The fact that you cited death as a valid reason for why your game might not be finished just proves the steretype of the existentialist indie game dev :P
"You know what's usually fun? Getting results" - Jonas Tyroller This is the most practical advice ever. Wasted years watching motivational videos. Thank you.
I already didn't finish 2 games because of the end of my life. Did it happen to you? The good thing is, every game I gave up on was complete garbage. 2nd filter also scares me a lot...
I have ended up in 1 and 2... the whole marketing part frustrates me because I don't understand it and it feels like there's a ton of randomness involved over which I barely have any control.
@@YaenGamedev There'll always be a bit of randomness, but I think you can reduce the risk quite a lot by taking enough of the right steps. It's a lot of work and trial and error for sure...
"publish first, learn game dev later"! Small scale small scale small scale... It is so important, probably the most important because if you fail on that one will never get to improve on the other 2... If you new to game dev, put all of your ideas aside and tell your self "my gaol is to publish a shitty super simple game that no one will play" then pick a a platform, does not matter which and create and failure game.. a Tetris.. a one level alien invasion with squares as enemies.. no music.. as simple as it get.. then publish it... it will fill you with such a rush of success and you will learn so much during... I started game development a year ago and listened to this tip (which is in one way or another mentioned so much - thank you internet:)). One year later and I have 3 live games (which failed but played by about 150K) that I learned so much from.. Got in loved with game dev.. and only now working on a title which actually may get some success. But now with so much wisdom.. If there is one thing, it is to make a crappy first game with 0 expectation in shortest time possbile and Jonas Im repeating myself but your channel is gold :)
Haha. That's a nice hack to get yourself hooked on making games. If it stops working you can switch to harder drugs at any time. Only while making games of course. :P
4:27 is for me. Restrictions are important. If your on your own, there are no restrictions on what to make or do, unless you create restrictions. You have to decide when something is "good enough" and be done with it. I think with a class, there would be limitations and set rules for things, but if you get a project with too much freedom, be sure to set limitations, so that you finish the projects, rather than spending all your time on 1 or 2 things and not getting to a point where you can even be graded on it and ending up getting an "F" when you may have spent more time than someone who got an "A", just because they set limits for time on parts of the software.
I'm dabbling in Godot but at the moment I'm just working on porting an existing game, SuperTux, to the engine and trying to expand and polish it. I haven't really thought about the game's release or getting it seen, but I probably should if I want to attract more attention to SuperTux. I do have some ideas of my own but they're just small fragments and I haven't really been able to think of an overarching theme let alone a gameplay system, but I'm still in high school so there's definitely no rush.
I know I am late to the party, you probably out of high school by now, maybe even dumped the idea of game dev, but for whoever reads this: Never think that "'there is no rush" or "when i have more free time", because you will get stuck in this state of mind, never actually starting a project. But once you start and get in the habit of doing something (doesn't even have to be game dev) it will change your life, am not even over exaggerating.
I know what they really want in a game split screen action no one wants to wait a hour for someone to die in a game for example your friends come out they want to play a game but u also want to play the same game with them how bout we start adding more split screens games. Best game I'v played was the classic 4 player HALO 2 that was a very good designed game i played for xbox but add it to ps4 look how many people will download it....;-)
I genuinely cannot even count how many projects (not just games) I've canned in just the past year alone. To the most important one, rest in peace, Craal.
The problem is that I am very good at making the complicated mechanics of an RPG, but I really suck at making the base of the game that I need to make before I can add the other features.
As an indie developer I feel one of the hardest things is just making a game known about and have people want to buy it, like those last two big filters you mention. With all the modern tools, the stores are drowning in competition, and that is scary. I don't know if it's the right path, but I decided to study advertising particularly for this. I've been coding for a few solid years and know I can make what I want to with my growing skillset, but I know I need to know how to make the games appeal to people and how to market them. I hope perhaps with a focused mindset of knowing how to sell stuff, I'll be able to sell my product, at least that's the idea! Not to sound like a cold, corporate person, I just wanna make sure my work gets seen, yknow? I did make one game that I released to the world and it only survived one filter, granted it wasn't that good of a game. But that taught me the importance of marketing the hard way.
For checking if people are intersted in the game, have a prototype played. Anything else but large amount of overwhelmingly positive feedback means they are not interested. Most people will never say that the game is "not interesting enough", you just have to assume it if the amount of positive feedback is not overwhelming.
5:00 Well... The main reason I want to make one specific game is because I never see that kind of games being made now. And I really like the idea. Too bad I can never get the full experience since I am the one making the game. So yeah... Must work on skills to make them fit the idea.
Here's more feedback, yay! :D - At 0:20, I wish you would have animated the moving dots, so it's clear in which direction they're moving (It also looks way cooler if it's moving :D) - The background that fades in at around 0:25 looks very weird, distracting and the colors aren't really pleasing. I recommend you to blur your background animations at least a little bit, so the viewer's eyes focus on the important bits (the foreground elements), instead of the background :3 - Your storytelling and especially the way you talk really improved since the start of your channel. Keep it up! :D - 4:00 This part is absolutely lovely, well done xD - 4:20 there a line of missing pixels on the right side of this square. Same goes for the one after that! :3 - 4:42 I feel like this one loops TOO often. Nice representation, though. - I've noticed you're spicing up some of your visuals with sound effects. Don't stop doing this and please try to add sounds to more visuals!
Man, I'm really unsure whether to comment in German or English, so I'll just flip flop between videos to cause unnecessary confusion. As for the risk of making indie games: That's a big issue for me, sadly. My life has gotten really complicated/difficult over the last few years, leaving me with no option but to follow the safe route. i.e., I work full time as a software developert at the moment. The salary is good, so at the moment I don't face financial difficulties, but what I have in money, I lack in time. So I can only spend very little actual spare time on my passion project. Or rather, current passion project. My last one got stuck in the 2nd and 3rd filter at a demo stage so I didn't even dare to pass the first filter entirely. But there is one positive thing about making my game with this slow pace: It's less stressful. Sure, motivation can be a struggle sometimes, but it's also kinda therapeutic at times.
@@JonasTyroller I was kind of in a hole for a couple of months when I had to trastically change a really basic part of a core mechanic. That code really turned into a monster... but that's the cool thing about games: If the player doesn't see it, he doesn't need to know what's under the hood. ;) Currently, I'm designing some levels / enemies. That's so much better.
I like how your game looks overall, there is one thing that imo makes it look worse than it could - the particle effect when you jump. For whatever reason I don't like it, not sure why, maybe it's not transparent enough or too big, or just a wrong shape, no clue, but I don't like it. You could maybe try using several smaller projectiles aimed downwards?
Hmmm. You might be right. I don't really see it cause I'm already so used to the effect. I'll play around with it a bit more during polishing phase. Thanks for the feedback. :)
In every new project have no more than 1 thing that you don't know how to do. Don't know how to do gravity? Make a game that has only things that you already know + gravity. If you add more than 1 thing that is new to you, chances of being able to create the game are much smaller.
Hey, thanks a lot for the support. You can hit the wishlist button on Stream which makes sure you get notified when the game comes out and helps me to get a bit of an algorithm boost as Steam sees that people are interested. Appreciate it!! Cheers. :)
To give you some insight; I've looked in my youtube history. The 17th of februari, I came across your most popular video about the 357 games with intentional bugs. I watched that for 3 minutes. Then, last saturday your "fun" button video came in my reccommended. I watched it all the way and subscribed. Then, monday through thursday (today) I watched like 3 of your video's on average from beginning to end. I bought one of the indie games you showed off from another author. And now we are here =)
The successful ones or the failed ones? :p Guess you're right though, the success rate on kickstarter is surprisingly high. (36% according to statista.com)
I think it may be hurt you.. but i think your game lacks game art and it feels quit hard too.. and looking at this game it feels we have no goal in this game..
@@emelia3322 but if you want make your game a success you must show the main goal of whats special in your game. And the grafic should be nice to atract peoples minds..!
The fact that you cited death as a valid reason for why your game might not be finished just proves the steretype of the existentialist indie game dev :P
Haha. Sad but true. :D
"You know what's usually fun? Getting results" - Jonas Tyroller
This is the most practical advice ever.
Wasted years watching motivational videos. Thank you.
Man, Can't prevent myself from opening 113 browser tabs every time I see one of your videos suggested by TH-cam :)
Haha. I feel very honored. Thanks.
honestly that's my browser in a nutshell
I already didn't finish 2 games because of the end of my life. Did it happen to you? The good thing is, every game I gave up on was complete garbage. 2nd filter also scares me a lot...
Should've been subscribed to this TH-cam channel.
Happens all the time... :D
After about a hundred games, personally, I think the toughest part is to promote the game.
so, any tips? :)
True
@@BerslingMaybe get a publisher?
Have you ever ended up in one of those filters before?
What do you think are the biggest risks in game development?
I have ended up in 1 and 2... the whole marketing part frustrates me because I don't understand it and it feels like there's a ton of randomness involved over which I barely have any control.
@@YaenGamedev There'll always be a bit of randomness, but I think you can reduce the risk quite a lot by taking enough of the right steps. It's a lot of work and trial and error for sure...
@Fabian Bebber Lol... That's an oopsie.
@Fabian Bebber Awesome. Good luck with it then. Hope you manage to finish it. :)
Being unknown
"publish first, learn game dev later"! Small scale small scale small scale... It is so important, probably the most important because if you fail on that one will never get to improve on the other 2...
If you new to game dev, put all of your ideas aside and tell your self "my gaol is to publish a shitty super simple game that no one will play"
then pick a a platform, does not matter which and create and failure game.. a Tetris.. a one level alien invasion with squares as enemies.. no music.. as simple as it get.. then publish it... it will fill you with such a rush of success and you will learn so much during...
I started game development a year ago and listened to this tip (which is in one way or another mentioned so much - thank you internet:)).
One year later and I have 3 live games (which failed but played by about 150K) that I learned so much from.. Got in loved with game dev.. and only now working on a title which actually may get some success. But now with so much wisdom..
If there is one thing, it is to make a crappy first game with 0 expectation in shortest time possbile
and Jonas Im repeating myself but your channel is gold :)
You don't really sincerely ask people to subscribe all day.
But you clearly show why people should subscribe.
and that's why I am.
So happy I backed up my life on an extra hard drive. Could have lost a lot of progress. Great tips!
Explain "Space Rangers 2" in one sentence:
ШЕДЕВР
4 is so relatable, Jonas is such a good TH-camr that 8 billion people are still alive
I listen to music i like only when developing so i dont get unmotivated.
Haha. That's a nice hack to get yourself hooked on making games. If it stops working you can switch to harder drugs at any time. Only while making games of course. :P
@@JonasTyroller(became Drugdealer)
I wish I could make games. It’s so cool to be able to actually turn your ideas into reality
4:27 is for me.
Restrictions are important. If your on your own, there are no restrictions on what to make or do, unless you create restrictions. You have to decide when something is "good enough" and be done with it. I think with a class, there would be limitations and set rules for things, but if you get a project with too much freedom, be sure to set limitations, so that you finish the projects, rather than spending all your time on 1 or 2 things and not getting to a point where you can even be graded on it and ending up getting an "F" when you may have spent more time than someone who got an "A", just because they set limits for time on parts of the software.
Neat! That's a good tip. Thanks for sharing your thoughts.
@@JonasTyroller Now I just need to apply what I learned.
@@FusionDeveloper Good luck: :)
Good luck my friend. Great videos, great channel, game looks good too!
I'm dabbling in Godot but at the moment I'm just working on porting an existing game, SuperTux, to the engine and trying to expand and polish it. I haven't really thought about the game's release or getting it seen, but I probably should if I want to attract more attention to SuperTux. I do have some ideas of my own but they're just small fragments and I haven't really been able to think of an overarching theme let alone a gameplay system, but I'm still in high school so there's definitely no rush.
I know I am late to the party, you probably out of high school by now, maybe even dumped the idea of game dev, but for whoever reads this: Never think that "'there is no rush" or "when i have more free time", because you will get stuck in this state of mind, never actually starting a project. But once you start and get in the habit of doing something (doesn't even have to be game dev) it will change your life, am not even over exaggerating.
I was getting pumped up until I realized you had to be alive to finish a game :/
This promotion though. Love it! 4:00
I know what they really want in a game split screen action no one wants to wait a hour for someone to die in a game for example your friends come out they want to play a game but u also want to play the same game with them how bout we start adding more split screens games. Best game I'v played was the classic 4 player HALO 2 that was a very good designed game i played for xbox but add it to ps4 look how many people will download it....;-)
^^ Agreed. We need more awesome split screen games.
I genuinely cannot even count how many projects (not just games) I've canned in just the past year alone. To the most important one, rest in peace, Craal.
The problem is that I am very good at making the complicated mechanics of an RPG, but I really suck at making the base of the game that I need to make before I can add the other features.
4:02, OH NO OH NO OH OH NO NO- ( subscribes) ( heart attack) ( comes back to life) ... wow hes right
As an indie developer I feel one of the hardest things is just making a game known about and have people want to buy it, like those last two big filters you mention. With all the modern tools, the stores are drowning in competition, and that is scary. I don't know if it's the right path, but I decided to study advertising particularly for this. I've been coding for a few solid years and know I can make what I want to with my growing skillset, but I know I need to know how to make the games appeal to people and how to market them. I hope perhaps with a focused mindset of knowing how to sell stuff, I'll be able to sell my product, at least that's the idea! Not to sound like a cold, corporate person, I just wanna make sure my work gets seen, yknow?
I did make one game that I released to the world and it only survived one filter, granted it wasn't that good of a game. But that taught me the importance of marketing the hard way.
Great video, thank you for making it
For checking if people are intersted in the game, have a prototype played. Anything else but large amount of overwhelmingly positive feedback means they are not interested. Most people will never say that the game is "not interesting enough", you just have to assume it if the amount of positive feedback is not overwhelming.
5:00 Well... The main reason I want to make one specific game is because I never see that kind of games being made now.
And I really like the idea. Too bad I can never get the full experience since I am the one making the game.
So yeah... Must work on skills to make them fit the idea.
Here's more feedback, yay! :D
- At 0:20, I wish you would have animated the moving dots, so it's clear in which direction they're moving (It also looks way cooler if it's moving :D)
- The background that fades in at around 0:25 looks very weird, distracting and the colors aren't really pleasing. I recommend you to blur your background animations at least a little bit, so the viewer's eyes focus on the important bits (the foreground elements), instead of the background :3
- Your storytelling and especially the way you talk really improved since the start of your channel. Keep it up! :D
- 4:00 This part is absolutely lovely, well done xD
- 4:20 there a line of missing pixels on the right side of this square. Same goes for the one after that! :3
- 4:42 I feel like this one loops TOO often. Nice representation, though.
- I've noticed you're spicing up some of your visuals with sound effects. Don't stop doing this and please try to add sounds to more visuals!
Thanks for your awesome feedback, wangle. :)
@@JonasTyroller You're welcome :D
A highscore-based dodging game where you can only move inside a circle while dodging attacks that are not limited by the circle.
This video was very inspirational. Thank you
Man, I'm really unsure whether to comment in German or English, so I'll just flip flop between videos to cause unnecessary confusion.
As for the risk of making indie games: That's a big issue for me, sadly. My life has gotten really complicated/difficult over the last few years, leaving me with no option but to follow the safe route. i.e., I work full time as a software developert at the moment. The salary is good, so at the moment I don't face financial difficulties, but what I have in money, I lack in time. So I can only spend very little actual spare time on my passion project. Or rather, current passion project. My last one got stuck in the 2nd and 3rd filter at a demo stage so I didn't even dare to pass the first filter entirely. But there is one positive thing about making my game with this slow pace: It's less stressful. Sure, motivation can be a struggle sometimes, but it's also kinda therapeutic at times.
Awesome. Sounds like a nice route to take as well. As long as you're still having fun making games everything is good. :)
@@JonasTyroller I was kind of in a hole for a couple of months when I had to trastically change a really basic part of a core mechanic. That code really turned into a monster... but that's the cool thing about games: If the player doesn't see it, he doesn't need to know what's under the hood. ;) Currently, I'm designing some levels / enemies. That's so much better.
Thanks for your advice, it’s pretty inspiring.
I like how your game looks overall, there is one thing that imo makes it look worse than it could - the particle effect when you jump. For whatever reason I don't like it, not sure why, maybe it's not transparent enough or too big, or just a wrong shape, no clue, but I don't like it. You could maybe try using several smaller projectiles aimed downwards?
Hmmm. You might be right. I don't really see it cause I'm already so used to the effect. I'll play around with it a bit more during polishing phase. Thanks for the feedback. :)
8:25 well, actually
In every new project have no more than 1 thing that you don't know how to do. Don't know how to do gravity? Make a game that has only things that you already know + gravity. If you add more than 1 thing that is new to you, chances of being able to create the game are much smaller.
Thank You Jonas!
*4:42** It'll feel like a source engine game?* 🤔
Ludum dare starts soon it's going to be my first one! Also this videos really great thank you for these tip videos :))
Will you submit a game as well?
That's cool. Have fun.
It's my first one as well. ^^
@@JonasTyroller im hopefully going to submit im working with my brother :)
@@harleybekker Nice. Send me the result. :D
@@JonasTyroller Will do!
So freaking true. Every word you said.
How would one know whether their game is unknown or disliked? If no one's playing it, that could be for either of those 2 reasons, or some of each.
4:00 I didn't even know that I minimized my risk of reaching the end of my life by subscribing long before watching this video!!! XD
You are now immortal
5:03 Eric Barone did that wrong with Stardew valley, he still managed to finish the game
4:43 that's me🙁
Cool! I’m a game designer too. Is your game open to play tests yet?
Can I pre-order Will you snail? to show you I am interested?
Hey, thanks a lot for the support. You can hit the wishlist button on Stream which makes sure you get notified when the game comes out and helps me to get a bit of an algorithm boost as Steam sees that people are interested. Appreciate it!! Cheers. :)
@@JonasTyroller I already did! You're definitely on point with youtube, you managed to get in my recommended video's.
To give you some insight; I've looked in my youtube history.
The 17th of februari, I came across your most popular video about the 357 games with intentional bugs. I watched that for 3 minutes.
Then, last saturday your "fun" button video came in my reccommended. I watched it all the way and subscribed.
Then, monday through thursday (today) I watched like 3 of your video's on average from beginning to end. I bought one of the indie games you showed off from another author.
And now we are here =)
Im gilded form the first 2 from soure and im not sure about the therd
pls monitaze your videos if you can , you need the money .xD
Haha. No worries, I'm fine.
I almost reached 10 000 watch hours, which is what you need to start monetizing with ads. :D
death is going to be the thing that stops my game development because i m going to kms
I am confused is the mvp just a prototype or a part of the gamr
The minimum viable product (mvp) is a part of the game. It's the smallest possible part of the game that still works as a full, finished game. :)
Make sure guys your games don't zuck!
Are you thinking about releasing Will you Snail to Steam
I want to do that, yes.
I really bad at marketing
how about checking other peoples kickstarter results
The successful ones or the failed ones? :p Guess you're right though, the success rate on kickstarter is surprisingly high. (36% according to statista.com)
I think it may be hurt you.. but i think your game lacks game art and it feels quit hard too.. and looking at this game it feels we have no goal in this game..
I think it's means to be hard, and he might have a goal, but not have showcased it or he will add it
@@emelia3322 but if you want make your game a success you must show the main goal of whats special in your game. And the grafic should be nice to atract peoples minds..!
@@somethingprogrammed426 look at his newer videos; the story hook is that the AI can simulate life or something, and the graphics are bright and neon.
Dude im not stupid i dont need to start with a short game
Marketing?? Just ask dani dev how to make a trailer and you will instantly get all the downloads
Idear :D
Two words: EXISTENTIAL CRISIS
I was the 2^8 like
i like how u market will u snail the whole video. What was really the motivation to do this video .HMMMMMMMM