Why working on your game makes it worse (in some ways)

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  • เผยแพร่เมื่อ 3 ม.ค. 2025

ความคิดเห็น • 131

  • @alexjandro2380
    @alexjandro2380 7 หลายเดือนก่อน +444

    "in my time at snapchat"
    he cant keep getting away with dropping info like that

    • @liquidscreamisnomore
      @liquidscreamisnomore 7 หลายเดือนก่อน +112

      this is the running gag of the channel by this point

    • @RecordsSam
      @RecordsSam 7 หลายเดือนก่อน +63

      It's like every video we get a new lore drop about his past projects.

    • @Eschen_
      @Eschen_ 7 หลายเดือนก่อน +82

      "... and this feels very similar to back when I helped God create the universe. I also think, that ..."

    • @liquidscreamisnomore
      @liquidscreamisnomore 7 หลายเดือนก่อน +2

      @@Eschen_ LOL

    • @EMLtheViewer
      @EMLtheViewer 7 หลายเดือนก่อน +27

      ⁠@@Eschen_”… which is a feeling I find quite sentimental because of the time I also spent creating God and every other deity …”

  • @Wishbone_Games
    @Wishbone_Games 7 หลายเดือนก่อน +137

    Honestly this is a really good way to show how it goes. I think a big part of this is that when you come up with your game idea, you're not worried about overscoping your game, so you get excited over this thing that in most cases, especially for one person would be completely impossible to pull off in a reasonable time frame. And so the drop on the curve is when you finally come to terms with the fact that you must cut some ideas, or that its gonna take wayyy longer than you think. Its happened with every project i have started so far so to me the curve seems really accurate. Feels good to know it doesnt only happen to me

  • @benwaardenburg
    @benwaardenburg 7 หลายเดือนก่อน +101

    I am a video editor for a youtube channel and the curve you described is very similar to how some of my bigger edits and projects have been. You start the filming of the project with big ambitions and you get really excited and then you start editing the thing and you realize how many problems you have to solve and you spend a couple weeks just cutting and cutting to get something that feels like you want it to feel and at some point it starts to come together near the end of the process and you leave the project feeling satisfied. But man, there were times in the last two big projects I worked on where I thought there was no way the final videos were going to be good. I can look back and see that I was working towards that goal the whole time, but you sometimes forget what that goal is and what you are trying to accomplish because you are stuck in the weeds of a problem you need to solve.

    • @lukemuscat
      @lukemuscat  7 หลายเดือนก่อน +19

      Ah super interesting! My videos are such simple edits that I don't get the curve with the down middle section.... because the middle is probably only like 1 day at most haha. Makes total sense though, thanks for the insight!

  • @chrissalgaj4111
    @chrissalgaj4111 7 หลายเดือนก่อน +43

    Please keep making these videos! Game dev insight from veterans is incredibly scarce (if present at all) and insanely interesting. In particular indie-ish games and even more so with such a good look inside.

    • @lukemuscat
      @lukemuscat  7 หลายเดือนก่อน +15

      Finally my digital-hoarding habit is paying dividends. It is immensely hard to find footage of games midway through development (that arent public facing release trailers), I feel really glad that I have often recorded stuff just for my own personal records!

  • @johnnyumamidev
    @johnnyumamidev 7 หลายเดือนก่อน +28

    makes total sense. its like a roller coaster ride, the highs are super high and the drops are incredibly steep. having that experience must be so invaluable at times like these. passion can only get you so far

    • @lukemuscat
      @lukemuscat  7 หลายเดือนก่อน +9

      I have also noticed that the roller coaster seems steeper and more crazy when solo, vs the safety net of a bigger company and team. Still the same shape, just the amplitude shifts!

  • @stephalloplayz
    @stephalloplayz 7 หลายเดือนก่อน +32

    as an author, i struggle with a similar curve. I think for me a large factor is that I get very attached to the initial idea, and subsequently once i make changes that i know need to be made i regret losing that initial impression

    • @lukemuscat
      @lukemuscat  7 หลายเดือนก่อน +7

      Ah that is super interesting, thanks for sharing!

    • @Stickz0816
      @Stickz0816 3 หลายเดือนก่อน

      This is very relatable, I feel this a lot

  • @GMG-BillyGoat
    @GMG-BillyGoat 7 หลายเดือนก่อน +5

    Hey Luke! Billy from Grease Monkey Games In Melbourne here, this is EXACTLY what we found for all our games too.
    Including our new game we're working on right now. Sometimes it's nice to see someone else validate how you're feeling! I think we're currently back in the building back up phase which is a nicer place to be than the pit of despair !

    • @lukemuscat
      @lukemuscat  7 หลายเดือนก่อน +4

      Hey Billy! Fully agreed, it helps so much to know others are having a similar experience. Hopefully we all climb out of the pit together (before willfully diving into the next one) :)

  • @zaj007
    @zaj007 7 หลายเดือนก่อน +24

    Karlson 3d's development teached me to be patient and to not get over hyped for anything

    • @Cyberfishofant
      @Cyberfishofant 7 หลายเดือนก่อน +7

      very patient......................................................................................

    • @MarvinYoani
      @MarvinYoani 7 หลายเดือนก่อน +4

      Specifically 3+ years of patience...................

    • @realskyquest
      @realskyquest 7 หลายเดือนก่อน

      ​@Cyberfishofant , just go play a Russian made game called supercow basically you have to get milk and defeat enemies, it's quite old

    • @Cyberfishofant
      @Cyberfishofant 7 หลายเดือนก่อน +2

      @@realskyquest or just play karlson 2d

    • @realskyquest
      @realskyquest 7 หลายเดือนก่อน

      @@Cyberfishofant I got bored of it, accidentally discovered a glitch that allowed me to spam hundreds of bullets within 1 second 🤣

  • @Moss_guy
    @Moss_guy 7 หลายเดือนก่อน +12

    Yeah, honestly I can relate to this curve in my creative projects, where initial ideas are flooding my imagination until i lose motivation only to slowly return and finish the concept.

  • @alvin_row
    @alvin_row 7 หลายเดือนก่อน +8

    It's definitely been the same for me. Especially relating to mid-development hell. Once your project starts actually looking like a real game though it's all worth it.

  • @afxtal
    @afxtal 4 หลายเดือนก่อน +2

    I think it's important to have a strategy for working through the "trough".
    One thing I do when I am doubting the game I'm working on is try to work in a different vector, such as improve art, add features, add content, or general polish.
    Often I find that when I spend some time in a different vector, it gives me ideas and more hope for the game.

    • @lukemuscat
      @lukemuscat  4 หลายเดือนก่อน

      Yeah that's a great approach! I find doing YT videos a good diversion from the game as well! :D

  • @Soguwe
    @Soguwe 7 หลายเดือนก่อน +8

    Just don't open the box, and you won't have to clean up radioactive cat remains

  • @andygeers
    @andygeers 7 หลายเดือนก่อน

    Oh man this curve is so familiar to me… Exactly as you say, that initial hype fuelled entirely by imagination and expectations, and then the massive valley as you start to make things concrete and all the flaws and problems come to light… then the long slog to figure those things out and bring it to a point where you’re satisfied with it. I did a devlog on my channel about that trough where I almost gave up on the game- but I’m so glad I persevered through it to discover the joy waiting on the other side!

  • @mayhem635
    @mayhem635 7 หลายเดือนก่อน

    Soooo happy to see someone talk about this! I'm experiencing this myself on my project. It's been in development for a few years at this point and sometimes I feel hype was *way* higher when I first launched into early access despite the game being super barebones at the time. For over a year there felt like there was no excitement from players and it was pretty draining. Now that I'm getting closer and closer to what my final vision is, I'm noticing people getting interested again. I'm definitely at the beginning of the curve going back up, but it's there!

    • @lukemuscat
      @lukemuscat  7 หลายเดือนก่อน +1

      It feels very validating to know that other people and projects go through this same cycle!

  • @propnotch3466
    @propnotch3466 7 หลายเดือนก่อน +12

    This is why I end up with so many unfinished projects, holy crap.

    • @lukemuscat
      @lukemuscat  7 หลายเดือนก่อน +12

      I could only make prototypes for a loooong time and be very happy just chasing those peaks, hahaha.

    • @propnotch3466
      @propnotch3466 7 หลายเดือนก่อน +3

      @@lukemuscat I'm sure I'll finish something someday. I have a long ways to go yet.

  • @Cats-TM
    @Cats-TM 7 หลายเดือนก่อน +4

    I have noticed that, at least for me, I tend to get really excited for HL mods (because they tend to be free and I do not like spending money) when I first see the trailers then forget for a few months, then suddenly they get released and I really want to play them. Because, if there are not constant updates it just slips the mind and, even if you were once excited, you do not really have anything new to be excited about. Same with Silksong in a way, when I first finished Hollow Knight I was Really excited but now I am just mildly excited.
    And, honestly, I only remembered Feed the Deep recently because I was reorganizing my Steam Wishlist. Still mildly excited for it, hopefully the demo is good.

  • @AlexStrook
    @AlexStrook 7 หลายเดือนก่อน +3

    Great video as always, this is very relatable! I'd love to see more of the process and prototype footage of Crash Club! It's one my favorite mobile game ever (sadly not playable anymore!), and it looks like you still have a lot of footage 👀!!

  • @skrimbus
    @skrimbus 4 หลายเดือนก่อน

    Ive been leading development with a team of people from my GDD uni program's capstone project for just under two years now, can very much say we're well into the low point. Hearing that the hype tends to bounce back towards the end is very much promising though!! I really appreciate all your insight, anecdotes, and veteran experience you're sharing on here, its such a good resource and incredibly motivating :}
    Would love to potentially see a video with info about your experiences pitching to publishers, finding funding, and the process of shipping the final product if that ever is something you're interested in sharing. :)

  • @Forkion_69
    @Forkion_69 6 หลายเดือนก่อน

    I havent made maIy things, but I felt this curve once , when i was writing a story, I hooked on to the idea taking references from my own life, created a mind map of how the story would progress. Then I got to work, but like midway through it , I felt like I had not achieved what I imagined this story to be , still I completed it , unsatisfied, but finished, gave it to read to other people, and about 35 of my friends liked it and more 20 of their friends that dont even know me , liked it too. We never seem to reach our own expectations , cause inside we know, that we could've done better ❤

  • @diegofloor
    @diegofloor 7 หลายเดือนก่อน +1

    A lot of times when I see a sketch vs a final art, I prefer the sketch. The pencil drawing where you can still see some guidelines not intended to be seen at the end. And the reason is similar to what you are saying, but maybe there's more to it. The plain pencil drawing is minimalist, it has its own beauty. A polished version could take an infinite amount of different forms, and I'm sure a lot of them would be better than the draft, but they all have to compete with a minimalist style, which is quite compelling on its own!
    In your games, and I say this with the utmost respect for you and every designer involved, the final version has that "iphone game" sheen to it. It's nice, it's cute, well made, but ubiquitous and lacking its own identity. And my attention immediately bounces off of them.

  • @BrightAfternoonProductionsPlus
    @BrightAfternoonProductionsPlus 6 หลายเดือนก่อน

    I'm a filmmaker and material designer, this curve is very applicable there as well. In fact, a professor I had once drew a similar graph, the main difference being that the middle was essentially a squiggly knot that eventually gets flattened out again as you arrive toward the finish line.

  • @YoannDessin
    @YoannDessin 7 หลายเดือนก่อน +2

    I do relate haha
    I guess it happens with every artistic ambition, what you have in mind just cannot exist in the real world so you’re expecting something totally amazing, then you realize it’s hard and you have to make choices, and then you end up with something that at least exist so it’s a bit of hope for the next thing

  • @VyvyanTheGreat
    @VyvyanTheGreat 7 หลายเดือนก่อน

    This is 1000% accurate from my decade making games. Banger video as always!

  • @DarwinStreams
    @DarwinStreams 7 หลายเดือนก่อน

    Great video, very much on point. I develop hypercasual mobile games and we used to make hundreds of prototypes per year. And most of them go like this, and 99% of them end up rejected by KPI. Pretty heart breaking industry

  • @JoeTheis
    @JoeTheis 7 หลายเดือนก่อน

    Really interesting insights. I will have to keep this in mind, and possibly change my whole long term rollout plan. Good stuff!

  • @CitrusArchitect
    @CitrusArchitect 6 หลายเดือนก่อน

    Basically you're just talking about expectations, which I agree can definitely color your enjoying it. One reason Balatro is so well loved and successful is he didn't tell anyone about the game until he was ready to release it

  • @mrfrederic703
    @mrfrederic703 7 หลายเดือนก่อน

    Duude, your bg music is absolutely fire!

  • @iceluke8084
    @iceluke8084 7 หลายเดือนก่อน

    I see this in my projects too and am currently in that hype dip. For me it's motivating to realise that.

  • @AntonLejon
    @AntonLejon 7 หลายเดือนก่อน +1

    Also, a year or so later when looking back at a project, I’m usually pretty impressed by what I made. I still remember there were a bunch of details and flaws I was frustrated that I never got around to fixing, but I can’t see what they were anymore.

    • @lukemuscat
      @lukemuscat  7 หลายเดือนก่อน +1

      Yes totally agree on that! When it first comes out, I'm super aware of every imperfection. A couple of years later I look back and think "damn, that game was pretty good".

  • @IOSALive
    @IOSALive 7 หลายเดือนก่อน +2

    Luke Muscat, This made me laugh so much! Thanks for sharing!

  • @truc_e
    @truc_e 7 หลายเดือนก่อน

    I finally feel like im climbing out of my own troph, felt like no progress was being made at the time but looking back a lot has. I've never gotten past that initial excitement period on any project I've worked on so here's hoping.

  • @TheSfelex
    @TheSfelex 7 หลายเดือนก่อน

    yes i absolutely agree, and i love that you describe what i feel but didn't know about in words and a video :D

  • @Jeroen_Ech
    @Jeroen_Ech 7 หลายเดือนก่อน

    As someone who works in video post production, i can safely say the graph also applies to editors. We say every project goed trough it's ugly phase. But you have to keep in mind it will look a lot better in the end, yet very different from what you originaly involisioned.

  • @mr.stawmp
    @mr.stawmp 7 หลายเดือนก่อน

    Another great video. Very interesting premise and topic!

  • @tritonis54
    @tritonis54 7 หลายเดือนก่อน

    Honestly, the think I am first looking for in a game are cool visuals. I really want to be immersed in something new.

  • @Gardor
    @Gardor 7 หลายเดือนก่อน

    I think you can also apply diminishing returns and the pareto principle to this. As a rule of thumb you get 80% value in 20% of the time and the residual 20% in 80% of the time. So the initial spike of returns on time investment are much greater. At the end once you have adjusted to the lower returns you are more excited again that it is finally finished.
    I think if you generate a curve representing returns on time investment over a pareto curve and apply some function of reward by proximity to the finish line you are going to get a similar curve to the one you displayed.

  • @snipsnap9995
    @snipsnap9995 7 หลายเดือนก่อน +18

    Love it when I think I'm watching some small indie dev talk out of his ass about stuff like he's had years of experience only to realize that he's the creator of all the games that occupied hundreds of hours of my childhood.

  • @scooterboom4157
    @scooterboom4157 7 หลายเดือนก่อน +4

    I love youre videos thay make me inspired to make better games

  • @Kenionatus
    @Kenionatus 4 หลายเดือนก่อน

    I think people judge very rough looking games (including but not exclusively prototypes) less harshly and that can contribute to having fun through ignoring the weaknesses instead of getting annoyed by them. It can also feel more "authentic".
    I once saw a meme where an artist laments that sketches or line art often get a bigger reaction than the finished piece.

  • @fabrictoaster
    @fabrictoaster 7 หลายเดือนก่อน

    no matter what, your games are great man. dont worry 'bout it

  • @YourSisterrr
    @YourSisterrr 7 หลายเดือนก่อน

    The feeling of being something is often better than the something. Fantasy is fun, reality is hard!

  • @fakiAZer
    @fakiAZer 6 หลายเดือนก่อน

    As an indie dev (currently a hobby) my graph is more like very low at the beginning of the graph (suddent lack of confidence about the idea), VERY HIGH towards 1/3rd of the graph (motivation at its peak) and then very low and slowy glimbing.. (more features added the higher the graph is afterwards)

  • @foulcheeze7263
    @foulcheeze7263 7 หลายเดือนก่อน +2

    I'm curious, why go down the route of using a publisher when the primary release platform is steam? Unless I misunderstood what was said within the video

    • @lukemuscat
      @lukemuscat  7 หลายเดือนก่อน +2

      I am not going with a publisher, but I can see how that part of the video could be confusing! Publishers do sometimes reach out to me and have made offers. Which I mostly take as a vote of confidence. The stuff that I was rejected for were things like: being able to launch the game on other platforms that need approval, finding a creative partner for things like the PR side, pitching to festivals.

    • @foulcheeze7263
      @foulcheeze7263 7 หลายเดือนก่อน

      @@lukemuscat Wow! Thanks for responding. I appreciate the clarification, and am excited for feed the deep!

  • @lucky6961
    @lucky6961 7 หลายเดือนก่อน

    nothing will ever be, better or scarier than what your imagination can create

  • @nerdy_dev
    @nerdy_dev 7 หลายเดือนก่อน

    You do have a point, imo, fruit ninja’s prototype looks like it has much more juice and gore to the fruit more than the final game

  • @georgebsocial
    @georgebsocial 7 หลายเดือนก่อน

    Yup. The good old trough of disillusionment. Or about 80% of game development! ;) Great video as always Luke.

  • @warmightydevlog
    @warmightydevlog 7 หลายเดือนก่อน

    i missed this channel

  • @CreatureMind
    @CreatureMind 7 หลายเดือนก่อน

    Luke should team up with Code Monkey and make the most cool game ever

  • @GhostRevenant
    @GhostRevenant 7 หลายเดือนก่อน +2

    as someone who's played in several different alpha game tests and has watched their growth & release, this is pretty accurate.
    There was a couple that didn't make their recovery plateau however, mainly because the devs didn't really know what they wanted their game to be. They would try a new idea they were excited about and have us test it, only to scrap it completely a week later. after repeating this for about a year, and with a little polishing done (but far from a good state), they rushed it into steam under early access, and it completely bombed.
    prior to that, the feedback section in their discord actually properly highlighted the main issues of the game. of course, everyone had their own idea to how to fix said issues and those were all over place, so that part wasn't terribly helpful, but the criticism to the existing issues were accurate. Despite this, it still got shoved onto steam with most of the problems still there, leading to a very predictable review bomb on steam.
    in other words indeed, the hype for a game in the testing phase is indeed crazy amd provides pretty unrealistic expectations. however, games can recover and do well. some games that follow these examples to a T would be Cyberpunk 2077 (recall the trailers from 2013 or so) and No Man's Sky. They eventually turned into a really nice game, despite the initial falloff from hype that they had.

  • @IIStaffyII
    @IIStaffyII 7 หลายเดือนก่อน

    I feel like my game is finnaly on the climb up again, Where as for a while it felt in decline.

  • @redpen8810
    @redpen8810 7 หลายเดือนก่อน

    Hey I was wondering if you worked on Dan the man? It was my favourite game growing up, I remember taking turns trying to beat a level with my brother on a car trip

  • @subpng
    @subpng 4 หลายเดือนก่อน

    next time: "when working on nasa rockets with my very cool co-workers"

  • @misguidedsaint3693
    @misguidedsaint3693 7 หลายเดือนก่อน

    I really do want to try feed the deep out, but I can’t get into the testing for it :( at least there’s a demo coming soon so I can finally try it :)

  • @Michael-bx6bs
    @Michael-bx6bs 7 หลายเดือนก่อน +1

    Great advice! Thank you!

  • @KitKatCat-t2c
    @KitKatCat-t2c 4 หลายเดือนก่อน

    Can you please release those prototypes?🙏🙏

  • @Trebrehq
    @Trebrehq 7 หลายเดือนก่อน

    Babe wake up Luke Muscat uploaded!

  • @Very_Grumpy_Cat
    @Very_Grumpy_Cat 7 หลายเดือนก่อน

    When can I play Feed the deep. I wishlisted it since you put it on steam

  • @ThatNerdGuy0
    @ThatNerdGuy0 6 หลายเดือนก่อน

    I feel like changing the graphics to be higher quality also forces you too make higher quality everything else, because a high quality model with simple animations just seems like a really unpolished game, even if everything else is the same as with the dev textures/models

  • @SirScytheGaming
    @SirScytheGaming 7 หลายเดือนก่อน

    i cant wait to play feed the deep

  • @DonutDudeOfficial
    @DonutDudeOfficial 7 หลายเดือนก่อน +2

    I love your vids man 👍

  • @BrandonCourt
    @BrandonCourt 7 หลายเดือนก่อน

    Whoa your store page looks awesome btw.

    • @lukemuscat
      @lukemuscat  7 หลายเดือนก่อน

      Thank you! It's come a long way since the very first video, haha.

  • @kenkai9097
    @kenkai9097 7 หลายเดือนก่อน

    May I know how are you gonna fund your game if no publisher is keen on investing in you?

  • @Balsalmo
    @Balsalmo 7 หลายเดือนก่อน

    Oh man, Crash Club, I loved that game! To this day I’m super salty how it was killed off.

    • @lukemuscat
      @lukemuscat  7 หลายเดือนก่อน +1

      I deeply wish there was some way to bring it back. Alas.

    • @Balsalmo
      @Balsalmo 7 หลายเดือนก่อน

      @@lukemuscat No hard feelings towards the team really. It’s just I never managed to find a replacement. Tons of games looked the same on paper, but none played the same, even remotely. Everything about Crash Club felt just right on mobile. The controls were perfect, it looked and sounded nice, the gameplay loop was sweet, match length too, even monetization model was good. The only gripe I remember having was multiplayer, it was laggy as hell in Europe.

  • @NicknamingName
    @NicknamingName 7 หลายเดือนก่อน +2

    wowie new luke muscat

  • @stickguy9109
    @stickguy9109 7 หลายเดือนก่อน +3

    Isn't this also the Dunning-Krugger effect. When you learn a new skill you feel overconfident and then you feel like you are the worst at it but slowly your confidence platoes. I guess this curve is everywhere.

  • @duncho
    @duncho 7 หลายเดือนก่อน

    I'm loving feed the deep playtest. Until i loose my stuff in a dark silty cave .... lol

  • @miachristensen5444
    @miachristensen5444 7 หลายเดือนก่อน

    LETSGOOOO LUKE MUSCAT VIDEO I WILL BE SEATED!!!

  • @YoutubeAlgorithm01
    @YoutubeAlgorithm01 7 หลายเดือนก่อน +1

    I always say less is more
    Everyone remembers and loves original Tetris, Mario and Pacman
    In this games u have three or four inputs!!
    Nowadays I'm pretty sick of most games with their 250 options for second😅
    I mostly stopped playing, damn...
    So that's what I think happens with demos, alphas, betas, etc, simple game, simple mechanics, funny and memorable, start adding things in excess and it will collapse

  • @juulcruiming
    @juulcruiming 7 หลายเดือนก่อน

    I'm a film director and yes, this couldn't be more true for me.

  • @GrahamOfLegend
    @GrahamOfLegend 7 หลายเดือนก่อน

    Snapchat gang waddup! "The worst thing is to start making money" yep. Being there before and after....... There was a big shift lol

  • @frederiklenk7756
    @frederiklenk7756 6 หลายเดือนก่อน

    Hey Luke, i dont know if this gets through to you but ive really tried to find that talk on probability you mentioned in your fruit ninja video to no avail. Do you know where i could find it or something similar? It looks really like what i am needing for my game project right now.
    Its accidentally close in design space to the original fruit ninja while being a completely different game so any deep insights on core polish could be massively helpful.

    • @lukemuscat
      @lukemuscat  6 หลายเดือนก่อน

      The probability talk was at the GCAP conference many years ago and sadly was never recorded. I don't have anything left of that one unfortunately, sorry!

  • @TypicalEveningPictures
    @TypicalEveningPictures 7 หลายเดือนก่อน

    Wait the actual founder of snapchat gave him Russ hanemans pre revenue speech from the show Silicon Valley...Damn that show was good.

    • @lukemuscat
      @lukemuscat  7 หลายเดือนก่อน

      Haha, wasn't Evan, different founder! But yeah that show is basically a documentary :|

  • @lexalot8337
    @lexalot8337 7 หลายเดือนก่อน

    I think this is to an extent what happened with CubeWorld

  • @VDEV7
    @VDEV7 7 หลายเดือนก่อน

    which mac do you use?

  • @styxrakash4639
    @styxrakash4639 7 หลายเดือนก่อน

    So what you're telling me is star citizen is "riding that top peak" and winning the meta?

  • @ItsTempoYT
    @ItsTempoYT 7 หลายเดือนก่อน +1

    1:16 WAIT THIS MAN DESIGNED FISH OUT OF WATER?

  • @MundoTecChannel
    @MundoTecChannel 7 หลายเดือนก่อน +9

    i love you handsome man

  • @BrandonCourt
    @BrandonCourt 7 หลายเดือนก่อน

    Hype is freaky. Especially if the developer is hyped. Especially if said developer got positive feedback on a short video clip and is now convinced it's a good idea that there's an audience despite actual playtests being mixed... Yeah I just call it my "artsy" game cos I'm embarrassed I put a lot of time into it. 😮‍💨

  • @Merino33
    @Merino33 7 หลายเดือนก่อน +1

    Based your a inspiration Luke

  • @YoutubeWanderer
    @YoutubeWanderer 7 หลายเดือนก่อน +7

    I like you oiled up.

  • @LavaCreeperPeople
    @LavaCreeperPeople 7 หลายเดือนก่อน +1

    ok

  • @Snichehog
    @Snichehog 7 หลายเดือนก่อน +1

    Cool.

  • @klokan2894
    @klokan2894 7 หลายเดือนก่อน

    Minecraft is also a prime example

  • @pilotreaux
    @pilotreaux 7 หลายเดือนก่อน

    I couldn't help but notice your eyes are the same color as your shirt 😂

  • @PauTheDeo
    @PauTheDeo 5 หลายเดือนก่อน

    1:16

  • @john.dough.
    @john.dough. 7 หลายเดือนก่อน

    nice vid!

  • @raptoria1705
    @raptoria1705 7 หลายเดือนก่อน

    Immensely relatable to me lol

  • @danisob3633
    @danisob3633 7 หลายเดือนก่อน

    reminds me of life. the more you work on understanding the world around you, the more you tend to fall into sadness and sorrow :)

  • @NoobNotOnline
    @NoobNotOnline หลายเดือนก่อน

    Canalope 👍

  • @zaidlacksalastname4905
    @zaidlacksalastname4905 7 หลายเดือนก่อน

    If you're making games, and you don't consider yourself an artist, you're not being humble, it's mostly an insult to the medium that you've dedicated your life to
    Dont sell yourself short

  • @yesindeed37
    @yesindeed37 7 หลายเดือนก่อน +4

    oil up...

  • @SharyK-_0
    @SharyK-_0 7 หลายเดือนก่อน

    Wth are these comments oil up and gæ

  • @badmusicproducer_offical
    @badmusicproducer_offical 7 หลายเดือนก่อน +4

    pls dont oil up

  • @ycb955
    @ycb955 7 หลายเดือนก่อน +2

    I loved the 360 Kinect Fruit Ninja 🥲

  • @mac_antonio
    @mac_antonio 5 หลายเดือนก่อน

    I’ve been seeing this pattern talked about by a lot of artists I follow recently, (JREG for an example th-cam.com/video/uh-TtQ00GEo/w-d-xo.htmlsi=BFSs4zi6mLs7532W).
    It seems to be a problem you run into regardless of discipline.