> you and your buddy spend 3 full months working on a village builder game > create your own path-finding and AI systems > teach yourself to make pixel-art and retro-shaders > make literally everything yourself > figure $2 is a fair price > release it > get featured on the front page of itch > holy shit! this is awesome! > store page gets loads of traffic > mfw literally 0 people actually buy the game > come to the realization that nobody is interested in a pixel-art village builder > a couple of more months go by without sales > set the price to $0 and face defeat
See Kingdom for example, its a very simple game, very short, little to no replayability, and it still sells.
Evan Phillips
Sorry to hear that user
Brayden Jenkins
why the fuck would you ever release it on itch
Cameron Ross
What’s the name of the game? You aren’t very good at shilling, user.
Xavier Kelly
Do you have a youtube video to show some gameplay ? like another user said, Kingdom sold well, maybe it's still salvageable. Let us help you.
Adrian White
Because if I released it on Steam I'd be $100 negative instead of $0 negative
Yeah you can check out the store page it has a video there.
I mentioned a game in another thread and they said the graphics were too undefined and bled into each other which I think might be the reason why people don't take kindly to it but I honestly don't know.
>instead of $0 negative You assume that your time you've spent working on it is worth $0. You're not $0 in the negative, you're above that. So much so that $100 is not that much of a steep price to pay, especially when you only need to sell ~70 copies to make it work.
Anthony Lewis
>0 people buy it >all those people in the comments from months ago
hmm
Ayden Hall
Yeah I suppose you're right in a way. It's sort of hard to judge though in terms of money expended while working on the game. Obviously I still gained from the work I did in terms of experience so that's something
Free copies I sent out to people on reddit sadly.
Aaron Price
>make a shitty game in 3 months >start crying when people prefer to buy games made a team of dozens or more people over the course of multiple years You're right, you're the perfect definition of an indie dev
Lincoln Foster
I'm not crying. Yeah the game's shitty. I realized that fairly quickly when literally nobody bought it. I just thought it was a worthwhile story to tell.
It came as a shock to me because I think I was so snowed in on the idea that my game was actually worth someone's money.
Luis Powell
I believe the risk is worth, at least you can see more people playing it.
Here some things you could do, you have little to lose:
>try to get it on steam, gog and epic >put the game for $2 or $5 >give free copies to lots youtubers and streamers >go to as many internet foruns you can and shill it >many tech oriented foruns have active boards for videogames, go shill there too >look out for discussions on other games of the genre on steam, sometimes people make rec threads
Leo Rodriguez
What were you expecting user?, you haven't exactly struck gold, what are you doing better than say, Don't Starve?, or Darkwood?
And you've already given up and started sulking, either continue supporting the game, working on it, adding features and marketing, or take the xp you gained and move on.
Ryder Flores
Would be worth something if it was released 10 years ago when the market wasn't flooded by indies making games in 3 months releasing several hundreds of games every year.
Connor Russell
Okay so I looked at your video. What I thought while looking at it without any filter whatsoever:
- The music you chose is... bland and didn't convey any feeling whatsoever, weird. - Your UI is really gross/too big/not defined enough - It's too much zoomed in. It was like seeing a game in a 360 or 480p resolution, uncomfortable. - The pixel art is not exactly a strong selling point but it should be enough if you pour more "soul" or distinct art style in it. - After watching your video, I was not able to understand what your game was about so a real lack of info there. - Maybe you should try creating a demo !
Jaxon Gray
>teach yourself to make pixel-art and retro-shaders should've taught yourself how to make actual art instead blocky pixel art is trash that screams of laziness and a desire to pander to nostalgia that a majority of the hipsters who praise the style don't even have 2d rendering is fine, but the pixel art shit gotta go
Jackson Watson
Mostly it's just a story about my experience releasing my first commercial game. I'm not here to shill it and I'm not trying to turn this into a sob story. I think it's a worthwhile story about how even small expectation can be broken.
At this point I've already moved on to new things and I don't intend to update this game anymore. But I think it's sort of a cool game despite its flaws which is why it makes sense to still have it up for free.
Landon Baker
Given the response from the ones who have actually played it and the amount of work I'd need to put into it to rework it I just don't feel it's worth it. At this time I can't put it up for any price higher than free.
I overvalued my product and have already moved on to newer things which are hopefully much better!
James Stewart
so what's the hook of the game?
Logan White
I'm not a huge fan of pixel art honestly, it was just an exercise in a new area that I hadn't tried to do anything in
Nathan Davis
It's got pixel art!
Henry Gonzalez
By the way OP, thanks for sharing your experience. It takes courage and you are right in working on another game ASAP as long as you keep, what you learned from this one, in mind. I wish you the best, who knows, in a matter of months or years, you could be the next big thing. Don't let your dream be dream !
Ryan Howard
It's a simple village builder where you've got villagers that collect resources and soldiers that defeat skeletons.
Your goal is to track down where King Skeletal has his fortress and defeat him.
The game is extremely unforgiving but it doesn't take much time to master.
Wyatt Allen
Shit user that sucks. I wish I could buy your game but I really don't give a shit about builder games. Wish you good luck next time. At least you got some dev experience and can work on more ambitious projects.
Jace Collins
Dude, what were you expecting? You didn't even spend half a year working on it and it shows. The game seems very simplistic and the pixel art could be better, only slightly better than Realm of the Mad God. It's almost as if it's a proof of concept? Consider it as a way to build up your skills and move onto more ambitious projects.
Ryder Sullivan
I honestly wouldn't want anyone to buy the game at this point as it's sort of bug-riddled but itch.io only allows $0 priced games to be pay what you want so that's what it's gonna be
Grayson Wilson
I wish I could set aside 3 months to work on a game
Carson Hughes
>teach yourself to make pixel-art Just from this pic alone, I would not buy your game, primarily because it looks like shit. Next time, hire an actual artist, or teach yourselves art fundamentals before trying to do pixel art.
Charles Cook
I wasn't expecting much, honestly. 10 purchases or so? But at this stage I can see why nobody would buy it and that was also why I decided to put it to $0
Agreed
Ethan Cruz
>not fighting other cute pixelated youkai girls wasted potential!
Honestly yeah if OP had just made it an anime game it would have sold like hotcakes.
John Bell
I didn't know buying games on itch was a thing
William Jenkins
OP knows it is not morally right to take advantage of the mentally handicapped
Jeremiah Myers
I have another game on my storepage for $1 called The Walking Fish which was made for a game jam. That game sold like 50 copies (one guy even gave me $9 tips).
So it's definitely a thing.
Aaron Jones
This makes me wonder what the wallrunners guy is up to
Chase Cox
maybe your game is shit, looks comfy though
Christian Wright
Oh shit! You're the guy from the walking fish thread. Did you manage to improve the space station visual yet?
Connor King
I mean it's not *shit* but it's not that good. It honestly is kind of comfy (despite the sometimes annoying graphics).
If I can compliment my game I think it totally nails the comfiness.
Yeah see pic related. I'll add a before pic as well!
I believe you, i just never heard of it before. I can imagine it's hard to sell games on a site with a lot of free games on the front page.
Nathaniel Ward
I don't know, man. Rise to Ruins seems like it already has a lot more varied assets that what my game offers
Matthew Nelson
Why are indie devs so entitled in thinking that every game they shit out deserves limelight and success? Just because digital storefronts exist doesn’t mean you should be on them. Fucking whiners do something useful for a change.
Jackson Nguyen
I think it's just a matter of over-valuing your product because of the amount of time you spent on it and the pride you take in it.
I think the failure of this game taught me a good lesson in terms of respecting the market and putting more work into my games as well as being more objective.
Ryan Cooper
it looks awful t b h
Ethan Bailey
Well I respect that. It seems that many people agree.
Chase Myers
The art is just too... Man I can barely tell what is going on on that screenshot. Iike the pants on those people (I think they're people) almost blend with the road (if that's a road)
Zachary Smith
First off don't shit so much on yourself and your work. The first thing most authors are told after they finish their first real story/short story is have a unbiased person read and give critical info about it. Almost no ones first piece of work is good but it still is a stepping block if they don't give up and keep coming up with good interesting ideas.
Alexander Sanchez
The fish needs more tits. And the ability to naruto run
Ethan Adams
Well I mean I want to be realistic about the situation and in hindsight I overestimated myself that much is true.
But on the other hand I'm still very proud of myself for having put myself out there and actually made a "working" product that I can at least allow to stay up (for free)
And despite all of this I'm already working on my next game and have since September of last year!
Colton Fisher
Don't take it personally user, that's just where we are now, we've come so far that markets are incredibly saturated, games, movies, music, literature, whatever you're trying to do, someone or several someones have probably already done it, and much better than you did.
Just look at all the shovelware on Steam and itch, unless you can differentiate yourself, don't expect to stand out.
Cooper Green
Its all about marketing. The marked is flooded with indie games. I like them but most of them have no visibility.
Now you indie devs get the musician experience. There are shitloads of great musicians and bands out there. But 99% of people will only know the same 100 artists. Because they are the ones getting pushed very hard by a multi billion industry...
James Scott
learn economics dood. opportunity cost etc
Adam Reyes
meanwhile my shitty text game sold over 5k copies
I did spend more than fucking 3 months on it tho
Brandon Green
Put on mobile and steam. add some story or something.
Christian Powell
Well there's marketing yes, but I think I came out the gate a bit too quickly with an unpolished game that had been done many times before in many better ways
Yup 3 months is a short time and I was too eager to get it out
I'd probably do that if I still cared about the idea but now that it's been out for months I've already moved onto new things
People actually buy games on steam you cockgobbler.
Easton Green
>3 full months
You got a game done in 3 months?! Damn, bro, that's pretty badass.
I've been telling myself I'll make a game since like 2012 and I still don't have jackshit to show for it except a couple of incomplete toy programs where you can move a sprite around, kek.
Luis Perry
Take nothing for granted. Keep working. Maybe some day you will make it. One example.
Edmund Mcmillian.
He released 44 games. His 45th game was Super Meat Boy and his 46th game was Binding of Isaac. Now he is a millionaire.
Will you make it? Probably not. But those cases of guys making a mega seller with the first game are extremely rare occasions.
Brandon Parker
>over nine fucking thousand games released in a year That's insane
Logan Richardson
Making many small games is much better than trying to make one really big one. With every finished small game you learn some important things you can use to make the next one better. If you start with a big one you will fuck it up half of the way.
Gavin White
I just assume all indie games are still shit. Have they actually improved or is everything still Braid/Limbo wankery?
Michael Gutierrez
I own 700 steam games, got 1400 on my wishlist. That shit is crazy
Ayden Perry
It's sort of a small game so 3 months isn't that long but it did take a lot of work I will admit that. Keep at it, though.
Yup that's what I'm doing! But with that weight gone it's also much more enjoyable to go wild with your games and really express yourself.
There are some really cool indie games that capture a part of the market that AAA would never be interested in. Human Fall Flat comes to mind
Sebastian Ross
Sorry to hear this OP, unless of course you aren't White. Then I don't care.
Anthony Brooks
Have you been living under a rock? Those games still exist but a lot of gems have released in the past ten years. >Factorio >Rain World >Hollow Knight >Kenshi Some shit off the top of my head, there’s dozens more if you look around a little.