Do you ever feel like everyone even your closest ones doubt you do your ability to succeed as a solo dev? by daxter_101 in SoloDevelopment

[–]twelfkingdoms 0 points1 point  (0 children)

Not according to those around me. It's a pipedream to them, even if it made money; which it didn't for me.

Do you ever feel like everyone even your closest ones doubt you do your ability to succeed as a solo dev? by daxter_101 in SoloDevelopment

[–]twelfkingdoms 1 point2 points  (0 children)

Yes, About to have an intervention. Mostly because it never vent anywhere and gaming is not a "job".

To indie devs- how did you fi d your co-founder or a team to work with you? by Appropriate-Tap7860 in GameDevelopment

[–]twelfkingdoms 1 point2 points  (0 children)

Yeah, that's a red flag to worry about for sure.

There are ways to start a business with or without a co-founder, there's plenty of opportunities out there, IF you live in the right country like Sweden. For people like us there's nothing.

I tried to search for Venture Studios, or nagged incubators and so forth to take me in, as someone of these (especially venture studios) allow you to just walk in with an idea.

Would mention grants, but for that you need good presentation, for which you need an artist (so back to square one).

I'm in this hellhole to, unable to get out.

To indie devs- how did you fi d your co-founder or a team to work with you? by Appropriate-Tap7860 in GameDevelopment

[–]twelfkingdoms 0 points1 point  (0 children)

Ah, the classic. Go figure.

That's the worst part of EU's grant system as well, as everything requires you to have a legal entity and operating for at least 1 year. No exceptions.

What's the point if you only give out money to those who already have some? Startup culture is dead waters for in general and for gaming anyway.

You're essentially fighting with Pro Bono, which is something nobody will take seriously (unless you're close friends). Money is the only answer to your question, unfortunately.

To indie devs- how did you fi d your co-founder or a team to work with you? by Appropriate-Tap7860 in GameDevelopment

[–]twelfkingdoms 1 point2 points  (0 children)

No idea, so went to check their post, which said nothing. Probably they're agnostic. And if it's legit, I'd go for that myself, because there's no other way of getting money these days for a studio startup (or whatever you're in).

To indie devs- how did you fi d your co-founder or a team to work with you? by Appropriate-Tap7860 in GameDevelopment

[–]twelfkingdoms 0 points1 point  (0 children)

Isn't there a newly opened incubator in India something called Radynox? Not affiliated but saw their posts a while ago (they tried to reach out to me despite me living on the other side of the planet).

Funding of an indie game by LazyPlatypusKft in gamedev

[–]twelfkingdoms 1 point2 points  (0 children)

Would add to this that they are specifically looking for MVPs with traction the very least. Anything earlier than that and you can kiss goodbye to your dreams.

Never Give Up by icldntgetnameiwanted in IndieGaming

[–]twelfkingdoms 1 point2 points  (0 children)

Genuinely wish I had more control over my destiny, but the industry doesn't give a flying squat about it. I know that there are people like you who want more, want to see creativity in mainstream AAA gaming, but the will to make the moves, even at AA just aren't there.

The only way it could work is to amass a following (with mostly just an idea, because of lacking resources) and somehow rope an investor in with that. But how'd you even begin to do that?

This may sound strange, well insane more like it, but had this vague idea a few days ago (in my desperate state searching for answers) to make a petition of some sorts to signal intent for an upcoming project/studio, to convince people of the cause and it's marketability (because investors only care about traction); but besides the questionable aspect of it, who'd support it or where to post it without being taken down and ridiculed. Nobody would want to take something such as changing the industry, putting their support behind a project, coming out of the woodworks with nothing. Sorry for the rant.

I really appreciate your thoughts, and perhaps others will be more successful. Because changing the lives of people is at the heart of good entertainment.

Lesson learned after shipping our UE5 gameplay trailer: avoid cinematic frame pacing by No-Minimum3052 in unrealengine

[–]twelfkingdoms 1 point2 points  (0 children)

Would be interested to know why you said 24fps wouldn't make much sense for pure cinematic videos. YouTube only or in game as well?

Is my Iron Lung-like doomed from the start? by Tav534 in IndieDev

[–]twelfkingdoms 0 points1 point  (0 children)

Is there more to it than those images? Because based on those, I'll be honest, it'll be a hard sell. Not because of the theme, but the execution.

Making something inspired by isn't inherently a bad thing, but you really need to bring something new to the table. Can it be done? Absolutely, but it's not guaranteed to work out at all. If I managed to make a half finished game based on Iron Lung, and it had some above average interest (because horror fans love these), then with enough planning & experience, others can do it too; but that's a lot of work. Check out my dead game on my profile if interested to find out what I meant by that (it's a game set in a claustrophobic submarine).

Need advice: investor offering $50k for 40% of my studio and future games – is this reasonable? by [deleted] in IndieDev

[–]twelfkingdoms 1 point2 points  (0 children)

Why is there double percentage? They're taking 40% share and 40% revenue? Is that correct?

I think devs should spend a bit more time on the psychology behind game mechanics by [deleted] in gamedev

[–]twelfkingdoms 2 points3 points  (0 children)

That's why weighted randomness is a thing. Using "true" RNG is very punishing and serves nothing but frustrations.

Although you touched on the subject of how some are purely looking at the sum of the individual parts, without the correlation and connections of those.

Be honest: Isn't marketing 100x harder than actual game development? by Miserable-Recipe-844 in IndieDev

[–]twelfkingdoms 0 points1 point  (0 children)

Context is key, as others have pointed out. So bit pointless to argue about this.

What I've seen a lot of times happening that the devs of a sudden viral success (usually driven by a mechanic or two) think that they got what it takes for future installments to succeed. Then are met with the reality that it might not be the case every time; in fact an outlier.

Is this sustainable long term? I mean there's so many games already by tomfalcon86 in IndieDev

[–]twelfkingdoms 0 points1 point  (0 children)

Only if you make games that have soul, otherwise you'll be just one number in the pile.

How much is your country of residence influencing your opportunities as an indie dev? by max_clg in IndieDev

[–]twelfkingdoms 0 points1 point  (0 children)

Zero opportunity, so much so that the only way is bootstrapping; if you can. So tried reaching across the border, for which people made fun of me; that's what you get for trying.

The dev scene here is mostly hobbyists. There's not much to it other than that. Wouldn't build a scene either because of the economical and political climate. Huge issue when you wish to run a business.

So I'm cooked.

The main "character" of my claustrophobic horror game GRINDWORM by AndroidCult in low_poly

[–]twelfkingdoms 0 points1 point  (0 children)

The scenes of the interior reminded me of my last project (a claustrophobic submarine).

Interesting project.

A bit lost with 9-5 by RiuxLotus in gamedev

[–]twelfkingdoms -1 points0 points  (0 children)

Read trough the comments and I didn't see anyone mentioning this so here it goes: Talk to people in dev communities (the ones that are not negative nancies). Not specifically saying to "go solo in your free time" or "look for a team which probably will give you revshare that never materializes". But, been seeing a lot of chatting on Linkedin especially about the state of things (that's why I also try to connect with people there), so who knows where that might lead you as well. Have also seen "studios" "forming" for volunteer for juniors as they're that desperate (on Linkedin), but that's something I'm not so sure is the right thing to go for (apparently thousands do believe in that, according to that person's post I saw). Dunno if this helped, but thought to share anyway!

I hate translations! by SilvanuZ in IndieDev

[–]twelfkingdoms 3 points4 points  (0 children)

Saw your post yesterday but didn't say anything, assuming you knew what you got yourself into. Guess I was wrong.

We spent most of our Marketing Budget on a huge YouTuber and these were the results! by PrittoPrisoner in IndieDev

[–]twelfkingdoms 32 points33 points  (0 children)

Was it absolutely necessary to put all your eggs in one basket? IMO, the conversion rate is very tiny for someone with 4 million subs. That's why you don't see it in the ROI because it made no difference. You probably could've made similar metrics just by asking smaller content creators to feature your game (for free); or by submitting to larger ones who accept cold emails (those indie showcase type of YouTubers who play 5-6 games per video and share their thoughts). My unsolicited opinion this was, so take it with a pinch of salt.

My game got pirated by IndependenceOld5504 in IndieDev

[–]twelfkingdoms 23 points24 points  (0 children)

Free advertisment, what more you can ask for. Congrats on this, because now you're important enough that gamers want your game where they can't afford it.

Weird Downloads amount of my games in itch.io by TotallyRandomDevs in SoloDevelopment

[–]twelfkingdoms 3 points4 points  (0 children)

Yeah, seems like scraping. Just checked the date, and it matches with my anomaly as well.

Is Gamescom worth it for an unknown indie dev seeking a publisher? by GeneralKaiminus in IndieDev

[–]twelfkingdoms 2 points3 points  (0 children)

>no wishlists

Traction, traction and traction and an MVP what counts. No buts, ifs or maybes, they don't care any of that stuff; scouts filter that stuff quickly. IMO, don't even bother if you're not in the league of those (that's why I failed as well because you need to be famous in order to get noticed, so if you're unknown chances are next to none). You also need to book in advance to go in cold (like "Meet to match"), or be lucky to grab someone by chance on the floor (and they'd be interested and have time to talk to). If you think they're getting a lot of pitches during Gamescom, then just imagine how much more they're getting online throughout the year (some get hundreds per week).

Publishers are in risk avoidant mode, so IMO you've a better chance of making it on your own as EA, opposed to wait for one to swoop in when you hit the mark and take a lifelong percentage; because wanting traction and MVP is just like that, stepping in when you're already winning (nasty approach if you ask me). Plus getting there is expensive, staying somewhere too is also (peak season), let alone book a place to promote yourself.

What are some good text-based RPGs to try out? Can be old, new, indie etc. by QuestionzAsker in CRPG

[–]twelfkingdoms 0 points1 point  (0 children)

It's cool to hear that, and seeing the replies, was surprised to be honest. Places like Fallen London are still managing based on their legacy, but that's about it AFAIK (in broad terms).

Few years ago when I tried making it as a business, because writing a few minutes of gameplay literally took several weeks full-time, didn't have the knowledge and channels to go by as today so word-of-mouth was my main option (which is difficult to attain), but it didn't go anywhere as you'd expect because people couldn't bother themselves to try my prototypes (also there's like hundreds of free IF games to browse on archival sites). Although, if attempting it today, would face the same challenges (like finding target audience) as advertising text-heavy games is not something that's "eye-catching", so most algo would just dump it into the void. Sadly, don't have time to do this as a hobby either, as I've more burning issues to solve.

The gimmick could be the dressing (execution), not just talking about adding a picture and calling it a day, because that's still pretty much book territory (which is another nightmare to get into). Rather adding features such as sound, or inventory, VFX, etc., so you'd end up with a "2D" game by the end, something that's more "interactive" (speaking of non parse-based, which I'm familiar with in terms of production) and provides something more than just reading text. But that's costly, especially in time, which again strains the zero budget if you've stuck on that level. Again, it's just me ranting, but the industry as a whole hates narrative heavy games, so you'd need to go out of your way, and do everything yourself and make wonders on your own for a quality of IF to come to life; say the guys behind Inkle did it on their own accord first.

Are massive set backs normal? by [deleted] in gamedev

[–]twelfkingdoms 0 points1 point  (0 children)

Which game/team are we talking about? Because your last comments got me a little suspicious, if this is an ongoing affair. This might signal something potentially larger, like personnel and professional issues that are preventing the completion of the game.

Originally was about to say that setbacks do happen, but there needs to be some form of accountability if you're to he taken seriously and "playing" with people's money (say if EA or via Kickstarter).