How much did my indie game make?

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  • เผยแพร่เมื่อ 8 พ.ย. 2024

ความคิดเห็น • 139

  • @NjecolinaHranjec
    @NjecolinaHranjec หลายเดือนก่อน +39

    So happy to see that your game got over 10 reviews on Steam! Hope that visibility will help sales, too!

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน +5

      Thank you! I had heard DQ was a big boost in visibility, but I didn't really realize how big it was until after I hit that. Absolutely critical to hit 10 reviews!

  • @lHuskyy
    @lHuskyy หลายเดือนก่อน +24

    Please keep making games! With all these big companies releasing trashy games, it feels like there is a good games drought. Indie is the future of gaming, with ease of access to information about game dev and learning as a whole, I can't wait to see what indie games get released!

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน +1

      I plan on it! Odds of success increase with every game you release. At least in my book :)

    • @KP-48-007
      @KP-48-007 หลายเดือนก่อน

      These big publishers used to hire and support small studios with devs that have passion just like indies then they became controlled and HR hires diverse and all went to sh!t

  • @digitaltectonics
    @digitaltectonics หลายเดือนก่อน +19

    Getting those first 10 reviews are so critical to any success.

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน +1

      For sure, that boost from discovery queue was way bigger than I thought. Hoping those wishlisters decide to buy at some point!

  • @Ironroc
    @Ironroc หลายเดือนก่อน +19

    Hey congrats on finishing a game! That's so cool.. and hitting the 10 review mark is awesome.

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน +1

      Thank you! It was cool to see the effects of discovery queue after 10 reviews.

  • @simonnilsson1572
    @simonnilsson1572 หลายเดือนก่อน +5

    Nice to hear that you are jumping straight into the next one. I think 3 months sounds like a reasonable project time for a solo dev. The feedback from each release will be so valuable. Best of luck and don't let the scopecreep get ya.

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน

      Thanks! I'm really aiming for about 2 months but leaving it at 3 just in case life has other plans. Especially being solo, there are so many things that can take you out for a couple weeks.

  • @EddyNottingham
    @EddyNottingham หลายเดือนก่อน +6

    Thanks for sharing your experience, and good job on shipping your first game :)

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน

      Thanks! Looking forward to getting the next one out too :)

  • @Michael-oc8ly
    @Michael-oc8ly หลายเดือนก่อน +2

    Congrats! You're already part of a small group, people who have shipped a real game people want. I'm excited for your next game, making two games will put you in an even smaller group.

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน

      Thank you! I'm planning to join the >3 commercial games shipped club personally haha. Hopefully the next two have even more appeal :)

  • @leonard4
    @leonard4 หลายเดือนก่อน

    Thanks for the video! Fellow indie dev here as well. Always nice to see post-mortem stuff like this.

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน

      Totally! Thanks for watching and hopefully it helps you out with your games :)

  • @robbie2044
    @robbie2044 หลายเดือนก่อน

    I strongly believe knowledge (all aspects of dev+publish) you gained from this project will help you greatly. Good luck with the current project and in the future!

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน +1

      Thank you! So far my goal is to release another game before the end of the year. It's going to be a bit tough, but I've got this.
      Appreciate your support

  • @shawnhalls2431
    @shawnhalls2431 หลายเดือนก่อน +2

    This is so fascinating to see behind the scenes. I see it's on sale right now

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน

      Glad to hear it! It really is a totally different world than what you see as a player. So many things to juggle at once haha.
      Yep Trace Hunters was in the Planes, Trains, and Automobiles fest. I'll probably do a video at some point to talk about non-fest vs. fest sales numbers as well

  • @heavygaming6596
    @heavygaming6596 หลายเดือนก่อน

    Hey man, as a game dev myself all I can say is that getting a game out at all is more than what most people can accomplish. Being an indie game dev is hard and I congratulate you for releasing your game! Staying consistent on a project is something that is hard for me so I am really impressed that you pulled through. I like that you still see the good side in things like all the experience you got and people you met. Just remember that there are a lot of indie game developers that put in lots of work in many games before they finally blew up (scott cawthon for example) so I'll be interested to see if you manage to cook up another game. Subscribed

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน +1

      Thank you! Consistency is really hard to be honest, especially when interruptions come up that you can't control. Just gotta keep at it and make progress every day, even if it's small.
      The number of games that some people have released is utterly amazing (I was looking through Scott's history). Gotta start somewhere so for now I'm cooking #2 :)

  • @GregWilson635
    @GregWilson635 หลายเดือนก่อน +1

    Only just found your channel. Trace Hunter looks really good. Great reviews on Steam . I will pick it up next week. :)

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน +1

      Thank you! Hope you enjoy the game :)

  • @Itsa-sh
    @Itsa-sh 21 วันที่ผ่านมา

    This video reminds me of the LEAN Startup. In that you aim to sell a non-existing product then work with your customers to solve problems, to reduce waste - but in this case it's more feedback from the audience and audience building.

    • @MoonMantisGames
      @MoonMantisGames  21 วันที่ผ่านมา

      I do like that book, so probably not a coincidence haha. I haven't really figured out how to apply some of the same principles to games, but we'll get there.

  • @neppallv
    @neppallv หลายเดือนก่อน

    Thank you for sharing! I’m going to check out this game right away.

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน +1

      Thank you! Hope you enjoy it.
      I'll have a few more of these financial overview type videos as I hit other milestones with Trace Hunters. Sharing some numbers from my recent fest participation soon :)

  • @dreamingacacia
    @dreamingacacia หลายเดือนก่อน +1

    congrats on getting some success. I still don't have my game on steam yet but I'm trying to push MVP version of my game and hopefully I'll see the direction I want to go.

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน

      If you're planning on a Steam release and close enough to be approaching MVP, get that store page up!
      Getting your page up as soon as possible helps you start building your wishlists. No need to have a demo or playable build yet :)

    • @dreamingacacia
      @dreamingacacia หลายเดือนก่อน

      @@MoonMantisGames 2 things, I don't have money for it yet. and I need proper mockup to make steam page. as I said, I still don't have firmed direction for my game. it's gonna be decide after I finish the MVP and see how things work.

  • @IGRETRO
    @IGRETRO หลายเดือนก่อน +3

    Very valuable video, thanks for sharing. As for the new game, horror games generally do well for indie devs and it seems like it's cheaper and you can really make the game small, but use it for the plot sake. Good luck 👍

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน

      Thank you!
      That's my feeling about horror games as well. Hoping to use that to lean a bit further into plot development but also get the game out somewhat quickly compared to Trace Hunters.

    • @samamies88
      @samamies88 หลายเดือนก่อน

      silly party games are another indiefriendly genre atm but i feel like its heading towards oversaturation. Yes content creators are looking for new games they want to play with friends (and sometimes with viewers) but i feel like competing against dev teams as a solo just leaves u potentially getting unseen. Horror might not have as big of a chance to go viral as party games but horror streamers do try and find new games to play constantly (just yesterday talked with one who has 300+ horror games on her steam library atm) - it should be constant enough revenue as long as the game is at least average.

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน +1

      @@samamies88 that's kind of how I'm feeling about the party/rage game genre at the moment. Still may prototype something at least to see, but I feel like the Steam appetite for horror is just unending haha

  • @eibriel
    @eibriel หลายเดือนก่อน +1

    Thanks for sharing your experience!

  • @CappicheGames
    @CappicheGames หลายเดือนก่อน

    Congrats on getting your game out there, huge achievement!

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน +1

      Thank you! Good luck releasing yours as well :)

  • @cernunnos_lives
    @cernunnos_lives หลายเดือนก่อน

    It looks good for what kind of game it is. It's all about what audience is going to be open to playing a game.
    If this was integrated into a game where the driver could leave the vehicle, you'll have something entirely different.
    This looks like a good game.

    • @MoonMantisGames
      @MoonMantisGames  28 วันที่ผ่านมา

      Thanks! Ya, I do feel like the niche for people who might like Trace Hunters is very small. I remember looking at some point and there are something like 700 titles with the "Vehicle Combat" tag on Steam

  • @TheUnsupported
    @TheUnsupported หลายเดือนก่อน

    I'm currently in a similar range in terms of wishlist numbers for my upcoming game. It's good to know where I should set my expectations. 😅
    But congrats on releasing a game! Many don't reach that achievement.

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน

      Ya, it can be a bit demoralizing to see those low wishlist numbers. End of the day I think it's important to separate yourself from your work a little bit and focus on what you can improve.
      Best of luck with your game, who knows maybe you'll be able to build more wishlists before launch!

  • @eointolster
    @eointolster หลายเดือนก่อน

    Thank you for telling me what I came for in the first few seconds

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน

      I aim to please. There's a sales update after my first discount period (during a Steam fest) too:
      th-cam.com/video/jJ3k0VJ975g/w-d-xo.html
      You'll have to wait about 32 seconds to get what you want on this one though ;)

  • @DestinedProductions
    @DestinedProductions หลายเดือนก่อน

    Glad to see you got this released. Sorry this didn't go as well as you hoped.

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน

      Thank you! I'll get 'em next time. Best of luck on Mighty Marbles :)

  • @34959
    @34959 28 วันที่ผ่านมา

    From looking at the steam page; it seems you made a halo warthog game, and seems to be more prototype with fun mechanic, than warthog game direction with finely assembled mechanics from game genres that have been thoroughly broken down and understood. You need something more mechanically foundational to first release into early access, where's the potential is immediately evident, and can be built upon over the course of 1-4 years before full release.
    All I can suggest is, delve deep into the successful games in and adjacent to your genre, and find what they have in common. You will begin to boor and even hate the sum of parts. But there is an exploration magic that pulls them all together, and that is what your players will be seeing for the first time.

    • @34959
      @34959 28 วันที่ผ่านมา

      not saying to work harder for more complexity and polish, but smarter with how you use the fundamental systems. incremental games exist, and vampire survivors sold millions of copies.

  • @angryoldcanadian3905
    @angryoldcanadian3905 23 วันที่ผ่านมา

    from what I have seen through youtube game play is that it is very dark. I found the enemies hard to see. The other thing was that there was no mini map. This is pretty standard and was surprised to see it missing.

    • @MoonMantisGames
      @MoonMantisGames  23 วันที่ผ่านมา

      I have a tendency to use those dark scenes a bit too much in my videos tbh. The majority of the game is actually during the day, roughly dawn/dusk time.
      Instead of a mini-map there are world markers for various mission objectives. That one was intentional and at least in early playtests not many people missed it so wasn't a priority

  • @luckyknot
    @luckyknot หลายเดือนก่อน

    Nice tips thanks a lot, and the game looks pretty decent! If you can update it with new maps like snow, forest it would give it much more variety... I would like to destroy helicopters, something bigger instead of those minirobots... and a few final bosses to make it more epic!!

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน +1

      Thanks for the ideas! I'll keep those in mind if I make any DLC for Trace Hunters.

  • @Marandal
    @Marandal 23 วันที่ผ่านมา

    Thank you soo much for making this video!
    I'm interested in following your path of Indie game-development and becoming a developer too.
    This does give me alot to think about in terms of Marketing, Wishlists, Social media & Game scope.
    i'm really curious and would love to hear a bit more about scope if you're willing to do a video on it(or a comment reply 🙂)

    • @MoonMantisGames
      @MoonMantisGames  23 วันที่ผ่านมา +1

      Hey, thanks for watching! Glad it was useful for you :).
      I'll see if I can think through how to cover that in some way. Looks like you already found my scope creep video haha

    • @Marandal
      @Marandal 22 วันที่ผ่านมา

      @@MoonMantisGames oh scope creep haha.
      I'll go watch that right now!

    • @MoonMantisGames
      @MoonMantisGames  22 วันที่ผ่านมา +1

      @@Marandal Ah my bad I thought I saw a comment from you on that one, but it was a different video.
      Here's the link for convenience. Hope it helps!
      th-cam.com/video/Vj1-YDDxXlM/w-d-xo.html

    • @Marandal
      @Marandal 22 วันที่ผ่านมา

      @@MoonMantisGames Thanks!

  • @warriorblood
    @warriorblood หลายเดือนก่อน +2

    You already have a lot of (deserved) praise in the comments, so I will blunt. Is your intention to be a successful game dev, or a GameDev TH-camr? - I am frankly a bit weary of low effort 'game makers' as content creation because it set ups a false equivalency, I would prefer to watch somebody actually trying to make a succesful and marketable game. Which take years, not 6 or 3 months.
    A recent example could be Eastshade Studios, video title "My Wife and I Made an Indie Game and it Made Millions!"
    Whichever path you plan to take, I wish you luck and success!

  • @Hat153
    @Hat153 หลายเดือนก่อน +1

    I see my phone has been listening to my conversations again.

    • @w_graphicsfr
      @w_graphicsfr หลายเดือนก่อน

      ?

    • @dreamingacacia
      @dreamingacacia หลายเดือนก่อน

      I can confirmed that your phone can listen to your conversations. But there are more clues for them to pinpoint your interests than just conversations. you might searched for something similar or signal that you're looking for this or worrying about this. dude, everything we do even the most subtle action give out a lot of information about our worries and potential solutions.
      I'd say just embrace it rather than resist it, you'll be happier this way.

  • @astromonkey1757
    @astromonkey1757 หลายเดือนก่อน +2

    dayium, i hope some of those mighty 72 views from the gameplay video translated into sales, anyway you get the most sales when you go for the 75% discount, but most people just like collecting games and won't play them. Good luck for the next game man.

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน

      Thank you! Hopefully Trace Hunters still has a bit more in it. Either way, the next one will be better :)

  • @Multimedia_Artist
    @Multimedia_Artist หลายเดือนก่อน

    Scifi is my favorite genre. If the new game is in this genre, I can join you as an experienced artist.

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน

      I love sci-fi! At least for now I'm looking to experiment a bit more with modern day or fantasy-ish settings. Appreciate the offer!

  • @arthurmeyer2977
    @arthurmeyer2977 20 วันที่ผ่านมา

    Do not even think about releasing your game, if it doesn't have at least 7.000 wishlists. In the games that I released, it was the bar to put my game in the popular upcoming. Wishlists come significantly faster after getting it. If your game can't get to that point, you need to think about how to showcase it, and if you can't think of anything, it means the game is not marketable, shut it and work on a better concept. Best regards!
    Edit: It's all about the algorithm, the rich get richer is the main concept of Steam, the more sales you have, the more Steam shows your game, and then the more sales you get. That's why, if you can't even make the algorithm to move, there's no point in putting the game there.

  • @Anon20855
    @Anon20855 หลายเดือนก่อน

    Well as you might know just making a good game ain't cutting it , you have to promote your game aggresively because we live in a world where all entertainment is competing for user's attention if you ain't competing for it you ain't getting nowhere

  • @Wineblood
    @Wineblood 19 วันที่ผ่านมา

    What game devs skills did you have when you started? 7 months sounds short but I'm curious how much time was invested before that. I'm considering game dev and while I have a few small ideas that make for a decent first game, I'm not sure how much time I'd need to spend on core skills first.

    • @MoonMantisGames
      @MoonMantisGames  19 วันที่ผ่านมา

      That's a tough one unfortunately. Tbh though, I'd say just start doing it. You'll learn what you need as you're going. Transfer learning is also a huge help and most likely you can transfer skills from somewhere to give you a boost. Here's a few things that helped me transfer skills to game dev:
      I've been building software products of all kinds for about 15 years professionally and quite a bit before that otherwise. I started tinkering with game dev with Unity about 3 or 4 years ago just as a side thing, no serious time commitment. Trace Hunters was the first time I used Unreal Engine (outside of poking around on some sample projects).
      The non-technical side I've played music since I was a kid and got into music production over the last 5 years or so as a hobby. 3D art I had some transfer skills from 3D modeling for other things + I have a decent vector math background. I just lack artistic skill lol. 2D I've done some basic things over the past years and started learning art theory/illustration within the past year. Reading/writing have also been things I've done for most of life.

  • @ThePlecoPal
    @ThePlecoPal หลายเดือนก่อน +1

    That's 369 more dollars than I've made doing gamedev💵🤑

  • @11vag
    @11vag หลายเดือนก่อน

    Congrats! 👍

  • @Navhkrin
    @Navhkrin หลายเดือนก่อน +2

    You may want to put a bigger discount on this. Looking from my gamer glasses, I wouldn't be willing to pay 5$ on this game as there are so many alternatives that are available on similar price point. But if it was around 1$ I can see myself buying it just to spend 10-20 mins for fun. That may result in your sale numbers sky rocketing because it becomes so cheap that you can buy it without running a decision-making process.

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน

      Took me a while to get to this because there's a lot to talk about here. Thanks for the comment :)
      For the moment I'll be adjusting discounts periodically to see how that affects wishlist conversion. Immediately going to $1 would cut out any potential sale from less discounted amounts along the way. It would be a bit more complex, but I may do a video on discounting/buyer behavior at some point 🤔
      From selling other kinds of products I can say that often the price (below some value) isn't a determining factor in why people choose to buy. Unless its an extremely price sensitive market there isn't much difference between say $5 and $1 in terms of opportunity cost for buyers. What often matters more is that there is that the product is simply discounted. I think Chris Z had a blog post on this with Steam games as well if you're familiar

    • @DeviantGun
      @DeviantGun หลายเดือนก่อน

      I don't know how long your game is but a dollar is ridiculous super bad advice ​@@MoonMantisGames

    • @EzequielBarron
      @EzequielBarron หลายเดือนก่อน

      Another thing that might help.
      I am from a third world country where $5 becomes $10 after taxes on buying with foreign currency, so there is also the thing where you could make a regional price in places like Latin America (except maybe Brazil and Chile where they are better off economically).​@@MoonMantisGames

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน

      @@EzequielBarron Thanks for the suggestion :).
      Trace Hunters has regional pricing for quite a lot of regions so you *should* be able to pay with your local currency.

  • @TheNocturnalSloth
    @TheNocturnalSloth หลายเดือนก่อน

    Okay this is maybe an extreme proposal, but I think your game would be amazing if it had multiplayer. Maybe a consideration. The mechanics look really well done.

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน

      So I had originally planned for co-op multiplayer, but that was one of the things I cut to launch the game. I don't think that's going to make it into Trace Hunters, but I will probably re-use some of the multiplayer code for other games though!

  • @GokulPaunraj
    @GokulPaunraj หลายเดือนก่อน +2

    Hello sir. Your video is very informative and inspiring. I like to know how you became a full time game dev without a youtube channel. Are you working in a game studio? The answer would be helpful for me as I am completing my graduation in a couple of months and planning to go indie.

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน

      Thank you! And congrats on your upcoming graduation :)
      I worked in various tech jobs before I went full time on game dev. I had started making hobby/learning focused games before that though for about 2 or 3 years (not all the time, just on and off over that period).
      If you're thinking of going full time indie after graduation, probably the biggest thing you can do to help you succeed is to go into it with several partners so that you can share the work. Ideally also helps you round out the programming, art, business, etc skills more than a single person could do. Keep in mind though that this is extremely financially risky if you're depending on your games to pay your bills and building funds with another job would possibly help you in the long run. Just some thoughts, hope that helps!

    • @GokulPaunraj
      @GokulPaunraj หลายเดือนก่อน

      @@MoonMantisGames Thank you sir. It helps a lot.

  • @Drakuba
    @Drakuba หลายเดือนก่อน +1

    imho creating shovelware is not a way to become commercially viable dev. From what i have seen theres nothing new in your game we already didnt seen 20 years ago. Look up a game called "Infestation" from year 2000 or "recoil" from 1999, seeing your trailer just reminded me of that one and i want to play those instead
    If you look up successes, you find EVERY SINGLE ONE have something new to them, something that makes them stand out or did something never done before
    for example, just doing component damage would turn it into a unique experience because 99% of games have healthbar

  • @falseknight4371
    @falseknight4371 หลายเดือนก่อน +3

    I watch the trailer and it does have a asset flippy vibe look to be honest, gameplay looks like halo warthog vibes.

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน +4

      Most of the assets in Trace Hunters are from the marketplace, though I made handful. I edited the marketplace assets in various ways to fit together a bit better and generally work for what I was trying to do. Especially being solo and bootstrapped, making everything from scratch would be an expensive and timely undertaking.

    • @falseknight4371
      @falseknight4371 หลายเดือนก่อน +6

      @@MoonMantisGames When you have that asset flip look it will be a natural turn off to potential buyers. The art won't be cohesive and flow with harmony, it looks like it's from a bunch of games, kind of like dressing up with a bunch of random clothing. And art is KING when it comes to potential buyers, it's like dating you wouldn't go out with ugly looking partner most likely. It's your first impression and it's already not looking good by default. When you make a game that looks like an ASSET FLIP it makes people think it's bad because all the other games that are bad that is asset FLIPPING, you are associating that in your customers head when you do that. The game also doesn't really show anything that fun besides shooting enemies with a car with bland looking UI and upgrades, there is no HOOK to catch customers. If you don't learn these lessons early your next game will already be starting off 10 steps backwards.

  • @mrsmith5114
    @mrsmith5114 หลายเดือนก่อน

    Doom dev took over 90 games before he got one. Thanks for the video, it's a hard one... but even harder to release a complete game :). Hope you have more success in the future.

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน +1

      I was reading about that the other day, absolutely crazy but also seems fun to do haha. Here's hoping #2 is bigger!

  • @PHIplaytesting
    @PHIplaytesting หลายเดือนก่อน

    Hi, very interesting video. Thanks for sharing! It seems like you might not plan on updating Trace Hunters any further, but if you think you'd be interested in a playtest video with some design feedback let me know.

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน

      Thanks for watching! You're right, I don't have plans to expand Trace Hunters any further for now. I'll keep you in mind though

  • @DanielBradler
    @DanielBradler หลายเดือนก่อน

    Is there still a demo available? The game looks really interesting. You seem to be really humble. I wish you all the best in gaming development!

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน

      I apparently missed this somehow!
      No, the demo was removed when the game went live.

    • @DanielBradler
      @DanielBradler หลายเดือนก่อน

      @@MoonMantisGames ah, I see.
      Well, I might just buy it and check it out.

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน

      ​@@DanielBradler Hope you enjoy it if you do!
      It just went off discount, so the next discount period won't be until about a month from now in case you were waiting :)

    • @DanielBradler
      @DanielBradler หลายเดือนก่อน

      @@MoonMantisGames we will see. Thanks for the heads up.

  • @nexus1g
    @nexus1g หลายเดือนก่อน

    Love making games first, and the money will eventually come second. I hope so anyway, because I have the first part. lol

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน +1

      Haha hopefully so. Good luck on the sales!

  • @bettertackle6549
    @bettertackle6549 หลายเดือนก่อน

    Man tbh, this would have been better as a mobile game where people get it for free, and you get revenue from ads.
    It is good you are creating, but nothing in this makes me want to play it.
    The gameplay loop could be more exciting.
    U got to give people something new and take risks.
    You obviously have talent. Team up with some story tellers and do some market research.

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน

      Thanks for the thoughts. Admittedly I have a huge amount of actual story for Trace Hunters, though most of that just didn't make it in the game. Instead you get a little glance via the in-game chatter.

  • @Koto-Sama
    @Koto-Sama หลายเดือนก่อน

    Can you try to put it on sale and tell us if that does anything?

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน

      For sure! I am planning to do a video to talk about having the game on discount both during a Steam fest and during non-fest time. I think that should be an interesting comparison.
      Roughly speaking for now though during my last discount (for the Steam Planes, Trains, Automobiles fest) I saw a slight uptick in sales, but nothing too much different than baseline.

  • @CO-ZEntertainment
    @CO-ZEntertainment หลายเดือนก่อน

    I hope your next game does better I believe in you. What Engine are you using?

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน +1

      Thank you! I hope so as well haha.
      I'm using Unreal 5

    • @CO-ZEntertainment
      @CO-ZEntertainment หลายเดือนก่อน

      @@MoonMantisGames I’m currently using UE5 as well. I’m taking a course for UE5 and Blender. I picked the UE5 course because it focuses more on C++. My end goal is to work as a programmer or lead for Xbox Game Studios

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน +1

      @@CO-ZEntertainment You might want to put some C# in the mix there too. It's somewhat common at Microsoft and might help if you have experience with it in a non game dev environment

  • @frenzhii184
    @frenzhii184 หลายเดือนก่อน

    How much was the game sold for on Launch? If you don’t mind.

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน +1

      The base price is $5.99, but I had a 10% launch discount so the price there was $5.39.

    • @frenzhii184
      @frenzhii184 หลายเดือนก่อน

      @@MoonMantisGames ty

  • @rohithreddy75
    @rohithreddy75 หลายเดือนก่อน

    how much did the steam process take you?

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน

      It was fairly short for me, around 3 days or so. I was approved the first time at each approval step.
      I paid really close attention to the page requirements and followed Chris Z's "How to Market a Game" guide for Steam pages.

  • @VictorGabriel-ht5qp
    @VictorGabriel-ht5qp หลายเดือนก่อน

    Hi, I just looked into the steam page of your game and the requirements are a GTX 1060 6Gb, Do you think that making a game with lower requirements could be better? Or you think it could be worse for you? I am saying that because I like to play indie games once they usually have lower requirements, I don't know how many people like me are out there, but your game couldn't run on a non gamer computer apparently.
    Thanks for the content

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน +1

      Thanks for stopping by! It's an interesting thought.
      In terms of the GTX 1060 requirement, that is the lowest end GPU I have to actually test builds with. I don't have data to back it up really, but from anecdote it seemed most PC players I talked to had at least something on that level. Going even lower might be a way to get the more "non-gaming" market on board, though admittedly most of these ppl I talked to use Mac and not PC.
      I did find that I can run Trace Hunters a mid-range Lenovo Thinkpad without dropping quality to "low". It is def not a gaming computer, and I had minimal issues with performance on it. Most of the meshes in my game use Unreal's Nanite, which more or less streams texture data from disk as needed to help with GPU load. As long as you have an SSD and at least something like Intel UHD integrated graphics it *should* work relatively ok.

    • @mateuszundead3423
      @mateuszundead3423 หลายเดือนก่อน +1

      @@MoonMantisGames Or "how to now that you need an upgrade" ;D I run a 1060 3gb. Jesus. Seems that if I keep it running for 2 more years I'm gonna have trouble even opening steam ;D

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน +1

      @@mateuszundead3423 haha I'm not one to talk when it comes to keeping a machine running. Before I built my new one last year, I had used the same rig for around 15 years. It was no small feat keeping it sort of up to date and running

  • @AidinZolghadr
    @AidinZolghadr หลายเดือนก่อน

    How many games have you done before this?

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน

      Trace Hunters is my first commercial game.
      I've made several others, mostly prototype projects or game jams, over the past couple years though

  • @BojanDam
    @BojanDam หลายเดือนก่อน

    You need to blink some more. Nice effort, and good luck in future.

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน +4

      Through years of training I have evolved beyond the need to blink. Efficiency is up 20%.
      Thanks for watching :)

  • @TheNocturnalSloth
    @TheNocturnalSloth หลายเดือนก่อน

    which unreal engine version do you use?

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน

      For Trace Hunters, Unreal 5.3. I'm currently prototyping in 5.4 for my next ideas though.

  • @fatfurie
    @fatfurie หลายเดือนก่อน

    wishlisted.. if you need play testers to help out new game trace hunters im down lol

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน +1

      Thanks for the wishlist! Not currently looking for playtesting for Trace Hunters since it released in July, but maybe for some upcoming games. I'll talk about those at some point in later videos :)

  • @NoneNullAnd0
    @NoneNullAnd0 หลายเดือนก่อน

    Bro, 3 months? How are you going to make a good game in 3 months?
    Your problem wasn't the time spent. You didn't have a hook. There are other vehicular combat games out there. You need something nobody else has or a combination of major elements that truly set you apart from all of your competitors.

  • @ArksideGames
    @ArksideGames หลายเดือนก่อน +1

    69 😼😼 NICE

    • @MoonMantisGames
      @MoonMantisGames  หลายเดือนก่อน

      I totally got a screenshot of that before it hit 70 😅

  • @ConradProteus
    @ConradProteus หลายเดือนก่อน

    Your game has cool visuals but the gameplay is dull and does not offer interesting material for content creators.

  • @RickySpanish-RS
    @RickySpanish-RS หลายเดือนก่อน +2

    Imagine if you had a good original idea instead of copying some previous design

    • @Dailyfiver
      @Dailyfiver หลายเดือนก่อน

      Damn Ricky, what if you actually published your own game instead of ripping on other people who have achieved more than you.

    • @heavygaming6596
      @heavygaming6596 หลายเดือนก่อน +1

      Name one original game in the past 10 years

    • @RickySpanish-RS
      @RickySpanish-RS หลายเดือนก่อน +2

      ​ its that kind of mentality that is the reason the game industry is dying out. you are happy to praise mediocrity and not complain so devs keep doing it. they steal a living. as for games in the past 10 years there have been a few but not many and thats my entire point anyway. they make a template release it as early access or for free and say hey we might actually add some content and be bothered to make an engaging game a few years down the line once we have taken your money and wasted your time

    • @heavygaming6596
      @heavygaming6596 หลายเดือนก่อน

      @@RickySpanish-RS No one reading allat + cope

    • @RickySpanish-RS
      @RickySpanish-RS หลายเดือนก่อน

      @@heavygaming6596 yeah i forgot people cant handle more than a sentence in the modern day, enjoy your basic life.

  • @dr.angerous
    @dr.angerous หลายเดือนก่อน

    There's too much stuff...