Views : 44,313
Genre: Gaming
Date of upload: Mar 8, 2024 ^^
Rating : 4.747 (172/2,548 LTDR)
RYD date created : 2024-05-06T15:46:27.234129Z
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Top Comments of this video!! :3
I agree with the idea of the "Trinity hook" but when you say "make sure your hooks are actually hooks" and then follow that up with "Metroid but bugs" etc that is absolutely not the way to make sure that your hooks are hooks.
With story, make sure you actually have something to say. Your story needs to have a message even if it isn't on the surface. Bury the message of your game until the second act, the realization of what the point of the story is can be a great turning point for your protagonist, it can even be a twist if that's what you want it to be.
With mechanics, follow the fun. If you focus on what makes your game fun that's where you'll find the most success with players. Your game could languish for years with bad sales but if its fun could easily be found by enough people who will prop it up and blast out that it's good. It's not that you shouldn't do your best to market the game, but making sure your game is fun is an easy way to help yourself if your marketing fails to make a dent.
With Visuals, make them consistent. It doesn't have to be the most visually impressive game it just needs to look like everything fits together. Now you can obviously get more attention with good visuals so it does pay to find an artist to work with but it is by no means required.
THIS is how you make sure your hooks are hooks.
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I want to offer some constructive criticism on why some indie games fail to gain traction. It's not my intention to be harsh, but many games simply don't meet the expectations of players and are straight up BAD. While not all pixel art or 2D games are bad, I often find myself questioning the developers' decisions after watching post-mortems of unsuccessful indie games. Many Steam pages appear unprofessional, lacking engaging trailers or featuring bland art direction. Although marketing plays a role in a game's success, it can only amplify the existing qualities of the game itself. In my opinion, developers should focus on polishing their games and presenting them in the best possible light to increase their chances of success.
Developers need to start thinking like the player or the person purchasing the game, testing it often and asking is this something a majority of my friends play and would buy or watch someone play
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PLEASE!!!!!! EVERYONE!!!, i am telling this to my past self, BILLION DOLAR WORTH. I really realy wish i knew this years ago." Stop Running after Money before you get good enough, get good first and money will come after you, learn first then make and if you want to make something, please make somthing that you can confidently make without entirely relaying on assets, honestly tell me what is your power point, if you don't make games or it failed, for what people are gonna hire you in game development even if your are good at something go and look for the job requirements in the field you are simply not good enough" the second is "Growing audience, building a community and selling things is a completly diference art to learn, so start building community as sooon as possible." " try everything as soon as possible in order to know what you actually can or can't do"
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Thomas, I really like your channel and your input. Very helpful. But, I would like to point something out. All of the statistics and number and theories are great and all, but there is another thing that i think often plays into the equation: Heart. Some games are made for money, and have hard deadlines; but then there are the ones that are made by those who genuinely just want to build their own worlds and create things, simply because of heart and passion. This is a major part of what sets games like Hollow Knight apart from the rest (and because the guys at team cherry are geniuses ofc).
Thanks for the video though. Btw I think you are a guy that truly puts a lot of heart into your work as well, and I understand that a lot of companies and game designers got to get money to live and cant always make their dream game because of these limitations. So no hard feelings anyone. Thank you!
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Great tips Thomas as always! One thing I want to mention is that I've seen so many indie developers in the game developers discord servers/communities where they are advertising their games. I mean yeah that's cool and all but if you think about it that is for sure not enough. Those are developers in the communities they would rather work on their own games than be playing someone else's. I'd suggest finding reddit channels, social media groups and discord channels where you'll find gamers because those are your customers not the devs xd. Be sure those communities allows advertisement. (mobile developers) Give some in-game rewards for sharing and reviewing so that the players markets your game for them. Those are some "Free" marketing strategies. Even when advertising you can tell the players that the first 10 players can get more rewards etc.
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Thanks for the amazing advices, they all make sense!
I'm convinced that good marketing, or at least a strategy to make the game known, among an ocean of thousands of games released each month, is key. What I find the hardest is finding what to say/show about the game. It's a skillset that goes beyond gamedev itself, and is common to most digital businesses.
An approach that I plan to use for my future game is studying how some content goes viral while others don't, learn the basics of consumer psychology, and keep the communication "in-game" (basically, narrating/showing things through the game, as opposed to creating a video of myself talking about it), as I believe a beginner devblog wouldn't be relevant for the end user to watch.
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I really appreciate this video and its advice. I think when i was young i assumed all Indie Game Dev was passion projects that just caught on but anything your passionate about takes work. Just like gaining an education from a university or trade school, you need to learn skill and gain understanding of an industry to make an impact. The Market and Audience are very large parts of Development Industries that people like me often miss. Thanks for giving us a jumping point and direction!
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i follow the sales of indy games, peculiar games seem to do well lately. the Gnorp Apologue did very well in sales so far. There are too many games coming out from each genre now in the indy game world, ppl gotta start gettin really creative or just make a banger game. like Bo Path of the Teal Lotus is coming soon, that one is going to do well. .. . or just have the cutest character, music and gameplay. it's not easy it seems. but another game i could reference. Pico Park, that game sold a ton of copies. it's such a small basic game. but super fun. Not everything has to be crazy graphics to sell, that's what i've noticed.
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@thomasbrush
1 month ago
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