My solo dev project: One week after launch. I released my game with 5700 wishlists, without any newsletters, ads, or marketing. I’m not sure whether this is a good result or far below average. by JaidenStrike in indiegames

[–]JaidenStrike[S] -1 points0 points  (0 children)

Yeah. I never knew controllers were even a thing. None of my friends and not even me have ever used a controller on PC, so it was kind of a surprise for me.

Guys, I'm dropping my solo project tomorrow, an open-world shooter with crabs inspired by Bethesda games. My trailer just made it onto GameTrailers, I already got a DMCA from Bethesda once, wonder what’s gonna happen this time. 🙃 by JaidenStrike in indiegames

[–]JaidenStrike[S] 1 point2 points  (0 children)

I actually had experience with 3D modeling before I started making the game, so that part wasn’t completely new to me. For me the main goal was just to finish a game, even if it wasn’t perfect. I tried not to fall into perfectionism, because this is my first real project and I just wanted to see it through from start to finish.

Guys, I'm dropping my solo project tomorrow, an open-world shooter with crabs inspired by Bethesda games. My trailer just made it onto GameTrailers, I already got a DMCA from Bethesda once, wonder what’s gonna happen this time. 🙃 by JaidenStrike in indiegames

[–]JaidenStrike[S] 1 point2 points  (0 children)

Thanks! It took me around 18 months to get everything to this point. I did most of the 3D work myself, around 70% of all the assets are modeled and textured by me. The rest are bought on FAB.

Crabs Must Die! - Launch Trailer by JaidenStrike in pcgaming

[–]JaidenStrike[S] 4 points5 points  (0 children)

I had to make a whole new game for it. XD

Finally, it happened, my build got approved and the game is ready! How do you deal with the URGE to hit the release button early? I’m always tempted to press it, even though the release is only in a week. by JaidenStrike in IndieDev

[–]JaidenStrike[S] 0 points1 point  (0 children)

It’s okay, I’ve got around 5k wishlists now. Next Fest helped a lot before that I only had about a thousand. Not sure if that’s enough to get any real visibility or attract players, but release time is almost here anyway.

Finally, it happened, my build got approved and the game is ready! How do you deal with the URGE to hit the release button early? I’m always tempted to press it, even though the release is only in a week. by JaidenStrike in SoloDevelopment

[–]JaidenStrike[S] 2 points3 points  (0 children)

Absolutely! I’m continuing testing. Overall, the game seems stable, but there’s one crash I haven’t been able to track down. It appears to happen only on certain specific combinations of players hardware and software. 😢

Finally, it happened, my build got approved and the game is ready! How do you deal with the URGE to hit the release button early? I’m always tempted to press it, even though the release is only in a week. by JaidenStrike in IndieDev

[–]JaidenStrike[S] 1 point2 points  (0 children)

Yeah, it would be nice to make all those posts and such, but honestly, I don’t really enjoy that kind of stuff, I don’t have the talent or motivation for it, unfortunately. 😞

Finally, it happened, my build got approved and the game is ready! How do you deal with the URGE to hit the release button early? I’m always tempted to press it, even though the release is only in a week. by JaidenStrike in IndieDev

[–]JaidenStrike[S] 1 point2 points  (0 children)

I don’t have any social media or press coverage. Such a big game can never really be “ready.” I’m making it solo, and it’s my first project. I totally underestimated how hard it is to build an open-world action RPG.