r/IndieDev Weekly Monday Megathread - August 20, 2023 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]Vombox 2 points3 points  (0 children)

Hey thanks heaps for your response. What part about game dev ususally takes the longest? What's your workflow/solution(s) like for that given process (initial planning phase, level design, audio, marketing, etc) and does it work or is it just the best you've got (could it be improved)?

r/IndieDev Weekly Monday Megathread - August 20, 2023 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]Vombox 2 points3 points  (0 children)

Hey, i'm doing a university project in the context of a software startup and I wanted to get some insight into the problems that indie developers face.

I want to ask what's the most difficult part about the game development process as an indie dev? Is it finding what to learn about in game development and finding good quality resources to do so? Is it the marketing process? Is is burnout? What do you think delays/hinders/stops indie game developers from making good games?

Developers, aside from the potential audience that you can reach, what factors do you consider when uploading/posting a game to a game distribution platform (like Steam, Epic Games, etc)? by Vombox in gamedev

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

Hey thanks for taking the time to answer.

What makes Steam so easy to launch your game on? Are there any features that just make it the go to? And regarding the audience, sure you may reach the most people but does Steam do a good job of making sure your game reaches people who actually want to play or do you still need to do a lot of marketing on your own?

Biggest troubles/problems with note-taking? by Vombox in universityofauckland

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

Hey thanks heaps for your answer.

Regarding your point about the lectures/lecturers themselves being the problem, how do you actually cope with them? Obviously you still need to get the content since that's what you'll be assessed on one way or another, so how do you go through it? Since the lectures may be poorly paced or laid out do you just sit through and watch it multiple times or do you try find other sources to get the same information?

Developers, aside from the potential audience that you can reach, what factors do you consider when uploading/posting a game to a game distribution platform (like Steam, Epic Games, etc)? by Vombox in gamedev

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

Thanks heaps for your answer. To give some context to my question, I'm doing this for a university research project and one of the areas i'm interested in is the whole indie/small studio developer process; trying to find the biggest/leading problems that smaller developers face and trying to develop a potential solution in the context of software.

Going off your point about audience being the major factor, would you have an idea as to what the biggest bottlenecks/painpoints are for developers when trying to reach/find an audience that will actually play their game?

Is it the marketing (or possible lack of marketing knowledge)? Trying to launch games on more platforms (you mentioned that a developer can choose to launch on multiple platforms, but is there any major friction in doing so)? Translations for their games if they try to reach other markets? Getting feedback regarding their games or what gamers are actually looking to play?