Two things I learnt today: 1. it's important to set your own expectations of sales so that you have a sense of whether you were successful. 2. you can buy a boat for under £500 in the UK. Looking forward to what you get up to next!
The money u got in one month is near what many starting make in a year. Considering that your art is minimalist and that 2d plataformers are the most flowded nich on steam not bad. I hope the game i am making makes this much
It was nice to have one of these pop up every so often. The topics are interesting and the humour really goes a long way. Was worried when you almost cancelled it the first time. Glad you finished though. Devlogs like yours give me inspiration and ideas when I'm lacking motivation for my own games, so thanks
I'm so glad you've released your game! I've been following for a long time and I'm quite happy with what you've accomplished! Hope I can use what you've shown in my next project!
I saw the thumbnail, thought the game had great use of negative space. Also graphics itch my nostalgia perfectly. I'm an older guy. Started watching the video, immediately thought "wow, the character is so readable". The way it slides off of the walls, that particular animation keyframe is awesome. Also, the way its head swings around during long jumps. You feel it. Then, on top of all these awesome things, you had nice video editing. But THEN, I saw you made it with c3. I used c2 a lot, and some c3, then switched to Unity, and I still miss the way of construct so much. The simplicity and the limitations push your creativity and make the "coding" so much more enjoyable. In my free time, I keep thinking about the ways I could "implement" different architectural approaches with c3. Like, maybe it lends its hand perfectly to Entity Component System, if only I could "imagine" the perfect way to organize the Event Sheets... Kudos. Not really interested in platformers but this made my day. It even gave me motivation, which is rare these days.
Very inspiring. “Scuffed and janky” absolute describes what I produce behind the scenes of a game, but I’m learning that’s a large portion of game design. Smoke and mirrors.
Congrats man!! I’m proud to call myself a first month purchaser :) Not only did you finish a game, which so many YT devs haven’t, outside of jam games I suppose, but you made a profit! That’s only the first month, too. As your channel grows it will funnel naturally into it. This was a fun ride and the dev log series is really informative and I think it’s going to have a long life. Please do another for the next one?
Congratz! Releasing a good and complete game in Steam is an achievement in itself. Also thanks for sharing the numbers and the data. Those are some valuable information that I really like to study and love the devs that share them. Also the game is looking good. Looking forward to your next project. Keep it up! :)
Well done! It's been fantastic following the life of reiterate. From learning about what makes a game good to watching you implementing it. Then the iterations! I can't wait to see what your have in store for the future.
The key message of just getting a game out because that's what you felt like doing... somehow I'm feeling really keen to try it too. I like the cut of your jib.
9:48 OHHHHHHHHHHHH YEAHHHHHHHHHHH LETS GO I feel that if you make videos on a sequel, the intro to every video would be "I'm making ANOTHER video game" lol
Dani succeeded because he knows Gen Z humor, meme culture, how to integrate all that into a well made video, and how to create games that are appealing to wide audiences very well. He has a dedicated fanbase because of his humor and memes like milk vs orange juice, Karlson, wow that was really cool, etc.
That thing you said about preferring to make a successfully niche game rather than one with such a broad appeal it becomes for no one is actually something I heard in business school. “You want to sell either hot or cold tea. No one buys lukewarm tea.”
Been following you from as far back as when you reviewed my college's game dev club game about a year ago at this point (I'm recently graduated at this point and we had made 2 more games :D )! Very good stuff I'm happy for you, I'm going to give the game a try, and maybe I'll take a stab at making my own first steam released game going into the future. Look forward to seeing what you make next!
@@LTGD It was!!! I wanted to link our most recent game “Rusted Vengeance” but if the comment has a link it seems to delete it. This game can be found on itch by ISU Game Dev Club. I’m really proud with how it came out, it’s a steampunk RPG/Fighting game that i was able to lead :) You were also the one who made us stop branding ourselves as ISUGDC :P
Congratulations on your first release. Now feel free to wonder how much you would have made if Steam would have put it on the front page or if that popular UA-camr would have played it. 😁
Updates man, don't let it die off! If your game has traction treat your community right, a happy community will keep growing. If that doesn't convince you, see it as another opportunity for experience. Ok you've launched a game, can you maintain it and expand it?
Do you always have to expand it though? Sometimes a game can be done at launch. It didn’t used to be the way it is now where you get 60-75% of a game at launch and then the devs/company release the rest of their content over the next few months. I mean, brilliant play to keep development going while making money, but that model isn’t best for every game. Especially from solo indie devs, putting out a few games that you then continue expanding on sounds like an overwhelming nightmare. Not arguing, just adding a comment someone may need to hear on the future :) have a great day!
@@lionjeff1640 This is an interesting conversation to have. One factor is branding, he already has a name out there it cost him money (in the form of time) to create the reIterate brand, it's more resource efficient to expand on it rather than create a new one. Then there's all those players that are on the fence about getting it 🙋♂, an update for more levels, aesthetics, music, gameplay can sway a handful of them. Also, there's the possibility of reIterate being a gem of a game, but it's just missing something... games are a full package, think about Hollow Knight without the amazing soundtrack, it would be a good game but not the phenomenon it is now. For me, I think it needs more polish... the art, particles, animation frames, something... right now it looks too much like a prototype.
played and love the game. thanks for vid and info at least for 18. levels, im not trying to be good at platformers so it was hard for me :D liked it though, flows.
The Big swinging spike club stuff... does not seem to deal dmg to you. 4:57 - 4:59 the last 2 there just before exit... if you set speed to 0,25.. you can see that you are passing through the big spike club thingy, and nothing happens. Smaller hit box than intended ???.
When I release Orions Throne on steam I fully expect it to flop after a good fews years of sacrifice and hard work, if 10 people buy it I'll be over the moon... so in short... well done on a successful launch 😁
I know, I just love that view time metric. No but seriously. For all the jokes, I genuinely didn't pad this one. Well, not intentionally. I suppose I did anyway
I have a question is that steam developer account is $100 one time fee or it 's a fees of uploading a single game or we have to pay $100 for our uploading every game everytime?
Like you I have zero marketing experience... hope steam will in someway put my game in the suggestion or I will starve. I don't have 8000 subcribers :(
Isn’t buying the source code the same thing as buying the game, just with the project file? Cuz you can play it from the engine, obviously. If it’s the same price, why buy the regular version?
Not to be buzz killer but I can feel how disappointed and disincline from the game thru your voice tone. I'm really sorry about you couldn't make more from this game. Looking decent, gameplay feels decent and overall a good concept but it's quite hard to find target audience properly in these days. I'm pretty sure there is over 1Million people who would interested in your platformer and willing to pay for it in world, struggle is finding them. Nonetheless, I'm glad that you can keep positive attitude and made just enough to say "I'm happy about it". Wishing you and all the other dev folks with dreams out there!
@@china_airguns im saying people who judge things like "not having good enough graphics" even when the game has a consistant and pleasent design and calling it primite because is it isnt a 3d fps are why the mega corporations still have so much of the game industry in a chokehold, even when indie games offer much better experiences, because they are too busy whining about how theres no photorealism or z axis. Widen your horizions, please.
Maybe I misread the steam contract, but I thought the basis of it was that you couldn't offer the game for less elsewhere than you are on steam, and it looks like your itch.io release is less than the steam release. (Good video btw ) EDIT: Now I can't find the section of the documentation that made me think that.
So! I did think about that. Thing is, I set the steam prices based on GBP, and then it auto-set the rest. Itch is *only* set in GBP so I think it's the same price? I dunno, I don't think I can set different currencies for itch to match it up.
Two things I learnt today: 1. it's important to set your own expectations of sales so that you have a sense of whether you were successful. 2. you can buy a boat for under £500 in the UK.
Looking forward to what you get up to next!
3. Market your game if your doing this for money or to YOU KNOW actually make people happy with a game...
The money u got in one month is near what many starting make in a year. Considering that your art is minimalist and that 2d plataformers are the most flowded nich on steam not bad. I hope the game i am making makes this much
I like to think as long as it's good, and you've got an avenue to at least SOME people, you can make it.
hey man is just wanted to say that this was a super inspiring journey, and i hope you are satisfied with the outcome :)
I am, thank you! I'm ready for the 'next big thing' now though, I think. After a wedding, anyway.
It was nice to have one of these pop up every so often. The topics are interesting and the humour really goes a long way. Was worried when you almost cancelled it the first time.
Glad you finished though. Devlogs like yours give me inspiration and ideas when I'm lacking motivation for my own games, so thanks
I'm so glad you've released your game! I've been following for a long time and I'm quite happy with what you've accomplished! Hope I can use what you've shown in my next project!
Fingers crossed! Thank you for keeping up! Hope it was enjoyable
I been watching this channel over a year now, loved watching the growth of reiterate() and can't wait for what is next.
I saw the thumbnail, thought the game had great use of negative space. Also graphics itch my nostalgia perfectly. I'm an older guy.
Started watching the video, immediately thought "wow, the character is so readable". The way it slides off of the walls, that particular animation keyframe is awesome. Also, the way its head swings around during long jumps. You feel it.
Then, on top of all these awesome things, you had nice video editing.
But THEN, I saw you made it with c3. I used c2 a lot, and some c3, then switched to Unity, and I still miss the way of construct so much. The simplicity and the limitations push your creativity and make the "coding" so much more enjoyable. In my free time, I keep thinking about the ways I could "implement" different architectural approaches with c3. Like, maybe it lends its hand perfectly to Entity Component System, if only I could "imagine" the perfect way to organize the Event Sheets...
Kudos. Not really interested in platformers but this made my day.
It even gave me motivation, which is rare these days.
Very inspiring. “Scuffed and janky” absolute describes what I produce behind the scenes of a game, but I’m learning that’s a large portion of game design. Smoke and mirrors.
Congrats man!! I’m proud to call myself a first month purchaser :) Not only did you finish a game, which so many YT devs haven’t, outside of jam games I suppose, but you made a profit! That’s only the first month, too. As your channel grows it will funnel naturally into it. This was a fun ride and the dev log series is really informative and I think it’s going to have a long life. Please do another for the next one?
This is really useful. I want to have realistic expectations for my own game, which is also a platformer. Happy you pushed it to the finish line 🏁
I bought the game. I know I have said this before but your game is the best thing to happen in this world since 1066
Congratz! Releasing a good and complete game in Steam is an achievement in itself. Also thanks for sharing the numbers and the data. Those are some valuable information that I really like to study and love the devs that share them. Also the game is looking good. Looking forward to your next project. Keep it up! :)
Well done! It's been fantastic following the life of reiterate. From learning about what makes a game good to watching you implementing it. Then the iterations!
I can't wait to see what your have in store for the future.
Lol, both your revenue joke and C3 project were so relatable that I had no choise but to laugh and cry at the same time 😹.
The key message of just getting a game out because that's what you felt like doing... somehow I'm feeling really keen to try it too. I like the cut of your jib.
9:48 OHHHHHHHHHHHH YEAHHHHHHHHHHH LETS GO
I feel that if you make videos on a sequel, the intro to every video would be "I'm making ANOTHER video game" lol
I’m late to your party but I’m really enjoying your content. I’m about to make a 2D platformer and you’ve been a lot of help
The hard honesty from this guy is so funny. I respect that
Dani succeeded because he knows Gen Z humor, meme culture, how to integrate all that into a well made video, and how to create games that are appealing to wide audiences very well. He has a dedicated fanbase because of his humor and memes like milk vs orange juice, Karlson, wow that was really cool, etc.
Looks like you did really well my friend! Well done!
Thank you! Couldn't have done it without all of the support.
That thing you said about preferring to make a successfully niche game rather than one with such a broad appeal it becomes for no one is actually something I heard in business school. “You want to sell either hot or cold tea. No one buys lukewarm tea.”
Been following you from as far back as when you reviewed my college's game dev club game about a year ago at this point (I'm recently graduated at this point and we had made 2 more games :D )! Very good stuff I'm happy for you, I'm going to give the game a try, and maybe I'll take a stab at making my own first steam released game going into the future. Look forward to seeing what you make next!
I remember that! Was it the top down shootery thing I liked?
@@LTGD It was!!! I wanted to link our most recent game “Rusted Vengeance” but if the comment has a link it seems to delete it. This game can be found on itch by ISU Game Dev Club. I’m really proud with how it came out, it’s a steampunk RPG/Fighting game that i was able to lead :)
You were also the one who made us stop branding ourselves as ISUGDC :P
Thanks a lot. Not only it's interesting, but it's also inspiring. Thanks.
Appreciate the transparency mixed with some good old british self depreciation, new sub from me mate
Congratulations on your first release. Now feel free to wonder how much you would have made if Steam would have put it on the front page or if that popular UA-camr would have played it. 😁
"But I'm not young enough to understand memes"
Thank God. I really like the calm and analytical style of yours!
Cheers!
i love your honesty
Updates man, don't let it die off! If your game has traction treat your community right, a happy community will keep growing.
If that doesn't convince you, see it as another opportunity for experience. Ok you've launched a game, can you maintain it and expand it?
Do you always have to expand it though? Sometimes a game can be done at launch. It didn’t used to be the way it is now where you get 60-75% of a game at launch and then the devs/company release the rest of their content over the next few months. I mean, brilliant play to keep development going while making money, but that model isn’t best for every game. Especially from solo indie devs, putting out a few games that you then continue expanding on sounds like an overwhelming nightmare.
Not arguing, just adding a comment someone may need to hear on the future :) have a great day!
@@lionjeff1640 This is an interesting conversation to have.
One factor is branding, he already has a name out there it cost him money (in the form of time) to create the reIterate brand, it's more resource efficient to expand on it rather than create a new one.
Then there's all those players that are on the fence about getting it 🙋♂, an update for more levels, aesthetics, music, gameplay can sway a handful of them.
Also, there's the possibility of reIterate being a gem of a game, but it's just missing something... games are a full package, think about Hollow Knight without the amazing soundtrack, it would be a good game but not the phenomenon it is now.
For me, I think it needs more polish... the art, particles, animation frames, something... right now it looks too much like a prototype.
Tears of joy... you just won the game... YOU DID IT.... you inspire many of us on the same track.
This is awesome to see! Thanks for this! You’ve reinvigorated my motivation to work on my game!
You're one of the few who got ME to want to carry on anyway!
Thank you, this was very uplifting :Dd
Thanks for sharing your journey!
Thank you for watching me!
played and love the game. thanks for vid and info
at least for 18. levels, im not trying to be good at platformers so it was hard for me :D
liked it though, flows.
A massive wishlist?
Me, with more than 900 games in my Steam wishlist 😅😅
very nice man, congrats
Congrats!
The Big swinging spike club stuff... does not seem to deal dmg to you.
4:57 - 4:59 the last 2 there just before exit... if you set speed to 0,25.. you can see that you are passing through the big spike club thingy, and nothing happens.
Smaller hit box than intended ???.
Can't wait for rereiterate
"I'm not going waffle on, I'll give you the numbers up front " he says while waffling on and on and on
Well alright, I'm going to waffle a little bit. But not as much as I could've?
Damn, I should make a cute pixel art game as well and somehow get 5k people to promote it to.
Came for the numbers…stayed for the humor.
As some who has the game wishlisted, I am broke to the dollar my guy :D
One day, I'll have a sale for you. Don't worry. I'll get there eventually. When the sequel's on the way, maybe.
@@LTGD Well, having the source code for it is the biggest incentive I've seen to buy a game
@@goodoldfashioned what do you mean it comes with the source code?
@@guynamedrick4419 7:25
My first game I released on Steam only made ~$1000 net. FAR below my expectations. Let's just say it was a humbling experience.
sir! please share the link of your game , I would like to take a look
Awesome. Keep it up.
You sould like that birttish youtuber... I kinda like it. Also my wishlist if bigger lol ( ~215 )
When I release Orions Throne on steam I fully expect it to flop after a good fews years of sacrifice and hard work, if 10 people buy it I'll be over the moon... so in short... well done on a successful launch 😁
😆
the dry humour is fun
“I’m not young enough to be good at memes” mate come on.
Have you played Celeste?
Heck Dave Oshry’s twitter. Your doing great!
Imagine you make a video about a game you've made and posted on steam but you don't put any links in the description.
I think you should be proud of the result.
Zed's humor is top notch
I launched a game on steam on 2020, it was added to twitch categories. How much money ive made from it? not even $100 xD
Ayyyy amazing video as always! Loved it. The source code? Amazing! I really wanna check your code out :D Love you
The source is scuffed, I promise. Sorry in advance
Hey did draw your designs out first for your levels and how do u put a game on steam? I'm designing a game myself
The youtube algorithm can be nice sime times :)
Any updates on how well this game has done since?
i like you. i liked you. keep it going you have it
You don't need to stretch the video to 10 mins, UA-cam reduced it to 8 mins
In case you didn't know
I know, I just love that view time metric.
No but seriously. For all the jokes, I genuinely didn't pad this one. Well, not intentionally. I suppose I did anyway
video start at 0:57
Hey I have a question. From this video I can see that for every review the game sold approximately 10 copies. Is that a common figure?
OMG, you are rich, go and buy a boat!
_Big_ boat. Welcome to the LTGD Party Boat.
I have a question is that steam developer account is $100 one time fee or it 's a fees of uploading a single game or we have to pay $100 for our uploading every game everytime?
I want to ask, are your game earnings transferred directly to your bank card? or will it go to steam wallet??
Like you I have zero marketing experience... hope steam will in someway put my game in the suggestion or I will starve. I don't have 8000 subcribers :(
can i learn from you how to make games ?
wow im one in 22!
China has so big market to this type of game, you might want to bet there. just try to localized it.
Making the vid 10 min long doesn't help the algorithm dude. Higher click through rate and viewer retention rate boosts the presence of the vid
Time to make an unreal engine port for dat ray tracing.
Also blueprints because I can't code. So your source code may as well be greek.
R(ei)T(erate)(X)
@@LTGD YEP ITS GOTTA BE A THING NOW
Isn’t buying the source code the same thing as buying the game, just with the project file? Cuz you can play it from the engine, obviously. If it’s the same price, why buy the regular version?
I wanted to put the source file on the Construct asset store, but it costs money, so I thought I'd just give it away with the Itch version instead.
❤❤
yes yes this is good info MUWHAHAHA!
Doesn't the name Reiterate imply that IT is the sequel?
this is low man :,( but you made the game fast so it's fine
playback speed: 2.0
time wasted: 5m
i hear rapping
done!
Wow
Honestly wouldn't really say dani is good at memes if anything he gets heavily under my nerves.
Hey LTGD I think I stink very much.
Well. Clue is in the title, innit.
Has anyone tried the Mac port?
Not to be buzz killer but I can feel how disappointed and disincline from the game thru your voice tone. I'm really sorry about you couldn't make more from this game. Looking decent, gameplay feels decent and overall a good concept but it's quite hard to find target audience properly in these days. I'm pretty sure there is over 1Million people who would interested in your platformer and willing to pay for it in world, struggle is finding them. Nonetheless, I'm glad that you can keep positive attitude and made just enough to say "I'm happy about it". Wishing you and all the other dev folks with dreams out there!
✨ ???????
Sadge,my first title!I’m predicting you’re poor,also trusting me is kinda….actually nevermind.
Oh!My second title too.
Yyyyes. Glad you're happy!
that revenue is pretty gross lol
We
2 dollars
Am I the first today?
You made it!
Honestly, in a world dominated by MMOs and AAA games, I'm really surprised that there are even people who spend money on such primitive games.
Exactly what I was thinking.
People: Gaming isn't the same as it used to be
People when they see old style games: Who would play or even pay for that?
Humans are weird.
People like you are whats wrong with the industry.
@@sixty5notch796 Always shifting the blame onto the hoped-for customers instead of learning from criticism.
@@china_airguns im saying people who judge things like "not having good enough graphics" even when the game has a consistant and pleasent design and calling it primite because is it isnt a 3d fps are why the mega corporations still have so much of the game industry in a chokehold, even when indie games offer much better experiences, because they are too busy whining about how theres no photorealism or z axis. Widen your horizions, please.
u r so cute
Maybe I misread the steam contract, but I thought the basis of it was that you couldn't offer the game for less elsewhere than you are on steam, and it looks like your itch.io release is less than the steam release. (Good video btw ) EDIT: Now I can't find the section of the documentation that made me think that.
So! I did think about that. Thing is, I set the steam prices based on GBP, and then it auto-set the rest. Itch is *only* set in GBP so I think it's the same price? I dunno, I don't think I can set different currencies for itch to match it up.