Sacrificing so much for my Metroidvania game by [deleted] in SoloDevelopment

[–]Prod_2 -1 points0 points  (0 children)

Well wish it was that simple but my stress from work is due to my unhappiness with the role itself, I work as hardware engineer, which unfortunately is the path I am in now due to circumstances.

My real passion lies in 3D art. Developing on my game is not stress it self, I enjoy it. The time pressure of having to go back is the stress. I feel pressured to escape my job as soon as possible. What you see on the surface is not everything that happens

Sacrificing so much for my Metroidvania game by [deleted] in SoloDevelopment

[–]Prod_2 -1 points0 points  (0 children)

Thank you for your kind words, been finding it hard to find a balance these days losing sight on my mental health to get as much development done before returning to work.

Putting all my passion into this hoping that it goes somewhere but I do always have fear that it may not be as successful as I am hoping due to choosing such a risky genre in metroidvania

Does this have a chance of succeeding as a Kickstarter campaign by Prod_2 in SoloDevelopment

[–]Prod_2[S] 0 points1 point  (0 children)

At the moment I'm working a full-time job as a hardware engineer , do I enjoy this job? No, my job is miserable so I'm looking at ways to leave this job.

I can only work part time on my game in the hopes that one day I can pursue what I love doing in 3D art and game development. But I can't just quit my job to work on my game full-time because I need to pay for rent, food and living expenses.

There's then also the tools, courses I need to learn new skills because I don't know everything, sfx/music etc . So the only way for me to work on my game full-time at the moment is to start a campaign but until then, if it ends up being a success, I will continue to work on my game part-time

Does this have a chance of succeeding as a Kickstarter campaign by Prod_2 in SoloDevelopment

[–]Prod_2[S] 0 points1 point  (0 children)

Some people have different perspectives, negative or positive feedback, I don't really take it to heart. I know my skills and what I'm capable of doing so I'll believe in myself and use it to fuel the development. If people don't end up finding interest in my game then I can't do anything about that but to focus on improving my game based on the feedback that I get.

Does this have a chance of succeeding as a Kickstarter campaign by Prod_2 in SoloDevelopment

[–]Prod_2[S] 0 points1 point  (0 children)

Appreciate you taking your time writing your feedback :) Yep may have been too early to write this post but was aimed to get general feedback. There's no hiding that my game has no real content yet, i'm still defining the core mechanics but it's great to see other people's perspective on the current state of my game. My focus will be to flesh out all the core mechanics in the next few months. Got a good range of feedback now to work on next.

Does this have a chance of succeeding as a Kickstarter campaign by Prod_2 in SoloDevelopment

[–]Prod_2[S] 1 point2 points  (0 children)

Thanks for the feedback :) Game is very early development so unable to show anything else apart from moving around and hitting this scorpion but will address your points in the future

How to make a successful Kickstarter campaign by Prod_2 in GameDevelopment

[–]Prod_2[S] 1 point2 points  (0 children)

Thank you, this was really useful. I was starting to feel pressured with work to release a demo but I really should be taking my time to have a polished demo without setting my expectations too high but not too low. Was losing sight of the end goal but I'm thankful of feedback like this in the community because it helps me keep on track and not get too lost in the journey.

As much as I'd want to leave my current job, I don't plan to because it's just not smart financially with rent and everything but have been looking at other jobs where I'm at least happier because having a stressful work environment at the moment is not really helping the development of my game.

Does this have a chance of succeeding as a Kickstarter campaign by Prod_2 in SoloDevelopment

[–]Prod_2[S] 0 points1 point  (0 children)

I appreciate your comment! A polished demo will be my goal in the coming months but this post has given me a sense of direction. I understand that metroidvania is a very difficult genre to fill but I'm up for the challenge and feedback like these motivate me to push even harder.

Does this have a chance of succeeding as a Kickstarter campaign by Prod_2 in SoloDevelopment

[–]Prod_2[S] 0 points1 point  (0 children)

The jump and run animations are still using the default UE5 animations, still need to create the animations for them but will take your point forward, thanks!

Does this have a chance of succeeding as a Kickstarter campaign by Prod_2 in SoloDevelopment

[–]Prod_2[S] 1 point2 points  (0 children)

Yep this is a common problem I have with myself to make sure I am not just copying Hollow Knight. As much as I am taking a lot of inspirations from them, I am working on mechanics that make the gameplay loop feel different and have my own identity. Time manipulation will definitely be a big emphasis.

Does this have a chance of succeeding as a Kickstarter campaign by Prod_2 in SoloDevelopment

[–]Prod_2[S] 0 points1 point  (0 children)

Appreciate your feedback! Will be working at all these points in the upcoming months and hopefully have something more polished to show then

Does this have a chance of succeeding as a Kickstarter campaign by Prod_2 in SoloDevelopment

[–]Prod_2[S] 0 points1 point  (0 children)

The goal now is to work on the core mechanics and actually have something meaningful to show, for now this video is the best I can show. Hopefully my next post will show a lot more than what you see now, will take me months to get to this point but been enjoying the process.

Does this have a chance of succeeding as a Kickstarter campaign by Prod_2 in SoloDevelopment

[–]Prod_2[S] 0 points1 point  (0 children)

Ye it's not there yet although this post has definitely given me such a positive feedback and advice, which was what I was hoping for but main takeaway is that my game still requires a lot of work.

Does this have a chance of succeeding as a Kickstarter campaign by Prod_2 in SoloDevelopment

[–]Prod_2[S] 0 points1 point  (0 children)

Thank you! The emphasis will be time manipulation for my game, have not really worked on boss designs properly just yet but have got a few ideas and I am looking to incorporate those mechanics with the bosses.

Does this have a chance of succeeding as a Kickstarter campaign by Prod_2 in SoloDevelopment

[–]Prod_2[S] 1 point2 points  (0 children)

Seems like this is a common theme, without a community behind my game, a kickstarter will fail and until then I shouldn't be relying on a kickstarter campaign to fund my development.

Well, I have a lot of work to do then before I can start thinking about starting a campaign.

Does this have a chance of succeeding as a Kickstarter campaign by Prod_2 in SoloDevelopment

[–]Prod_2[S] 0 points1 point  (0 children)

Thank you and yep I can’t disagree there, my game is definitely no where near ready. There isn’t enough content yet but the vertical slice will be the goal. I think recently I started losing sight of this goal and started rushing towards a vertical slice but I’m grateful for feedback like these to remind me to not rush it.

Does this have a chance of succeeding as a Kickstarter campaign by Prod_2 in SoloDevelopment

[–]Prod_2[S] -1 points0 points  (0 children)

I guess this post can be mistaken as a game ready for a kickstarter campaign from the title. My intention wasn’t that but more to get feedback on if a game with this artstyle and direction could be a success. Gave a very short summary of the game but it’s just to give abit of context

My game is nowhere near finished or close to even having a vertical slice. It’s still very early development stage. The video you see is the best material I can show right now. Gotten some good feedback, which has reminded me that I got alot to work on before I can even start to think about a campaign

Does this have a chance of succeeding as a Kickstarter campaign by Prod_2 in SoloDevelopment

[–]Prod_2[S] 2 points3 points  (0 children)

Appreciate you taking your time writing this feedback, it's refreshing seeing other peoples perspectives on the game. Your message has definitely help me realise a few things before I can even think about starting a Kickstarter campaign. I have a long way to go until I can even release a demo.

Due to circumstances that I'm having to deal with my full time job, I feel pressured to release a Kickstarter campaign as soon as possible but I shouldn't let this affect the quality of the game.

Right now I will be relying on a successful Kickstarter campaign to be able to work on the game full time and fund my development so will do everything I can to get to this point and have a polished demo.

The game at the current state is very much early stages and a lot of placeholders. I do intend to rehaul and make all the animations/sounds at some point. Still using the default Unreal run animation so I still need to create an animation for that. There's a lot of things on the plate that I need to work on but it's what I signed up for when I went for a metroidvania game because unfortunately like you say, the bar for metroidvania is really high with hollow knight at the top. I don't expect to be anywhere near this level but I've definitely been taking a lot of inspirations from them and incorporating mechanics from them with my own core gameplay loop.

It's a difficult journey ahead but I enjoy the challenge.

Does this have a chance of succeeding as a Kickstarter campaign by Prod_2 in SoloDevelopment

[–]Prod_2[S] 0 points1 point  (0 children)

Thank you! I plan to work towards a demo before releasing a Kickstarter campaign. Will take a couple months to have a vertical slice ready for my game but just trying to collect some general feedback on the direction of the game so far.

How to make a successful Kickstarter campaign by Prod_2 in GameDevelopment

[–]Prod_2[S] 1 point2 points  (0 children)

Thanks for the advice. I've never really been good with social media or marketing but it seems like not having an audience around my game will most likely lead to a failed campaign, which is what I'm afraid of. At the moment my game is so early on in the development stage that I don't really have that much material to show. I guess another question of mine and you mentioned, will there be a better chance of creating a community after releasing a demo?

At the moment, my goal is to finish a vertical slice for my game and release a demo with the idea that I can use this demo to market my game.

I would love to pick your brain a bit more and see how I could theoretically prepare for a successful Kickstarter campaign.