The Metroidvania/Souls-like/Roguelike genres are so saturated at this point I feel like the only way to stand out is through striking visual design.
The thing so many game developers, especially small ones, fail to realize is "why would anyone buy your game?"
What is your game doing that will make someone want to play it over all the other ones in the genre?
Like if you are making a metroidvania you have to have a hook. Something you actually believe you are doing better than other games.
Isn't that itch.io? But also Steam, mind. It all depends on the expectations and investment of the creators.
Any game with those tags is an auto skip for meThe Metroidvania/Souls-like/Roguelike genres are so saturated at this point I feel like the only way to stand out is through striking visual design.
I wish it was possible for people to make games as a hobby and not be subject to their success as sellable products. I understand wanting to get profit from the things you create, but i feel like hobbyist videogame making is very bent on turning some kind of profit to justify the investment, whereas other kinds of artistic hobbies don't seem to have the same fixation. Congrats to Dominic Hackl for building and launching something, that's always a success. But like... i'm a hobbyist photographer and i don't have any expectation of making money from it, i just want to create things and put them out there, and i see a lot of people doing the same, and it ends up being this thing where lots of community events happen and friendships happen, because it's evident that what's most important is that people are enjoying their hobby and their fellow hobbyists. And i'll be honest there are a lot more people putting photos out there than videogames on steam. But we're not competing for a livelihood. Most of us are amateurs pressing buttons because it gives us the right and the excuse to look more attentively at something.
I really want there to be a space for amateur game development to survive and for people to be happy with it. I guess we already have lots of jams that are explicitely about that, but then it seems like sometimes games that are successeful jam entries turn into commercial products, thus robbing them from the freedom of just being amateur products. There is power in amateurship, there is power in not having to build a life from your art. But indie games seem to be particularly afflicted by sidehustle obssessiveness moreso than other hobbies.
I for one actually watched the video and while he acknowledges all the shortcomings, it is disappointing that he still insist working on his own on the art.
Being totally honest here, I only know few devs who can code and create appealing art and all of them are artist at core who just happen to have an easy time with programming, if you ain't that, than forget about it and hire/collab with dedicated artist.
Yup, this. A hundred games release on Steam every day. What makes yours special?The issue isnt the art style, its the art execution. That style could work but the outcome was low quality.
However, indie games are in an impossible position to succeed. You have to be GOTY material to even get a look or win the lottery and get on gamepass because good luck convincing people to give you 5 bucks when theyre now used to getting shit for free.
Go on Steam right now, there are hundreds of games coming out weekly and there are thousands having a sale ... how the hell are you supposed to survive in an environment like that.
There is absolutely too much supply and not enough demand
I think itch covers these as well. There are Discord communities based around making/sharing fun little itch.io projects with no intention of anyone turning a profit. I've also found so many people who very much enjoy teaching others and providing free assets just to get people into game dev.Well by space i didn't really mean a literal service provider, rather space as in community and ideology.
I don't think many will disagree that how a game looks matters.Agreed. A lot of 'gameplay is king' people may disagree, but the way your game looks is very important. There are so many new games coming out every day, and games aren't something that are easy to sample. That means most people will make an immediate judgement based on how your game looks in screenshots/maybe a short trailer.
Valley without wind, oh wow, i'm surprised anyone remembers that game. I'd forgotten the title, but I instantly knew what you were talking about when I read your post. I only remember it because of its insane art style, which, iirc, was changed after receiving a bunch of criticism. The updated art style was still awful, though.Yup looks like a circa 2012 indie game like A Valley Withouth Wind. Could it be good? Yeh but damn if that artstyle doesn't detracts litle bit.
Same. Like, I know Animal Well has been highly praised and is most likely an excellent game that I would probably even immensely enjoy. But the damn genre is everywhere and I'm just kinda done with it for the most part unless it's an actual new Castlevania or Metroid.
The time investment for creating a game is much greater than most hobbies. Even a 2 minute level requires you to set up a character and controls and a layout at the absolute minimum. Even if all the visuals are extremely simple and sound effects completely absent, that could still be an hour or 2 of work that requires some up know how.Well by space i didn't really mean a literal service provider, rather space as in community and ideology.
The time investment for creating a game is much greater than most hobbies. Even a 2 minute level requires you to set up a character and controls and a layout at the absolute minimum. Even if all the visuals are extremely simple and sound effects completely absent, that could still be an hour or 2 of work that requires some up know how.
Compare that to something like photography. Most people own something that can take a picture and as soon as they press the button they a technically engaging with the hobby. There's a freedom being able to decide if you want to travel to photograph different subject or invest in better equipment. Over time you can chose to learn how better shots are framed and can practice those skills at your leisure all while doing photography.
Compared to a game the very first thing you might do is program some behavior for an input, that could take a while to nail down if your not a programmer. Then making it doing something that's reflected visually on screen might be a whole new can of worms. Following all these steps until you have something that could really be considered a game is hard work. Where as you will have a photo as soon as you press the button.
I did know people who put together small games in their free time when I was attending college but only their friends would play them because they never put them online. Usually a single screen with a couple characters focused on 1 interactions, maybe a few of us would record some lines to put in for fun or draw a more detailed character. The people I knew who did that didn't want to put their games online because to them they just wanted to have fun making something for an afternoon or two instead of work on something for a few months. Even then everyone I knew who did this I would describe as exceptionally talented programmers who learned a lot on their own
What I'm saying is lower level is higher. The entire time you are practicing photography your are engaging with the hobby. You are doing photography while you learn, creating a video game isn't the same. You can invest all that time and money into a photography project if you want but it isn't the minimum requirement for a hobbyist unless your going to gatekeep the hobby. For a video game putting together a demo using something like RPG maker with any level of interaction take a lot of up front effort. The version of creating a game as a hobby like described in my first post probably isn't something a lot of people want show on the Internet.I understand this, and even without going into how photography is hella expensive and takes years of practice to be good at and how projects can require months and years of investment, this idea that "it's too much time not to turn it into money" is precisely what i want to dismantle. I've made small games, in college and out, i know what it takes. Today i understand that a project that takes me more than a weekend is one i'll hardly finish, but i understand, if it took me a month, five months, two years, it's still perfectly fine not to make any money out of it if the process is fun, and if it isn't well perhaps that's reason enough to stop.
They reduce their cut to 25% after you make $10 million in revenue, but only for the amount over that $10 million. And it's reduced again to 20% after $50 million in sales.Wait, someone here said Valve doesn't collect the full percent on the first million in sales. Or something like that. It doesn't seem to be the case. Them clawing back 30% of this guys $350 is depressing.
Microsoft: Hold my beer.If you go into advertising only a month or two before you launch, you'll have a hard, hard time
Ah, so the shifting percentage is just on the high end.They reduce their cut to 25% after you make $10 million in revenue, but only for the amount over that $10 million. And it's reduced again to 20% after $50 million in sales.
I mostly agree with you, but giving Vampire Survivors art credit for having direction feels a bit unearned when pretty much every sprite in that game at launch was a just changed enough sprite rip from Castlevania to not be taken to court for plagiarism (and sometimes they didn't even change them that much).Vampire survivors had "bad art" but it had direction. It was also cheaper than this game. The VS dev also had the forethought to commission art for the game.
Further:
Your first published game usually shouldn't be your magnum opus. Start small and hone your craft. Release on itch or similar community building platforms. Keep iterating and learn each time things to do better. Your first game will probably fail, so keep the scope small unless you're very confident in your product against others in the market.
They reduce their cut to 25% after you make $10 million in revenue, but only for the amount over that $10 million. And it's reduced again to 20% after $50 million in sales.
good thing that's what the guy in the op is doingDon't make an indie game expecting it to be your full time job, do it for the love of the hobby and the pride you get for putting yourself out there.
You're an idiot if you expect your game with no unique selling point to provide for you for no other reason than "I put time and effort into this", so what? 100 Steam games get released every week that have more time and effort put into them.
Get a job with actual security and make games in your free time as a hobby.
I mostly agree with you, but giving Vampire Survivors art credit for having direction feels a bit unearned when pretty much every sprite in that game at launch was a just changed enough sprite rip from Castlevania to not be taken to court for plagiarism (and sometimes they didn't even change them that much).
It would be like this dev just copying Metroid sprites to make his game instead. It might have sold more then to be fair.
The biggest issue I see is the art style, and I'm glad he mentioned it in his youtube post. It just lacked appeal. Could be a really great game, but that smooth, newgrounds-like flash texture just won't bring in the audience.
Indie games are the rock bands of our era. You want to play music and jam out in your garage with your friends, play a few gigs, even go to school for it? Absolutely! But keep your day job and don't put all your hopes and dreams on it.
This is an excellent analogy, it's what made the overload of supply make sense in my head.