry and there is nothing more terrifying to me than going solo. I've tried many times and I faced the same problems you mention in this video, so your advices all are wise and legit. I started a solo project (Again!) after a few years since my last attempt and this time I'm trying to be as patient and methodic as possible.
Thanks for your tips! And good luck with your game! ❤
Thanks for the tips, I managed to make a Pong Clone and a flappy bird clone! I think I have a new idea what I want to work on next! Thanks for this wonderful video! Been an animator first and foremost and decided a few years ago to start dabbling into game dev and now I want to take it seriously
Great video, wished listed your game and look forward to trying it out. Keep up the good work!
prototype and production phases are 100% the way. Great advice
really grateful. thank you mate 😊. wish you and all of us luck)
Coming from my own experience as well as inexperience, make your game work for you. What I mean by that is lean into your personal strengths while covering for your weaknesses. Bad at programming? Use a graphical language. Bad at art? Throw on some shaders and dramatic lighting to hide that. Bad at gameplay? Make a narrative game. Bad at narrative? Make a shooter. Everyone will have differences in their aspirations, wants, skills, and vulnerabilities, but do not let that stop you.
Thank you for you advice! Definitely have some great tips!
I found your tips to be very helpful. It's nice to see an honest and somewhat humble approach to game dev. Thanks for sharing your tips.
Really good tips. Thanks a lot. :)
Glad it was helpful!
Great video thanks :) I love the 3d heath and stamina bars in that fox game
Great video, thanks!
As for your game, it looks interesting but I can’t help but feel the enemies are just bullet-(not really, but you get what I’m saying) sponges. You hit them for so little amount of damage and they kind of don’t do much so the fight really drags on, even if it’s dynamic enough.
At least that’s what I was able to see during the video. Wish you luck!
Good video! Lots of good tips.
damn this is crazy you summed up in 10 minutes all the knowledge ive seen in hours of gamedev and productivity training material. this is a brilliant summary, i'd recommend this video to anyone
Very cool to see, keep at it! This game looks really cool.
Thank you for the tips, Im definitely using it. I just hope that i have the motivation to continue making a game😢
Just started my unreal journey. See you at the top bro 👾
People spend decades learning to do decent topology
that saves a lot of hassle at runtime -- If you do your own art just accept it will be far worse
than anything you will buy in an asset pack
Unless you have 10+ years in 3d or 2d art.
A well thought out set of tips. Thank you.
Game looks really cool man! I'm thinking of learn game development from scratch and have a similar idea for my dream game. Think I'll make some other projects first tho
With 40 games a day coming out on Steam, the biggest challenge is getting people to even see your game once. The Steam algorithms are no help at all to either devs or players. They only show you clones of what you've already played. Your on your own if you want to find games that are new for you.
The best tip would be to stop looking for tips on UA-cam. Just get to work and put the hours.
Amen
I've just started the same thing, I quit the company after 5 years gaming industry for 2 months- I started making my own top down Hades like combat mechanism :) Keep it up!
Would be interesting to know what skill level you had when you started developing (coding, design etc.).
Fingers crossed for your game!
Hi ❤️ glad I got to get to your channel.
Yeah, the tip #6 can be turned into an IRL rhythm game by setting timer and stay in it. Todo list isn't a big deal, but timed session really is all you need. It's like a barrier that blocks off everything. I find win11 built-in focus mode (timer) is enough to kick your productivity up. It defaults at 30 active minutes with 5 relax minutes pattern, this works for me.
Yeah, makes sense. Got to try it! Thanks for sharing.
Thank you very much!
Wow! Incredible stuff. I'm not a game dev, I'm a filmmaker, but these tips are super helpful in my field too! Thanks!
What game is at 6:56? I am enthralled with the perspective switching in combat, incredible!
Its a game called Tunic
Your game looks great man. keep it up.
Loved it!
As a solo dev there's many hurdles to face. I don't know if I'm extremely optimistic or just stupid, but the only thing that really has me bothered about the 'solo' aspect is what to do with the credits.
An explanation: if I'm making a game with 4 or more hours of gameplay, I need at least a few minutes of credits w/music for the player to unwind with after beating the game. But I really don't see "Art by: ZarHakkar, Programming by: ZarHakkar, Design by: ZarHakkar, etc." as very graceful.
Just do a highlight reel of memorable moments in the game, play some music behind it, fin.
you could write a thank you letter to your players instead and talk about how it was creating a game as a solo dev.
I want to make a game, but I know my idea is far too grand. I know that I wont have the tools needed for something like voice acting, captivating art, immersive world building. Sure, this stuff is possible on a small scale, but I know next to nothing about game design which makes this tougher. Even trying to make a small area is so daunting to me. I know I may be scaring myself off, but its not like I, a solo dev, can make the next big souls like.
I am starting to build and learn Unity just days ago. But my motivation was very simple. I just want to make a game i want to play that other wouldn't do it for me. I am not plan for big hit or money success heck I don't even plan to sell it too. I just tried of mod on top of other game and gacha rolling that why the desire characters just don't come.
I'm ready to play your top-down game.
"If you're not a complete beginner and you have already made some projects"
Define: "some"... like how many specifically, and what kind of projects you must have done before?
Good tips, I would agree to most of it, of course I'm also ignoring most of it! Yay...
Its def not easy 😅 especially as i do it while balancing a toddler son, full time work, and gaming
Yep, definitely not easy.
But, it's not gonna stop us now is it?😁
It sounds like you've got a lot on your plate too. Take it easy, man.
Man. You can do it. 😢 Don't give up on life. Hope you find your happy place
Dude, what happened to your accent? Anyway, I'm in a very similar situation as you. But probably a few months earlier. You're doing pretty good in growing your channel it looks like. But it is hard and takes time. Good luck!
Im solo developer too.. I'm looking for an Artist and also Music but few people can relate what your doing.
Your game looks pretty good already tbh. I'm not sure if I missed it or is the game only single player, but it would be so cool if you could play coop!
hell yeah. This game looks fun.
trust in 3rd party tools is a foolish thing to do... trust me I've done it too many times and I can't think of a single instance where one of the following didn't happen: The tool was unoptimized and was a needless bottleneck, the tool is too convoluted to be fixed or maintained in the codebase, and/or the tool didn't have a feature I needed and there is nothing you can do about it.
Building everything in house makes you STRONG. Be strong enough so you can do the opposite: Make tools that ARE optimized and are NOT needless bottlenecks, make tools that are made competently that you can fix and maintain yourself, and make tools that you can add new features to as the need arises.
You can try and buy a random widget from the asset store to try and fix a gap in skill, but you're just replacing the gap in skill with garbage that will keep you from releasing. Again--- EVERY TIME for me this is almost universally the case.
Same goes for art... art is great, but unless they offer EVERYTHING that need for your game, then you're going to just have a patchwork of mismatched assets... but if you make your own assets, then you can have your own style, and you can add new things or fix existing ones to make them better. Build those skills!
Thanks a ton!
Wishlisted.
Do you have a community? I'm looking to learn and probably collaborate if possible. (I'm a newbie with weeks of experience.)
great video
too bad. my first project is a commercial release.
I just don't think it will be the next biggest hit. Though, it would be nice if people like it a lot
what is the unique selling point of your game?
You ok bro?
Gives me more of a spiral knight vibe then binding of isaac 🤔
Im studying Game Design, I would like to learn about programming, how should i start? i don't know anything about it D: but i would like to support that process
This, will help
can you recommend me what 3d game project should i make for exercise as a beginner? that can be done more or less in 2 weeks
i made a similar game to that one.. but i had a lot of platformers but i they got trashed because someone took my computers...
and i was dating that person so i can't call cops and get any of them back or anything..
Any suggestions to get more views and followers on UA-cam and itch?
i made a similar game to that one.. but i had a lot of platformers but i they got trashed because someone took my computers...
yo yea i was doing dev part time half the time.. cuzi had jobs..
Hi, i really want to get into game development, ive always wanted to every since i played my first game on the original ds. However, i have no idea where to look, how to learn, what to learn in what order or anything. I also dont know what to use for making a game. I use a chromebook and cant afford a real computer at the moment. The game idea i have as my first game is a very simple layout. So, where do i start and what should i use?
I know you left this comment a while ago however if you are still interested in game dev and didn't start yet then there are actually only 2 steps:
1. think of what game (or games) you want to make and decide on what game engine would fit best, to do that just serach videos on youtube like "what game engine should I choose" or "differences between game engines", there are some videos like that comparing few most popular engines like unreal engine 5, unity, godot so you can see what are their pros and cons.
2. If you decide on game engine, you literally just search "how to make a game in X engine" and there are tons of tutorials to get you started and setting up your character to move around the map it's easier than you could think.
Keep it up Big Man, You've got the Magic
bro you sound really sad lol are you okay
great video though:))
I'm doing well, thanks for the concern, lol
Glad you enjoyed the video!
making games is like a more fun version of writing a book though..
This is the first time I hear of your game, so I'm sorry if this is irrelevant, and I didn't watch your other promotional material (and cannot go watch at this moment), but from this video alone, I believe I can give you some feedback.
The combat seems too simple. You keep dodging the skeletons and bats, but they don't do much other than just walk forward and try to hit you. Try to implement better AI, have the enemies try to outmaneuver the player. Otherwise the game will just become a game of circling around the enemies and spamming range/mage attacks until they die, which isn't fun. Someone at some point (don't remember where) said that, given the chance, players will optimize the fun out of a game. If you want players to engage in melee combat, give them a reason to. Things like a smarter AI that keeps you on your toes, rewards for melee kills (such as doom's glory kills), etc.
Can you make the game so you get OP?
it's like writing a book..
I will give you my impression about your game as a player. Watching it is kinda boring because everything seems so slow and common, maybe a problem with the game’s pacing. It also lacks a differential between the games you mentioned like Hades. Players need a reason to choose your game instead of Hades and that’s why it’s hard to be a solo dev, it’s hard to make people choose your game over the ones that already exist. Having something unique helps because then it’s hard to make comparisons. Monsters and environments are super generic. If you check Rotwood (a new game), the monsters’ designs are very unique and you can’t compare them with enemies from other games. Skeletons and bats are overused. You can change the thematic or just change from where you take your enemies. Maybe you’re fighting robots with an aquarium as head while the fish inside it is controlling it as a mecha or a carrot that uses psychic powers to hurt you while it can’t move because it is stuck on the ground. I don’t know, but people like different concepts, just using a generic skeleton and bat again doesn't seem to be a good first impression. Good luck with your game!
His game looks like Moonlighter, but only with the dungeon part.
The discord link does not work on mobile :(
Which games do you show in your video, I only recognize hollow knight.
Sorry about the discord link. I have fixed it now.
For the games part - I referenced Tunic, HK, Islanders, brotato among a few others.
There should be a small annotation at the bottom at each segment.
@@joytoclingGamesthank you very much, I didn’t notice it on the phone.
I also joined your discord and introduced myself.
Did your voice and accent change?????
Hello, I would like to join but discord link is invalid
@ilkinqafarov87 idk why it keeps breaking.. I have fixed it for now though.
Marketing mostly helps mediocre games, it helps those to raise above other mediocre games... good or stellar games that do 95% of things in their context right, usually become popular, no matter what - word of mouth, recommended by friends, overly positive Steam comments. For example, I don't think Hollow Knight had huge marketing campaign, or did Vampire Survivors have (I don't know).
Good games market themselves if you put in the initial marketing effort.
Or else it’s easy for it to be lost in thousands of games being released every year. Steam doesn’t market your game from nothing. Until, first 10 reviews the visibility of the game is very limited, it's up to developers/ publishers to bring that initial set of players. And also not every player leaves a review. So, need quite a bit of players as well initially on your own marketing efforts.
Yes, word of mouth works wonders in marketing the game. But it works even better if you have a larger audience.
Even hollow knight had a successful kickstarter campaign (so they did market it for the kickstarter very well). And Vampire survivors had some luck factor involved with popular streamers picking it up and the intentional low price factor.
you couldn’t be more wrong.
@@denizdemir9255 I'm not claiming to be expert on marketing and i haven't released any game either. But i think it's true based on what i have read so far.
Of course, everyone has their own bias and opinions, so feel free to disagree with me.
@@joytoclingGamesNah you are absolutely correct here a good game no one sees has not opportunity to generate word of mouth like sure you probably shouldn't pump a bunch of money into advertising as a solo dev but even just simple self promo on UA-cam is infinitely better than nothing
@322ss vampire survivors absolutely did marketing they did indie marketing with tweets and videos no money really
swords..
Why is your voice different in this video? Are you using an AI voice?
he said make smal 2d im new and im makeing a 3d vr game haha
game in background looks incredibly underwhelming and dissatisfying to watch ,you do 1 damage to the enemies
I personally enjoy it, there are a nice amount of hits to kill and it makes it seem more like a fight (halo vs cod vibes)
@BoomSki-pn9lb Actually, the footage used here was of test levels, where i have set enemy health really high. Expect less health on enemies and more satisfying combat in full game.
Thanks for pointing it out, will use proper gameplay footage in future vids.
You should change up your voice tone. Loved the video and you seem competent by the gameplay you have shown.
If you want to get noticed by more viewers, you should put more of your passion and energy into your voice!
ool what is that fox game..
Isn't this stressful if you have no income and just make indie game that won't probably succed? Aren't you scared of running out of money?
Maybe add PVP
Someone make a game with me
hey dude whenever u get a chance wanna colab on a video?
Is this even you talking in this vid? This voice is different to the other in the other videos
What happened to your voice? It's like a completely different person!
and it has changed startingfromthis video.
Yo 3 months and you're already made a tips video? Oh, just the tips eh? xDD
After I watched the video, I could feel that you're desperate. You know yourself best pal, so maybe stop making YT vid for a while and focus on the game or try to get a job which might be super hard since the market is so competitive. Well anyway, everything is about learning and your game seems to be in far better state than mine. Just focus on your survival, that's the advice I can give you.
@@joytoclingGames good luck. I just felt the energy in your voice and that's all. It's a bit too abstract. I merely gave you some generic advices that could help you. The YT is only a distraction imo. You need gamers to follow you, not game developers.
@@dreamingacacia Yes, I know I need to sell to gamers ultimately. YT might seem pointless, and I have seen other game dev YTbers with low sales despite high wishlists, which does prove your point.
But, the point of the channel is to document my journey rather than just asking for wishlists and maybe help other game devs along the way.
Anything beyond that is a plus for me.
I do get your concern, that I should be more focused on my game rather than YT growth at this point. I just wanted to experiment a bit with this video.
And I am making progress on my game and getting that playtest build ready.
Asd
Hi I am new indie dev too. I would like to build a connection with you. I tried to join your discord but link is expired. Would you like to share a new one to let me in?
Hey, sorry about the discord link. It should be fixed now!