Why 99% of Indie Games Are Never Released
ฝัง
- เผยแพร่เมื่อ 16 ต.ค. 2024
- In this video, I go over the struggles I had in the last year of trying to make games, and the conclusion it led me to about why it was so hard for me to make a game. I also show a lot of the games I've worked on over the last few years, so you can think of it as a reflection on my experience with game dev as a whole.
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Check out The King's Dungeon and Pocket Pets! too: itch.io/s/1170...
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I was just thinking about your stuff earlier today!!! Picked up core fault and love it.
Looking forward to enjoying many more squidgod games in the future :))
So glad your not gone from TH-cam your channel inspired me to start developing for playdate and as soon as I have a prototype I'm proud of I'm gonna snatch one up to test it
Hi I just got my playdate last week and found out about your channel i was sad to see you did not upload for an year since i really enjoyed your content i am happy to see your back to making high end content i also got core fault as my 1st paid game since it was in offer and it was worth every cent
No, no...I'm over there to the left about 100 yards...wondering why all those people are trapped under that rug...
I love a lot of the points in this video.
I’m currently working on a game that most definitely falls into the problem of a lot of work for a simple prototype.
Though my mindset towards this is slightly different than the one u explained in the video.
I feel that if the concept, core idea and design around your game are fully realised, when it comes to finally testing that prototype, I feel a lot of developers mistake a bad prototype for a bad idea and scrap way to early.
You must remember that from a design standpoint, there are literally billions of ways ur idea could come together at the point of actually playing the game.
The longer it took to get from blank project to working prototype, a larger margin for error exists.
If you believe in the idea itself then iteration is key.
I personally strip back and begin a list of things. Pacing, controllers / interaction , feedback.
Sometimes even one of these is enough to completely change ur mind, never give up , let it exhaust itself first.
Wow, so glad to see a new video from you. Recently purchased a PlayDate and can't wait to get it to try ur games out. Also your tutorials are amazing!
NEW VIDEO! FINALLY! GREAT VIDEO!
Glad you’re back :)
The Return of the King
Amazing tips and insight. I feel as though I'm on a similar journey and coming to terms with scope / popularity / originality of my games each day. Looking at others games is great motivation but I'm always comparing myself to them too much. Hearing your words gave me great comfort, my experience and worries are totally normal
YOU'RE BACK LET'S GOOO
Literally just subbed a few days ago because of your Playdate content and noticed you hadn't uploaded in months and thought maybe you'd just stop posting. Very pleased to find a new video already.
Thanks for sharing! You’re my inspiration to pick up game dev!
Thanks for sharing your experiences. You are an inspiration, and I hope I can finish a game someday!
Taking inspiration from your journey and focusing on shipping smaller games through game jams and planning on a bigger 2-3 month playdate release later this year! Excited for the next devlog 💪
Omg hype! the god returns! Good video, completely agree on scope management, it can be really hard to set yourself simpler more achievable goals but doing so will just mean you'll smash through them and go much further than you expect too :D Can't wait to see how the game turns out!
Your pixel art is so good!
Great video - thanks for sharing some of the lessons learned in the past year! I'm getting close to releasing my very first game (a space-themed word game for the Playdate complete with both endless mode and a story mode with a colorful cast of characters) and I've only made it this far because of your incredibly helpful Playdate tutorials and videos. Thanks for being a huge inspiration as I try to complete my first project.
so happy youre back and up to speed!
It's great you figured out this issue in your life, can't wait to see more vids =)
Don’t stop making new content. Your videos are great. It helps keep me excited about coding.
Woah you're back
Great video and takeaways. I'm not sure if this is what you want to hear, but all those early prototypes still look amazing to me as-is! Don't be dissuaded that you can't make a deck builder one day, I think you have the knowhow and could totally do it if you felt like it.
Also I went to Japan for the first time last year and biked the countryside and immediately thought of your cozy game. Your vending machine game looks incredibly charming as well 😊
"You gotta go there to come back" glad you found your way back to Playdate
Thanks Matt! Feels good to be back
Core fault was worth every cent so addictive 😮 Really one of the best playdate games
That simple game could become a lot more complex if the speed at which you crank that handle thing drastically altered the speed of your guy. It would be fun spinning that think while drifting around corners trying to speedrun levels.
I've never actually used a playdate though and I'm not even sure if that's entirely possible I'm just speaking my mind
Interesting idea - I'll test it out
FINALLY I love your videos so much!
Good luck with the game!
Hey, I love your content and I have a question. Do you plan to bring a tutorial about how to create pseudo 3d games like gran tour legends from playdate? I wish it could have content about
I believe Grand Tour Legends pre-rendered a 3D track into a video, and the crank essentially changes the playback speed. I haven't explored doing any 3D yet, but I plan to sometime this year! Whenever that happens I'll make a video about it. A lot of pseudo 3D is just making your own pipeline for prerendering images, if that points you anywhere in the right direction.
@@SquidGodDev thank you very much for the explanation ❤️
Were you using GameMaker Studio for the demos (like the Jihanki one at 5:09?)
I'm using Godot
@@SquidGodDev thanks!
Welcome back squidgod
What's the level-builder you're using at 7:00?
LDtk ldtk.io/
I was not expecting a SquidGod vid, but it definitely made my day WAY BETTER!!
I love your content!
EDIT: Will you ever release the Mario Maker-like platformer?
Thanks! Probably not 😅
Will you be making more videos about the play date ?
Yeah
@@SquidGodDev Good to hear.
Is it bad if the first game that I make is just a simple one in pulp where you wander around? I don't want to publish to Itch or release it or anything. I just want to make something and make it feel like a real game. Creating the "fun" is something that feels really challenging. Any tips/recommended videos that speak to how to mesh simplicity + fun while still being a week into learning how to even make a game?
No, that's a great idea, and pulp is the perfect platform for that sort of thing. Adding a bit of story with some characters to talk to and some simple "go to a room to get a key to unlock another room" can go a very long way to making something simple fun. I wouldn't worry too much about the fun part yet - just have fun yourself making it. For some inspo you can look at existing pulp games or bitsy games (pulp is based off bitsy) itch.io/games/tag-bitsy
WOAH, what was the game at 0:55? Is that a Propeller Rat??
Yezzur. Game I'm working on right now
Hey SquidGod! Would love to see you at some point participating in a game jam. If you'll ever considering this let us know ;)
Extremely relatable!
Amazing love it ❤❤
Also you should check out Ribbit Rouge it’s a rouge like kinda like slay the spire for playdate
I know it! Keeping up with their devlogs
What game is that at 2:05 ?
The card game? Slay the Spire - super fun deck builder
5 abandoned projects? Me with 72 repositories: ☺
long time no see 😅
How is this game called 0:29
Game I worked on but I never finished: th-cam.com/video/OHX4yYDnUTE/w-d-xo.htmlsi=p3Fex59NTw3fYP7g
Oh that’s too bad, but thanks for the answer
Oh, I consume them for more power, that's all.
My bad.
Hey I have a question
how you make pixel animation?
@@bbrother92 using aseprite
@@SquidGodDev thank you sir you are so kind
"Ships in a couple of days"
*non-US people crying*
He's BACK!
I'm back!
Love the sentiment. Your prototype looks really fun! Glad to see you back Squid!
It's really interesting how different people tend to be with their game development styles.
Embrace what works for you! That authenticity will hopefully show in the final product and make it uniquely you-branded :D
So relatable, and inspirational. Thanks for sharing your thoughts and experiences! It's kind of weird to stop and reflect on the last few years of game development, but overall it feels good to do what we want and not just chase current trends.
you know this video isnt original amd this guy just copied of other more popular videos to get some views right?
He’s finally back after 9 months thank you for coming back we need more playdate games
🙂 Promo>SM
i don't know how to code, my code dosen't work, my code is garbage, my story might be copying someone else, the mechanics might be copyrighted, the game could be a plagiarism of another game, my game won't work, you know there is a lot of factors that can be solve by knowing coding, you think is that easy? 5 years making the same game and restarting development because the game dosen't work is a big factor than "just realese it"
Hhahhah
99% of indie games suck
*99% of games
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