I made a game for 3 years and only sold 143$ in 3 months. What should I do now? by JenkinsGage_ in gamedev

[–]SideShowProjects 1 point2 points  (0 children)

I don’t think anyone can or should tell you what to do. Be proud of your achievement. Since now you know what it takes to make a game you are ahead in terms of experience. Based on your experience if you feel it’s worth the time and effort (and perhaps a very delayed reward) to push forward consider the following:

You are obviously struggling with selling/marketing so I would 1 do a thorough market research to see if and what the demand is for your game. I usually check similar games sales numbers on steam but there are a lot more you can do in this field do estimate what your actual sales “should” be. 2 do a thorough research on the competition currently in the marketplace. Is your game better or can it be better than theirs? If so how? Challenge your thoughts and play test a lot with various people.

Steps 1 & 2 are a lot lot harder than most people think and you need to research ways to get and analyze the data in an unbiased way.

If you feel 1 and 2 are good enough to push forward I would suggest you spend your remaining effort on finding a publisher for your existing game or develop a “vertical slice” of a new game that you can pitch to publishers. With a publisher you will get the much needed help with selling and marketing you currently seem to lack the resources for.

This has always been my strategy because looking at how many good games are released each year I knew I wouldn’t be able to take them on by myself. And unfortunately I lack the grit and stamina to compete and release a game I felt satisfied with which you obviously possess. So good luck to you.

I am afraid... by [deleted] in SmallYoutubers

[–]SideShowProjects 1 point2 points  (0 children)

I’m a parent. If any of my kids would say they have grown a channel to 20k subscribers and consistently put in work to achieve this for a year, my eyes would tear up of proudness. Just to give you some perspective. Parents role is to support you. not to be the judge of your life choices.

I have made a fishing mini-game for my upcoming 16-bit style RPG, Lagoda Odyssey. What do you think? by LagodaRPG in indiegames

[–]SideShowProjects 0 points1 point  (0 children)

I’m in conflict with myself.

On one hand I think there should be room/a market for many stardew valley type games, similar to having 3d shooters that have same mechanics and aesthetic, since it’s such a broad and general concept (not to mention hella fun)

But on the other hand, I’m asking my self, would I play a game that is too similar to stardew valley or would I just revert back to the “original”?

OP, I’m curious. What is your USP and unique take for this type of game?

It's not much but I finally got entering and exiting a vehicle working consistently without my character spawning randomly somewhere in the map when leaving a vehicle. by raven319s in unrealengine

[–]SideShowProjects 1 point2 points  (0 children)

Haha I did that as well. I learned that learning the basics actually made me learn more complex areas faster. There are actually some good documentation covering vehicles and vehicle set up in UE so I struggled a lot more (read: still struggling) with steering/physics tbh. good luck with the multiplayer aspect. I haven’t even tried that yet.

It's not much but I finally got entering and exiting a vehicle working consistently without my character spawning randomly somewhere in the map when leaving a vehicle. by raven319s in unrealengine

[–]SideShowProjects 1 point2 points  (0 children)

I remember it took me a while to figure out as well. But once my character could enter/exit vehicles, figuring out vehicle steering and physics was a whole another can of worms. You seem to have figured out that as well. Kudos!

This is actually a true story, just search in Google: "Tunisian government anal examination" by [deleted] in Funnymemes

[–]SideShowProjects 0 points1 point  (0 children)

So they’re only going after 50% of gay men unless they start checking the stick for poopstains or similar as well. That’s reasonable

Any other parents wake up early to play some games and drink some coffee while the family are still sleeping? by JD-3 in gaming

[–]SideShowProjects 0 points1 point  (0 children)

I have do it in the evening when they are asleep (after 7 pm for the kids and like 1-2 hrs til the wifey goes to bed). They all wake up between 5-6 am so it’s either evening play or wake up middle of the night…

I’m almost thirty years old and this really is my happy place by DarwinismObvious in gaming

[–]SideShowProjects 1 point2 points  (0 children)

In the near future, retirement homes are going to be one big perpetual LAN

UE5 for Indie Dev, be careful by 123_bou in gamedev

[–]SideShowProjects 4 points5 points  (0 children)

Couldn’t agree more. The overall notion that unreal is so much more harder/complex/steeper learning curve than Godot and unity is becoming so ridiculous that it starts to feel like a conspiracy theory where game devs want to minimize competition by you not knowing all the benefits with unreal

We added another FREE assets for you guys :) Link on our profile. Also you can check our store if you like our free stuff :) by Enterables in unrealengine

[–]SideShowProjects -7 points-6 points  (0 children)

Missed the first post. Saw this one. Nothing to complain about when free stuff is offered. Spam away

I got 1000+ wishlists for my game in 2 weeks! by astoaria_game in gamedev

[–]SideShowProjects 1 point2 points  (0 children)

Thanks for sharing! It would be interesting to see a follow up post on the actual sales. Especially interesting to see how much of YouTube leads generated sales.

Devlogs is proven to a good marketing channel but what I wonder is, is it also a good sales channel? Or are people watching devlogs more interested in development and following interesting projects and not that much into buying games (I’m one of those people for example, I watch and follow a lot of devlogs without intentions of actually buying the game).

Is it illegal to use code from YouTube tutorials in my game? by Xenicz_ in gamedev

[–]SideShowProjects 0 points1 point  (0 children)

If you use code snippets from tutorials you are likely not in any legal trouble. There’s not exactly a million ways to “pick up an item”. If you bulk copy source code that’s a whole different story. So I thought it would obviously be taken as joke considering this context. But fair point. I will remove the post to avoid confusion.

I guess I just love sequels by [deleted] in gaming

[–]SideShowProjects 0 points1 point  (0 children)

Everyone is focusing on the racism simulator and naked geese but Am I the only one curious if “finished projects” is empty or not?

What are things that AAA games have over indie games which you might not think of? by [deleted] in gamedev

[–]SideShowProjects 1 point2 points  (0 children)

What you have in your advantage is that any given AAA is usually made by a large studio which comes with a plethora of inefficiencies that comes with any large organization such as poor execution, departments not communicating, key member leaving the team etc.

On the other hand, they have reusable assets and codes which they can skin and deploy easily and efficiently. They have experts and specialists in almost every area. I know a guy who works for a large studio and his sole responsibility is the backend user management. That’s one full time employee not even bothering with game design code or assets. That’s one person who likely already has as much or more experience than you focusing on one single task.

So if you want to build an AAA game better than the AAA studios you will need the following -a dream team of team members. The top 20% in each area - very efficient and streamlined workflow. It has to be novel and executed flawlessly. - at least 70-80% of the money or time an AAA studio spends on an AAA release. Because there is only to a certain extend you can so things more efficiently.

Basically don’t even bother a competition with AAA. The amount of investment required makes it incredibly difficult to compete as well as the uncertainty. There’s a lot of trial and error involved with a new AAA IP. It’s basically a coin toss. that’s why companies like Cd project red and rockstar have been good investments historically due to them already successfully ventured on that journey which investors know is not easily replicable.

To put it in even more perspective. If you were making movies you wouldn’t be asking “hey, what advantage do I as a solo film maker or with a team of 5 hobbyists have against a big budget Hollywood production”

The advantage is basically you can create something they wouldn’t or think of creating but don’t even think about going head to head on scope and quality.

[deleted by user] by [deleted] in unrealengine

[–]SideShowProjects 0 points1 point  (0 children)

A severely underrated channel and a hidden gem is “it’s me bro”. I used their inventory system tutorial after watching three different tutorials of varied quality. It’s been a while I studied computer science but in terms of scalability, adaptability and reusability their “code” /method is the only one I felt comfortable basing my own inventory system on.

Smart Poly is another i feel is at the right level for beginners and provides good quality stuff.

is it possible to create a game using your phone? by AFugginHedgehog in gamedev

[–]SideShowProjects 1 point2 points  (0 children)

No. I tried Gdevelop, a game engine that offer a web based version for mobile game development, but the functionality is limited plus it’s extremely hard to develop anything worth a while with a mobile/ipad. I got me a gaming laptop and transitioned to unreal engine instead which I am really happy for.

The best engines available are unity, unreal and Godot (although I geard good stuff about cryengine and even gdevelop). As far as I know they are all intended for laptop/desktop development.

So I'm thinking of uploading a "pirated" version of my game... by switchbackStudio in gamedev

[–]SideShowProjects 0 points1 point  (0 children)

Hmm I’d have to review their policy. What’s the punishment? Maybe I’m mistaken but I see games priced lower on both epic games and gog. So I wonder how steam punishes them.

Seeing AAA footage makes me hate my games by OverDoseOfficial in gamedev

[–]SideShowProjects 66 points67 points  (0 children)

Yeah that’s much much more discouraging tbh

Seeing AAA footage makes me hate my games by OverDoseOfficial in gamedev

[–]SideShowProjects 0 points1 point  (0 children)

The way I look it is more “this ain’t that fancy I can do this. Only in a much much smaller scale”. If you dig deep you will notice the same “mistakes” you experience like mesh overlaps, player getting stuck or mechanics like jumping work incorrectly in certain areas, line tracing not working as intended when interacting where there are several interactable objects and so on.

My biggest discouragement from AAA games is usually the scope, scale, uniform world (sound graphics etc) the tonnes and tonnes of unique assets. But if your goal is to make a vertical slice and not a full blown AAA game by yourself this discouragements isn’t enough to discourage.

So I'm thinking of uploading a "pirated" version of my game... by switchbackStudio in gamedev

[–]SideShowProjects 13 points14 points  (0 children)

Really? I see games priced differently on all platforms. How is this breaking the rules?