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Growlery Games
United States
เข้าร่วมเมื่อ 28 มี.ค. 2024
Join me on the journey to start a small indie game studio. If you're interested in game development or software entrepreneurship, this channel is for you! I'm a full-time, solo developer working on Growlery Games' first title Risk & Riches. I try to post 1-2 times per month with recent updates and reflections on the company or current projects. To stay up-to-date with Growlery's journey and games, please subscribe!
Steam: store.steampowered.com/app/2990670/Risk__Riches/
Steam: store.steampowered.com/app/2990670/Risk__Riches/
How the demo release impacted wishlists
The demo for my game, Risk & Riches, was released on Steam and Itch nearly a week ago. Here are the initial numbers regarding wishlists and player engagement.
Steam: store.steampowered.com/app/2990670/Risk__Riches/
Growlery Games Contact Form: www.growlerygames.com/contact
Referenced article: howtomarketagame.com/2022/10/26/what-is-a-good-median-play-time-for-a-demo-benchmark/
Steam: store.steampowered.com/app/2990670/Risk__Riches/
Growlery Games Contact Form: www.growlerygames.com/contact
Referenced article: howtomarketagame.com/2022/10/26/what-is-a-good-median-play-time-for-a-demo-benchmark/
มุมมอง: 9
วีดีโอ
Creating Consistent Art and New Character: Devlog 3
มุมมอง 85หลายเดือนก่อน
For the past few months, a lot of time has gone into redrawing the 2D-pixel art for the game so that everything is consistent with the game's base resolution. I've also added basic animations and am excited to introduce the first new playable character, the Gunslinger. Steam Page: store.steampowered.com/app/2990670/Risk Riches/
Risk & Riches Trailer
มุมมอง 882 หลายเดือนก่อน
A roguelite deckbuilder set in the American West during the late 1800s. Descend into a mine to battle monsters and demons to gather gold. Purchase buildings, cards, and equipment to gain enough strength to overcome the trials within the mine and extinguish the evil within. Steam: store.steampowered.com/app/2990670/Risk Riches/
How Many Wishlists After 7 Weeks
มุมมอง 312 หลายเดือนก่อน
After 7 weeks of being on Steam, how many wishlists did my game receive? In this video, I break down the actual numbers I've received, provide an overview of my marketing plan, and even discuss a few new changes on Steam that could affect marketing a game going forward. Steam Page - store.steampowered.com/app/2990670/Risk Riches/
Creating My First Steam Page and Trailer
มุมมอง 413 หลายเดือนก่อน
Learn about my experience and the steps I took to create my first Steam page and public gameplay trailer as a solo developer. Steam Page - store.steampowered.com/app/2990670/Risk Riches/ How to Make a Steam Page (Course) - www.progamemarketing.com/p/howtomakeasteampage
Risk & Riches: Devlog 2
มุมมอง 173 หลายเดือนก่อน
A devlog covering the major changes from mid-May to mid-July, roughly months 5 and 6 of development. Steam Page - store.steampowered.com/app/2990670/Risk Riches/
Risk & Riches Alpha Trailer
มุมมอง 1234 หลายเดือนก่อน
Risk & Riches debut trailer, featuring gameplay from its Alpha 1.0 build. Learn more and wishlist now on Steam, store.steampowered.com/app/2990670/Risk Riches/.
Staying Motivated as a Solo Dev
มุมมอง 404 หลายเดือนก่อน
Stress, imposter syndrome, loneliness, and lack of motivation can kill your game and studio. In this video, I discuss how I keep moving forward on my game and deal with the mental stresses of being a solo developer.
First 4 Months of Development in Godot: Devlog 1
มุมมอง 365 หลายเดือนก่อน
A devlog covering the first four months of development for, Risk and Riches, Growlery Games' first game. From concept to current alpha build. Steam - store.steampowered.com/app/2990670/Risk Riches/
Founding an Indie Studio
มุมมอง 646 หลายเดือนก่อน
The steps that I took to start a game development company, why I started solo, and the goals for the first three years. Note: I missed one step that's new for US businesses as of 2024. All businesses in the US must also file a Beneficial Ownership Information form with the Financial Crimes Enforcement Network. I was notified of this when I filed with my state, but that may not always be the cas...
8 Tools I Use and Recommend for 2D Game Dev
มุมมอง 596 หลายเดือนก่อน
Learn about the tools I use for my pixel art game which I would recommend to others. Everything except the art tools applies to 3D game development as well.
Why I Went All In On My Indie Dev Dreams
มุมมอง 3117 หลายเดือนก่อน
After nearly a decade of making games part-time, I realized that I had to go all in if I was going to be successful. This video is about why I went full-time, and some advice for you to get started too.
Good stuff man! This is looking like it will be a fun game. I recommend showing examples of your art or whatever you’re working on earlier in the video though, you can overlay it while you’re talking. People will be clicking on this to see your art but you don’t really show any till 5 minutes into the video, might help with viewer retention on TH-cam.
Thanks for the feedback! I'm still trying to find a recipe that works for me on TH-cam, so I appreciate it.
congratulations man
1:39 so how many times can I change the name and can it be a completely different name?
@kkl976 to my knowledge, and based on the documentation, you can completely change the name of your game until you publish your store page. So, nothing is finalized until you submit your page for review the first time.
use consistent pixel sizes!!! #1 thing that makes your game look worse for no reason
Heck Yeah!
Also, make sure you get your BOI filing for the LLC.
Great reminder and an important point for the US! I already filed my Beneficial Ownership Information with the Financial Crimes Enforcement Network, but I completely neglected to mention that. For anyone reading the comments, this is a new requirement for US businesses, thank you @Dimbark!
Let me know if you need an accountant to work with. Game devs are subject to Section 179 capitalization, which went into effect in 2022. It's a big tax downside! However, as an upside, you may also be eligible for the R&D Tax Credit.
Good luck!
Your father would be soooo proud of you.!!!
Make a more OG game. All I have to say boss.
Hi Peter. What engine are you using?
I'm using Godot 4.2 for my current project.
sure!
I think I need to be more comfortable just shitting something out. I get too attached to my slightly too big ideas. I should actually make a game with low scope that I’m not too attached to. Just to get something out, and get that experience. Thank you for this video
My opinion is that your first game should take less than a year to make, so that you're gaining experience but not spending years on a single project that is likely going to be your worst (most people should get better with experience). However, it does still need to be something you're proud of and put effort into because players can tell if you didn't put any care into it. Take a little extra time fleshing out the design and I'm sure you can think of something. It likely won't be your dream game, but it will take you one step closer.
I’ve been doing game dev for a few years as a hobby, and I’m finally at a place where I feel comfortable with my skills. I’m confident and I think I’m committed enough to spend years trying to make a few games, but I’m scared of AI at this point. Hopefully I haven’t just missed the cutoff
AI is definitely going to alter the landscape, but it will be a while before it's able to fully replace anyone. I'm hoping that Growlery Games will evolve into a small team in the coming years, but for now, as a solo dev, AI is offering up some opportunities to compensate for being a one-man-band. In my next video I plan on talking about the tools that I'm using, and one of those is an AI driven program for pixel art. I'm primarily a programmer, so I'm utilizing a program called PixelLab to quickly concept and add detail to my sprites. I struggled a bit over whether or not to use AI, but it's already becoming common so why would I hold myself back by not using it to improve my own workflow? The AI assistance is great, but it doesn't replace a dedicated artist, and one of the reasons I went with PixelLab is because, to my knowledge, they use art from a group of consenting 2D artists to train their AI, so it's not ripping content from elsewhere and there are still actual artists involved. So no, you didn't miss the cutoff, but you're definitely entering an evolving landscape.
Good luck man. It seems like your head is in the right place. I have no place to stand from, but make sure you focus on finishing it quickly and marketing.
Congratulations Peter!
Good luck Peter! Can't wait to see what you have in store. I hope to be able to go full-time indie in 3 years after my student loans are paid off by the government.
I hope you do when the timing makes sense for you. There's a lot of risk, but in just the few months I've been focusing on indie dev full-time, it has been super rewarding.