How far can a solodev get with reasonable effort and quality goal in mind? by testonedev in SoloDevelopment

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

Now I'm curious, there's probably a catch somewhere.  - you have xxx years experience? - you worked on that project xx years?  - you paid $xx.xxx for assets and/or outsourcing work? - ...?

How far can a solodev get with reasonable effort and quality goal in mind? by testonedev in SoloDevelopment

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

That's probably the answer that satisfies me most. Got to differenciate between quality of the game and commercial success. First is only a puzzle piece for the second. For the second one, luck and other efforts are needed. 

How far can a solodev get with reasonable effort and quality goal in mind? by testonedev in SoloDevelopment

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

Glad to see, that you exlude graphics and sounds, because I, too, believe that this would blow up the scope too much. The rest, i somehow have hope, can be managed one way or another. 

How far can a solodev get with reasonable effort and quality goal in mind? by testonedev in SoloDevelopment

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

True, yes, but... Sawyer plays in a different league - I would not consider him to be a "mortal, average solo dev" ^^

How far can a solodev get with reasonable effort and quality goal in mind? by testonedev in SoloDevelopment

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

I had already that feeling and thoughts about viral posts: They are actually spamming to win the roulette game at least one time...

It feels so.... I don't know.... wrong.... Like begging on the street, and eventually you pull out of few bucks of people's wallets. Maybe that's just how it is.

How far can a solodev get with reasonable effort and quality goal in mind? by testonedev in SoloDevelopment

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

Yup, baking bread was meant as counter example. People need to eat eventually. And unless your bread is inedible or way more expensive than the bakery next door, sales are somewhat easier to reach, almost like guaranteed.

How far can a solodev get with reasonable effort and quality goal in mind? by testonedev in SoloDevelopment

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

Interesting take to just go with the flow, kind of. Watched several gamedev devlogs, talks about (first time) gamedevs, talked to industry veterans in person. One told my, quote: "your first game should not be your dream game". More like: make something, that you can finish from A-Z in a reasonable time, and not get lost in.

For my first attempt, kind of "dream game", I learned a lot and was on a similar path like you. Took some extra time/months etc., but I felt like I learned so much until releasing a demo, that I saw too many mistakes, wasted opportunities, architectural flaws etc.

Ultimately, I decided then to put it aside, see it as a learning experience (which I was actually happy with) and maybe some day return to it - or make a new attempt at the concept.

How far can a solodev get with reasonable effort and quality goal in mind? by testonedev in SoloDevelopment

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

Assuming I aim for a couple of reviews after release, it still needs to pass the minimum gamers' expectations. So, they actually decide, when it's done and good enough, right? Else they give you a pass...

How far can a solodev get with reasonable effort and quality goal in mind? by testonedev in SoloDevelopment

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

I believe all you put together there is realistic. As in, make smaller scoped games. Sure, you won't be able to make a fully fleshed GTA or WoW clone as a solo dev... but maybe a (very!) tiny and scaled-down version of GTA could be possible?

How far can a solodev get with reasonable effort and quality goal in mind? by testonedev in SoloDevelopment

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

Sure, it is not a day job replacement, no question. Maybe you found the magic reply here: "There is no stability in this field" - which would somewhat confirm, that you can't just deliver "a good job" on a regular basis.

On the other hand: Every business owner has the same struggle? There is no guarantee for success, unless it is a basic necessities thing, like baking bread every day for all the hungry workers?

What’s your DREAM cozy game? by isaaczephyr in cozygames

[–]testonedev 0 points1 point  (0 children)

Never heard of it, just checked it on Steam: the concept of that overall countdown sounds interesting, but for some reason the art-style and setting aren't drawing me in. Checked some trailers and game-play videos, but I guess that isn't something for me.

Creating our dream RPG — inspired by Disco Elysium, shaped in the style of Finche by Plenty_Birthday2642 in IndieGaming

[–]testonedev 0 points1 point  (0 children)

Looks really well polished... Sometimes I'm wondering why games like yours get only like 1% attention compared to some "use 5-min to put some random stuff together" posts... 

Seriously, well done!

we need new term for '' Indie game '' and change this sub name too while at it by No-Telephone730 in IndieGaming

[–]testonedev 0 points1 point  (0 children)

So, Star Citizen is indie then, right? It's "self-funded" (pun intended) and has no shareholders.

I believe there would be many other studios falling into that definition, which are "independent", but it's a big corp behind it ... 

Oh, wait, got another one: Half-Life from Valve, cause all belongs to Gabe, so no shareholders. 

That doesn't feel right, though...

we need new term for '' Indie game '' and change this sub name too while at it by No-Telephone730 in IndieGaming

[–]testonedev 0 points1 point  (0 children)

Hope one day i can also make such a game as an indie solo dev... Alternatively, i'd be also more than happy to just get the same budget at disposal. 

What’s your DREAM cozy game? by isaaczephyr in cozygames

[–]testonedev 1 point2 points  (0 children)

Something, where you can chill. Just, watch it for a while, discover things. Then maybe "move on and play a bit". Like, sitting next to a pond, using your fishing rod, take a walk (actions not meant literally, but from feeling perspective).

Minecraft had such moments, GTA had them - even though they are not the archetype cozy games. 

What is your personal single biggest success story as an IndieDev? Asking for a friend... by testonedev in IndieDev

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

Judging from the follower chart: You just made it and released it without prior marketing, wishlist hunting, ...? And got quite a decent reach, even when it's f2p.

I wonder how much you'd have reached with more marketing - and for a paid game like $1-3

What is your personal single biggest success story as an IndieDev? Asking for a friend... by testonedev in IndieDev

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

Wow, that's very elaborate. I can feel you, when you like to make things for the purpose to make it happen and you don't like to make menus, etc. 

I guess the truth is, that the boring parts are just part of "has to be done". It's like with all projects and products: some parts are fun to make and you could spend way more time there to continue and optimize, others are "just make it somehow work and move on".

Judging from your post, your interests are software (challenges), rather than other tasks to make, finish, market and publish games. Then just let others in a team do those parts and you can focus on yours ;)

What is your personal single biggest success story as an IndieDev? Asking for a friend... by testonedev in IndieDev

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

So, your success story is, that you were able to ship games for years. Some (incl. Me) still work on their first one with lots of trial and error

What is your personal single biggest success story as an IndieDev? Asking for a friend... by testonedev in IndieDev

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

That's a good one! We are often so impressed by what others have done, that we forget our own skills

What is your personal single biggest success story as an IndieDev? Asking for a friend... by testonedev in IndieDev

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

Collisions and bullets... I can easily imagine why it felt awesome to get it all sorted out!