If this video didn't make it clear playing the Hexagod demo is a great way to support me and my content here. store.steampowered.com/app/3059390/Hexagod/ Thank you for watching and support me!
Any indie devs, solo or not, should always have a demo. It's invaluable to creating a solid final product that people will enjoy, not to mention how useful a polished demo is for getting wishlists on Steam if you're trying to go/maintain full-time. I'm glad you touched on that, because a lot of indie devs think that demos are overrated (they often say to just have a Steam Page and that's it), which is insane to me. Also, without the feedback a demo can get you, you'll have no perspective except your own... anyone who has released a game should know that their own perspective is often the least helpful, at least if you want people to actually play it.
Having a demo also means a lot to players. Even relatively inexpensive indie games benefit from them. I have bought so many games that I just didn't like over the years. I don't mind that as much for indie devs, but it still matters. Demos also drive sales because if you do like them then you end the demo and want more.
Thank you for the content. This is a giant question probably, but what is your experience with production time on games such as this vs platformers or character-based games.
I don't like the style of most 2D games. I like first-person games best. But recently, i had the idea that the visuals are not that important when the mechanic is fun. So i even bought Vampire Survivors and it is really fun! I gave your game a chance and played the demo. It felt great and i wishlisted it. Without a demo, i would probably not considering buying it. I think a demo can help a lot to decide if a game is worth a buy.
In order to publish a demo, do you need to have setup a steam page for the full game, or can you focus on the demo first? If possible taking us behind the scenes of how the steam side of things works would be a nice vid :D
Pro Tip from a life of business and experimentation. To anyone trying out there, MVP. Minimal Viable Product. FAIL FAST FAIL CHEAP. Iterate, over and over on differnet ideas and see what sticks.
If this video didn't make it clear playing the Hexagod demo is a great way to support me and my content here. store.steampowered.com/app/3059390/Hexagod/ Thank you for watching and support me!
Any indie devs, solo or not, should always have a demo. It's invaluable to creating a solid final product that people will enjoy, not to mention how useful a polished demo is for getting wishlists on Steam if you're trying to go/maintain full-time. I'm glad you touched on that, because a lot of indie devs think that demos are overrated (they often say to just have a Steam Page and that's it), which is insane to me. Also, without the feedback a demo can get you, you'll have no perspective except your own... anyone who has released a game should know that their own perspective is often the least helpful, at least if you want people to actually play it.
It’s totally possible to get feedback from others without a demo. Yes, a demo can get you feedback - but it’s not the same as playtesters.
Man, seeing your videos inspire me to continue on game dev :)
Thank you for sharing this kind of honest information. Much appreciated and it's not unlike the battle's that I am working through also.
You got this, good luck on your journey!
im going to play the demo now looks really fun. Im a fellow godot user btw
Having a demo also means a lot to players. Even relatively inexpensive indie games benefit from them. I have bought so many games that I just didn't like over the years. I don't mind that as much for indie devs, but it still matters. Demos also drive sales because if you do like them then you end the demo and want more.
Great video. Have you considered Steam Playtesting platform instead of Itch for you early/alpha builds?
Thank you for the content. This is a giant question probably, but what is your experience with production time on games such as this vs platformers or character-based games.
I don't like the style of most 2D games. I like first-person games best. But recently, i had the idea that the visuals are not that important when the mechanic is fun. So i even bought Vampire Survivors and it is really fun! I gave your game a chance and played the demo. It felt great and i wishlisted it. Without a demo, i would probably not considering buying it. I think a demo can help a lot to decide if a game is worth a buy.
Another advantage is that the player can try the game before buying. So there is less need to refund if the player doesn't like the game.
And if youre trying to pitch it to investors or studio before a demo, them having a beatiful corner or vertical slice is enough as a demo.
In order to publish a demo, do you need to have setup a steam page for the full game, or can you focus on the demo first? If possible taking us behind the scenes of how the steam side of things works would be a nice vid :D
You need a steam page approved and published, but the full games does not need to be there.
basically agile methodology^^
Pro Tip from a life of business and experimentation. To anyone trying out there, MVP. Minimal Viable Product. FAIL FAST FAIL CHEAP. Iterate, over and over on differnet ideas and see what sticks.