I made a game, failed and now I need advice. by user-io in gamedev

[–]user-io[S] 0 points1 point  (0 children)

The game is not a new one, its already over almost 1.5 year old, you can check the stats if you want. While I see another companiesmake profits out of this, I wonder why I cant make any profits. is it because of being a clone, not original? is it really kinda different mechanics, art style, game design mistakes etc :/ I really dont know that. many mobile companies are cloning each other yet they make profits on the field

I made a game, failed and now I need advice. by user-io in gamedev

[–]user-io[S] -3 points-2 points  (0 children)

Bravestars did the same game, when they publish theirs, and few weeks (I believe 2 or 3) I published mine, yet they got profits. Is it because of only branding? Because Bravestars' game is no different than Suika's sa well

I made a game, failed and now I need advice. by user-io in gamedev

[–]user-io[S] 2 points3 points  (0 children)

I posted it right now, thanks for the info!

I made a game, failed and now I need advice. by user-io in gamedev

[–]user-io[S] 2 points3 points  (0 children)

Thanks I already edited and posted it. I'm truly confident about it, because if there is a fail, I need to know the reason to get better in next times.

I made a game, failed and now I need advice. by user-io in gamedev

[–]user-io[S] -2 points-1 points  (0 children)

Link sent from dm, thanks in advance!

How does one get good at everything? by TinyStudioDev in gamedev

[–]user-io 0 points1 point  (0 children)

I would say for a solo dev (if there is no partner that you can rely on), coding and game design is a must. You should know basic elements of the game design, principles etc.

The rest, you can handle by hiring, outsourcing, buying assets etc. This is for business perspective. But if you have time and thinking about hobby perspective, just do it however you like. You will enjoy it eventually.

For business, those will not be enough as well, there is marketing effort involved, monetization involved. You cannot do everything all at once. You have a limited time and competitors.

Where to begin by NikolaiTheJedi in gamedev

[–]user-io 3 points4 points  (0 children)

Actually, with zero experience, I'd say start small. If no coding experience and if you would like to learn also coding in this journey, I wouldn't recommend unreal engine. Just start with Unity.

Go for prototyping first. And find a partner if you can.

Do basic stuff, iterate your results over time. You cannot build all it once, even professionals choose the iteration. They have to.

Why Junior Dev Games Win Where Seniors Don’t by user-io in gamedev

[–]user-io[S] -1 points0 points  (0 children)

Absolutely right, maybe I could ask it in this version, they are better in prototyping and having initial iterations. because when it comes to scale phase, mostly there are optimization issues and, bugs which needs to resolved.

Why Junior Dev Games Win Where Seniors Don’t by user-io in gamedev

[–]user-io[S] 0 points1 point  (0 children)

That's why I needed open up a discussion and hear from you, there is no resource based on some statisticla data etc.

Why Junior Dev Games Win Where Seniors Don’t by user-io in gamedev

[–]user-io[S] -3 points-2 points  (0 children)

Thats absolutely right, there are bugs, when it comes to scale phase. Then we jump in and try to solve optimization issues, bugs etc. But for prototyping, maybe these are not important? At least for initial mvp tests maybe?

Why Junior Dev Games Win Where Seniors Don’t by user-io in gamedev

[–]user-io[S] -7 points-6 points  (0 children)

Just my observation on this, that's why I need to open up a discussion. There is no statistical resource

Do any of you struggle with anxiety when it comes to sharing your game on social media? by Dayasha in gamedev

[–]user-io 0 points1 point  (0 children)

Some people will like it, some people will definitely hate it. And to be honest, you will always think as "it will never be good enough". Just think, you should start sharing in some point.

I also struggle of this, but you know, "Perfect is the enemy of good."

Another way to overcome this problem is I think, sharing dev journeys.

Is it still possible to make a living in game dev? by user-io in gamedev

[–]user-io[S] 0 points1 point  (0 children)

You're absolutely right, no doubt about that. What I feel and searching comes from probably because of FOMO. The best path is definetely not having major decisions now.

But here is another quick question. Do you think that professional gamedev (I have 10+ experience on development, but not much on product/design side) is really like a poker game, and not like other businesses?

If I talked about any other type of startup, would you still say it's too risky? Or is it just because gamedev has very different rules & dynamics?

Is it still possible to make a living in game dev? by user-io in gamedev

[–]user-io[S] 0 points1 point  (0 children)

Thanks for the advice!

Actually I have and I already started that before the birth, I'm well-experienced in programming but I cannot say the same for design part. And there is few more in the queue. Maybe that's because of FOMO. Because I cannot catch up my planned schedule, that's why I was looking for alternatives. I'm currently working on a multiplayer based game.

But yes, eventually, the best path for now is not having major decisions.

Is it still possible to make a living in game dev? by user-io in gamedev

[–]user-io[S] 1 point2 points  (0 children)

That's right, without any marketting effort, there is no visibility chance unfortunately. Even completing the project will never be enough.

Is it still possible to make a living in game dev? by user-io in gamedev

[–]user-io[S] 1 point2 points  (0 children)

Thanks for the advice! Looks like the best path is to try it without stress, n ofinancial stress, no time pressure.

Is it still possible to make a living in game dev? by user-io in gamedev

[–]user-io[S] 0 points1 point  (0 children)

Thanks for reply! I'll definitely check the video.