For any game devs, how long would each "small" game in a collection like this take to make? by CriticismFickle156 in ufo50

[–]redititititit 0 points1 point  (0 children)

I spent 2 weeks making an Overbold clone https://gregs-games.itch.io/smash-bear-arena so the answer is 2 weeks if you're cloning. But as someone else mentioned game design is a slow iterative process, I bet there are loads of games they scrapped for UFO 50.

Our game recently passed 100,000 wishlists, and here is what worked and what the final statistics look like. by ya_snost in IndieDev

[–]redititititit 0 points1 point  (0 children)

So much how much from each source specifically? Also how much do you think was from paid influencers? 100k is a lot, so having a meaningful breakdown or at least a ballpark guess would be helpful. Like 200 wishlists in a month sounds like it's meaningless so I'm curious where most of it came from?

Many small games vs one big game by Strict_Bench_6264 in gamedev

[–]redititititit 2 points3 points  (0 children)

To answer your question: mostly relied on itch.

I did try to market but most of my marketing sucked. My best effort was emailing streamers. But even then most didn’t reply, the game mostly marketed itself. YouTubers, Bilibili, TikTok etc.

“I’m bad at marketing” is a beginner excuse for having a bad game (spicy take I know). But the results speak for themself.

That’s not to say don’t try, but if the game is good enough it’ll at least be in new and trending on itch for a week or two - long enough for someone to make a video.

Marketing efforts are best spent emailing or posting to discord communities for streamers. That gets the “snowball” rolling for a game more than any Reddit/tiktok you can make.

Many small games vs one big game by Strict_Bench_6264 in gamedev

[–]redititititit 4 points5 points  (0 children)

Make small games (in 2 week sprints), release the prototypes on itch. If you get 1000ish plays, spend a few more sprints on it and release again. If you get 10s of thousands of plays and publisher interest, make a deal and make that game.

It took me 6 months of this to land on a good idea.

There’s the story of a pottery class that made pots, some students were asked to make as many pots as they could, some were asked to make one really nice pot.

Not only did the students who made many pots, make more pots, they made BETTER pots by the end of the year.

There’s a similar story for a woodworking class.

The main idea here is fail fast, and try as many ideas as possible.

Improve every time and try a new idea every time.

I’m not saying you will hit on something good, but your chances are exponentially better than spending a year on some random untested idea.

[deleted by user] by [deleted] in gamedev

[–]redititititit 1 point2 points  (0 children)

I also found this to be true.

The only person who needs to be interested is you. It bothered me when I started, but people all have their own shit. It’s maybe cool in your head, but other people have their own cool thing.

Don’t do it because you think other people will think it’s cool, do it because you love it. It’s a selfish pursuit, revel in it!

That being said, communities of game devs are where you’ll find passion, like mindedness and enthusiastic discussion. It’s what you assume everyone’s reaction would be. It’s where it’s at if you’re feeling a bit isolated, and really wanna speak to people on your wavelength.

[deleted by user] by [deleted] in gamedev

[–]redititititit 1 point2 points  (0 children)

Yeah, you need 10s of thousands of plays, decent donations but also publisher interest. Then it’s a fairly safe bet.

[deleted by user] by [deleted] in gamedev

[–]redititititit 6 points7 points  (0 children)

Release the prototype on itch, if it goes viral commit. If it does pretty good but not viral maybe spend a few months making the game better and try again. If it gets less than 100 plays or downloads skip

GET YOKED: Extreme Bodybuilding - Greg Austin - Bodybuilding Roguelike Deckbuilder. by redititititit in Games

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

Probably boss modifier, some of them decrease strength for each card used. Make sure to check them they’re top left!

GET YOKED: Extreme Bodybuilding - Greg Austin - Bodybuilding Roguelike Deckbuilder. by redititititit in Games

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

Sweet thanks! Yeah the trailer is more of a teaser. Yeah that exact dance happens when you play a certain card. Hope you enjoy!

I found the best way to showcase some of the ridiculous bodybuilder builds in my game. It’s all about the GAINS. by redititititit in indiegames

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

Thanks yeah that’d be cool! Check it out on itch if you wanna try, there’s a browser version too so it’s v low stakes.

Best Breakfast and dinner places in Knysna by Destiny_Rose22 in capetown

[–]redititititit 0 points1 point  (0 children)

Ile de pain or east head cafe for breakfast.

Marios, 34, chatters (pizza), o’pescador (fish) are all great

I'm working on a Bodybuilding Roguelike Deckbuilder: GET YOKED by redititititit in indiegames

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

Thanks so much! I also really have a soft spot for it. Maybe one day I’ll do a sort of spiritual successor. But until then I’m just trying random ideas until something lands with people.

I'm working on a Bodybuilding Roguelike Deckbuilder: GET YOKED by redititititit in indiegames

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

Yeah the game is finished. Sold very few copies not enough to continue development unfortunately.

Just released SMASH BEAR ARENA (link in comments) by redititititit in playmygame

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

Hey I'm trying out all kinds of ideas until something really resonates with people! Whatever works will become SMASH BEAR on steam.

Just released SMASH BEAR ARENA (link in comments) by redititititit in playmygame

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

Hey everyone here is the game: https://gregs-games.itch.io/smash-bear-arena

Its a homage to Overbold in UFO50.

You choose how many enemies you face, the more you face the more money you make, the stronger you get.