Bought this years ago, but didn’t finish it. Picked it up again recently, because switch online store won’t let me pay for new games anymore. As a (non-game) developer, I can see both things I’m very impressed by, and things that needs improvement in this game. Most of all, good job for actually finishing a coherent product, and selling it. Bravo.
I think you probably should have started with most of your sales coming from extreme discounts, as that seems to be a huge factor for your total sales.
100 000 sales sounds amazing. If i'd sell that much with my future point & click game it would be a hit game in the genre, haha. I have low expectations. Pixelart is "ugly" to most kids today.
Even if you sold 1 copy, it's better than 99% of these wanna be indie devs that give up after 1-2 youtube tutorials. Good accomplishment brother. Don't take any breaks. Can't wait to see the sequel! 💪
Why use a 30 second clip that's playing over and over as background, when it's your own game? I expect that your game is way longer than 6.5 minutes ... so why not just have some continuous gameplay instead of the same 5 second clips of the 30 second trailer(?) material? The cuts are distracting and seeing the same clip over and over feels weird. I really like what you say during the video and also the pictures on top and it's cool that you show the game in the background but please make it a longer continuos gameplay next time. Other than that. Thanks for the video. ^^
There are services that port the game for you, or you can do it yourself, you don't have to rewrite the code, maybe a couple lines and stuff, it's mostly adding support for that consoles features and a bunch of legal stuff
@@JohnnyOstad Thanks amigo, that's pretty interesting to hear. I always wondered why more Steam devs don't publish on console. Probably they're intimidated by the idea of porting.
Really nice :) Btw. if you are under NDA you are just not allowed to tell internal stuff - but number of sales should be ok (i got many other greater youtubers who just make videos about). I had started for XBox in 2020 but struggle a bit with the systems of it - so i first did Nintendo Switch instead which is much smoother. The invest payed out with the release of the first game. Playstation is a bit more complicatd but - again - i made still much more money as on Steam. Until today i didnt hit the 100 USD Treshold for Steam. So i decided: Consoles firsts and Nintendo Switch first of all. XBox is problematic as a Unity Developer because you need Unity Pro and while Nintendo and Sony give you Pro Licenses for publish your title, XBox don't.
I had applied to ID@Xbox after watching this video for first time. Now I watched once more since I've accepted to ID@Xbox and agreements are signed. I'll return once more to confirm once my game is released I hope. Thank you
Luck will always play a major role in all forms of businesses. But I wouldn't call releasing on console "Just luck". Also the choice of genre and theme helped a lot.
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My new game is out on Steam with a *10% LAUNCH DISCOUNT:*
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Bought this years ago, but didn’t finish it. Picked it up again recently, because switch online store won’t let me pay for new games anymore. As a (non-game) developer, I can see both things I’m very impressed by, and things that needs improvement in this game. Most of all, good job for actually finishing a coherent product, and selling it. Bravo.
Thank you :))
I think you probably should have started with most of your sales coming from extreme discounts, as that seems to be a huge factor for your total sales.
love this channel just gonna keep commenting to help your channel
100 000 sales sounds amazing. If i'd sell that much with my future point & click game it would be a hit game in the genre, haha. I have low expectations. Pixelart is "ugly" to most kids today.
It's so inspiring. Thank you for the insights!
Even if you sold 1 copy, it's better than 99% of these wanna be indie devs that give up after 1-2 youtube tutorials.
Good accomplishment brother. Don't take any breaks. Can't wait to see the sequel! 💪
I feel personally attacked
Why use a 30 second clip that's playing over and over as background, when it's your own game? I expect that your game is way longer than 6.5 minutes ... so why not just have some continuous gameplay instead of the same 5 second clips of the 30 second trailer(?) material?
The cuts are distracting and seeing the same clip over and over feels weird.
I really like what you say during the video and also the pictures on top and it's cool that you show the game in the background but please make it a longer continuos gameplay next time.
Other than that. Thanks for the video. ^^
Thank you for this info. Huge value for my launch strategy.
Interesting, and nice story. Luck is sometimes important, because a good game is not enough. :-)
Can you make tutorial how to code ? Or tips or apps to make game on ?
Nice work !
What engine did you create the game in? Was it difficult to port to Xbox?
Gamemaker Studio, it took me 1-2 months to port it so no not that hard
That is great to hear! I recently released my first game in Unity and would really like to bring it to XBox. Congrats on your success!@@JohnnyOstad
Do you have to recode the game if it gets ported or does xbox do it for you?
There are services that port the game for you, or you can do it yourself, you don't have to rewrite the code, maybe a couple lines and stuff, it's mostly adding support for that consoles features and a bunch of legal stuff
@@SSukram_ I read into it. There's a lot you have to do, if you're using Godot.
How much is the fee to publish on consoles?
Submission for all of them is free, some give free devkits, some don't.
Cannot give more details because of NDA.
@@JohnnyOstad Thanks amigo, that's pretty interesting to hear. I always wondered why more Steam devs don't publish on console. Probably they're intimidated by the idea of porting.
Breaking Records: How My Indie Game Sold Over 100,000 Copies!
I really want to hear a background on the for bidden lands, because I am still really confused about it
Really nice :) Btw. if you are under NDA you are just not allowed to tell internal stuff - but number of sales should be ok (i got many other greater youtubers who just make videos about).
I had started for XBox in 2020 but struggle a bit with the systems of it - so i first did Nintendo Switch instead which is much smoother.
The invest payed out with the release of the first game.
Playstation is a bit more complicatd but - again - i made still much more money as on Steam. Until today i didnt hit the 100 USD Treshold for Steam.
So i decided: Consoles firsts and Nintendo Switch first of all.
XBox is problematic as a Unity Developer because you need Unity Pro and while Nintendo and Sony give you Pro Licenses for publish your title, XBox don't.
I had applied to ID@Xbox after watching this video for first time. Now I watched once more since I've accepted to ID@Xbox and agreements are signed. I'll return once more to confirm once my game is released I hope. Thank you
Congrats🍀
@@JohnnyOstad Thank you, let's see how easy/painful the process will be :)
Is part 2 coming to Xbox?
There is a 99.99% chance that it will :)
@@JohnnyOstad 99.99% repeated? Bc 99.9999999 etc. is equal to 100, so it's a 100 percent chance lol
@@gvcvbbhvbbccxcvn No, there is still a 0.00000001% chance that it won't lol
How long did it take you to make the game?
3 years :)
I'm building a videogame that teaches latins how to speak english. I hope I sell over 100,000 copies....
This weird rpg maker looking game made you sell 100,000 copies? Well... time to start my own game i guess...
Are you persian bro ?
Yes, what gave it away? haha
your accent 😂@@JohnnyOstad
@@ariagorji3779 haha
So it was just luck
And consoles do the marketing for you
Luck will always play a major role in all forms of businesses.
But I wouldn't call releasing on console "Just luck". Also the choice of genre and theme helped a lot.