Great video, and I'm feeling similar things! Really torn right now between pushing toward an early access model with my long term project, or trying my hand at the "lots of small games" approach that you advocate. Problem is I have no idea if what I would come up with would find an audience, and I already have one building up for the big thing. Lots to consider, always appreciate your well reasoned advice!
I think this is why I keep seeing game dev youtubers say that indie devs should focus on smaller games, like 3-6 months development time. Because until you've got a big enough or popular enough backlog of games that can just about cover your whole cost of living just with those, any 'miss' in a new game you make can spell disaster if you're on a year or longer dev cycle for each game. Whereas if you're putting out say three games a year, any single game that turns into a big miss isn't a problem as long as you started with a safe amount of funds in the bank. Diversify your game income streams and not rely on a single game being a hit to keep you going.
I mean at the end of the day it doesn't matter how good you are or how clever the games are, if you aren't making things people want then you just will won't sell anything
@@NotVersace That's true in most circumstances but not in the rare occasion when a game designer creates something really new that the customer doesn't know he/she wants yet, because it didn't exist before.
As Thor / @PirateSoftware put it, don’t quit your day job. If it’s a hobby that happens to get paid, making 10k can be great. If you have to pay the mortgage with that, yeah. Good luck.
It's a really solid plan you have. I find time estimating so tough. Every feature takes like 3x the time I think it'll take! I really want to finish my game, but need to balance what should be cut, against what is necessary for the design to have every part satisfying. On top of that marketing, and probably not selling many copies at all. Ugh, game dev tough yo.
I'm at the final stretch of my game and trying to release end of march too. Time to sit down and grind it out! The final stretch is always the most tedious part but it's worth it.
I'm still fighting scope creep. I get so many cool ideas, implement them, and then stop to start a new project to keep the scope small....just so I can increase that again. I should take a slice out of your timeline thingie. Or maybe work with a plan in general! Keep it up dude. Can't wait for Hexagod!
It all depends on your goals and why you are making your game. If you can be honest with yourself and write those things down, it should help give you clarity on the timeline for this game. And don't forget, once you finish this one, you can work on a new game. Good luck!
You won’t like this…. But job. If you only have months of runway and not years it’s not worth the stress those final months bring. It feels like a step back but without the countdown timer over your head you’ll be able to see more clearly and be nearly as effective even with the job.
Thanks for watching! If you'd like to support my more go checkout my games over on Steam: store.steampowered.com/developer/aarimous
Great video, and I'm feeling similar things! Really torn right now between pushing toward an early access model with my long term project, or trying my hand at the "lots of small games" approach that you advocate. Problem is I have no idea if what I would come up with would find an audience, and I already have one building up for the big thing. Lots to consider, always appreciate your well reasoned advice!
Great video. Love the "business/planning" sode of thing
I think this is why I keep seeing game dev youtubers say that indie devs should focus on smaller games, like 3-6 months development time. Because until you've got a big enough or popular enough backlog of games that can just about cover your whole cost of living just with those, any 'miss' in a new game you make can spell disaster if you're on a year or longer dev cycle for each game. Whereas if you're putting out say three games a year, any single game that turns into a big miss isn't a problem as long as you started with a safe amount of funds in the bank. Diversify your game income streams and not rely on a single game being a hit to keep you going.
bro if this guy cant be profitable in game dev, what chance do i have?
I know right! Sure is tough. I'm still in the 'my game is next to invisible' phase of my game, RoadHouse Manager..
if you're doing gamedev explicitly to be successful, then probably not much - creative pursuits are often either underpaid or extremely overpaid
I mean at the end of the day it doesn't matter how good you are or how clever the games are, if you aren't making things people want then you just will won't sell anything
@@NotVersace That's true in most circumstances but not in the rare occasion when a game designer creates something really new that the customer doesn't know he/she wants yet, because it didn't exist before.
As Thor / @PirateSoftware put it, don’t quit your day job.
If it’s a hobby that happens to get paid, making 10k can be great. If you have to pay the mortgage with that, yeah. Good luck.
It's a really solid plan you have.
I find time estimating so tough. Every feature takes like 3x the time I think it'll take! I really want to finish my game, but need to balance what should be cut, against what is necessary for the design to have every part satisfying. On top of that marketing, and probably not selling many copies at all. Ugh, game dev tough yo.
Thanks for the vid!
I'm at the final stretch of my game and trying to release end of march too. Time to sit down and grind it out! The final stretch is always the most tedious part but it's worth it.
Good luck! :)
I’m fighting sleep debt from my day job, and having too little time to work on game dev, how you stay so organized is impressive dude
Well he does do it full time
I'm still fighting scope creep. I get so many cool ideas, implement them, and then stop to start a new project to keep the scope small....just so I can increase that again.
I should take a slice out of your timeline thingie. Or maybe work with a plan in general!
Keep it up dude. Can't wait for Hexagod!
It all depends on your goals and why you are making your game. If you can be honest with yourself and write those things down, it should help give you clarity on the timeline for this game. And don't forget, once you finish this one, you can work on a new game. Good luck!
Thank you for the video ;)
Yooo, another comment! Thanks for watching 🫡
There's a reason why most successful franchises have some form of extra marketability. Usually in the form of a character to mascot.
I'm also getting ready for next fest, do you have any advice on submitting a game to next fests ?
You won’t like this…. But job. If you only have months of runway and not years it’s not worth the stress those final months bring. It feels like a step back but without the countdown timer over your head you’ll be able to see more clearly and be nearly as effective even with the job.
ONOOOOOOO YOUR BUILT FULL HAIR!
NOOOOOOOOOOO :0
Jokes aside, I will miss the long hair :)
What if I told you my hair was just up in a bun.
@@Aarimous :0
OMG IM EARLY!! Can i pls get a hi! and i would luv to see ur game!
Hi
@@Aarimous omg hii! i hope u can make ur game in time good luck!
frist