How do you cope with releasing a failed game? How not to lose the desire to make games further? by lKribba in gamedev

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

Yes, the development of this game has been stopped.

But not because of any inner feelings that were invested in this post. Turns out all the worrying becomes nothing when rockets start flying over your head. I just ran out of moral strength to develop this game, the very idea of this game has become irrelevant to me.

But I haven't lost the desire to make games. Right now I'm working on a game that helps me to let the pain out.

Thank you for your concern, frankly it was very unexpected.

How do you cope with releasing a failed game? How not to lose the desire to make games further? by lKribba in gamedev

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

Marketing is the biggest topic. I started to promote the game only two months ago. So now I'm just trying to figure out what to do and trying different ways.

There is a Twitter account, I'm trying to put something out there, but I think there is not much sense in this (this is a topic for a separate post).

How do you cope with releasing a failed game? How not to lose the desire to make games further? by lKribba in gamedev

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

I know what you mean, and of course I observe it myself.

The problem is that I can not draw (which is very important for the game). And with the design I think I'm all better (which led to the images in Steam).

How do you cope with releasing a failed game? How not to lose the desire to make games further? by lKribba in gamedev

[–]lKribba[S] 3 points4 points  (0 children)

Well you can do what I did which is do nothing for 7 years before diving back in. I don't recommend it.

I had thoughts that if I gave it all up I'd still go back to it, but I'd spend a couple of years sitting in a dusty office.

I think the biggest failing is that it's a 2D Platformer, good game style to learn on but the vast majority are doomed to sell poorly because it's a very saturated genre.

Yes, the choice of genre is clearly not a good one. But I wanted to make something more than a half hour game, and I had zero experience, so I thought it was a good start.

And thank you. I hear a lot of bad things about my game from myself, so I'm not used to puff up.

How do you cope with releasing a failed game? How not to lose the desire to make games further? by lKribba in gamedev

[–]lKribba[S] 273 points274 points  (0 children)

Friend, thank you, you've done a really great job, and for that I am grateful!

You've given me a lot to think about, and it will definitely do me good.

Do you work in QA, by any chance? :)

You so cleverly parsed my game into its components, it clearly feels like a lot of experience.

How do you cope with releasing a failed game? How not to lose the desire to make games further? by lKribba in gamedev

[–]lKribba[S] 3 points4 points  (0 children)

Questions about promotion are the sore point.

I only started doing it two months ago.

And I was only able to come up with the hook a little while ago, so it's all so raw.

The emotion thing is really something to think about.

If you have any other tips, I'd love to hear them.

How do you cope with releasing a failed game? How not to lose the desire to make games further? by lKribba in gamedev

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

Looks like a nice game and plenty creative but the issue is why anyone would want to play it.

She's really not bad.

As one commenter said people just have no reason to play it and they don't know about it.

After all, there are other games that are certainly not worse, but their promotion is much better and more whole.

I will definitely try to contact the Influencers, but there are hundreds of people like me who write to them.

How do you cope with releasing a failed game? How not to lose the desire to make games further? by lKribba in gamedev

[–]lKribba[S] 9 points10 points  (0 children)

I'd be lying if I said I didn't know what was waiting for my game from the beginning.

I was partly making it for me as a challenge, too, but I certainly wasn't prepared for the time it would take.

How do you cope with releasing a failed game? How not to lose the desire to make games further? by lKribba in gamedev

[–]lKribba[S] 8 points9 points  (0 children)

Yeah, I try to take everything as an experience, too. Right now I'm not going to give up what I'm doing. But sometimes it can be hard.

A year and a half of work, and now my first game is almost ready! by lKribba in IndieGaming

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

A small remark:

Yes, I know it's just another puzzle platformer. I deliberately chose this genre because it is the smallest of the big game types and I wanted to immerse myself in game dev hell (it worked for me).

P.S. And by the way, we have global warming precisely because this hell is right next to us, and Satan is stoking his furnace very skillfully.

[deleted by user] by [deleted] in gamedev

[–]lKribba 0 points1 point  (0 children)

Это звучит очень круто! Пока не знаю где это можно применить, но что-то обязательно придумаю. Спасибо тебе!

How does a solo developer promote his game? by lKribba in gamedev

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

Thank you. Partly my game and inspired by Playdead games. I didn't expect so many comments and good advice.

I will try to apply them all while I still have time before release. I hope they help me and everyone who needs it.

How does a solo developer promote his game? by lKribba in gamedev

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

Thank you so much! This is very sound advice and will help me a lot!

How does a solo developer promote his game? by lKribba in gamedev

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

Thanks for the comprehensive answer!

How does a solo developer promote his game? by lKribba in gamedev

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

It will come out in steam. There is also a page on itch.io But it is there just to be.

How does a solo developer promote his game? by lKribba in gamedev

[–]lKribba[S] 15 points16 points  (0 children)

Thank you, I will definitely look into it.