How Balatro Was Made and Why The Creator Expected to Sell Only 6 Copies

ThatGuyGlen
13 Dec 202418:41

Summary

TLDRLocalThunk's indie game *Balatro* skyrocketed to success, surpassing 2 million copies sold and winning numerous awards, including Best Indie Game at The Game Awards 2024. A self-taught developer, LocalThunk turned a personal passion project into an unexpected sensation. The game’s unique blend of poker mechanics and roguelike elements captivated players, despite a lack of formal marketing. Balatro's success allowed LocalThunk to pursue game development full-time, though he remains humble and focused on creating for the joy of it, planning future projects in secrecy to preserve creative freedom.

Takeaways

  • 😀 LocalThunk's game *Balatro* became a surprise success, selling over 2 million copies in just 6 months and winning major awards like *Best Independent Game* at The Game Awards 2024.
  • 😀 LocalThunk created *Balatro* entirely on his own, with no external help except for music and sound effects.
  • 😀 Despite the game's success, LocalThunk never expected *Balatro* to be such a hit, initially thinking only friends and family would play it.
  • 😀 LocalThunk’s journey into game development started with dropping out of a mechanical engineering program and pursuing game creation as a passion project.
  • 😀 The idea for *Balatro* evolved from a card game inspired by *Big Two* and a slot machine game called *Luck Be a Landlord*, ultimately becoming a roguelike deck-building game.
  • 😀 LocalThunk's decision to not heavily market *Balatro* paid off as streamers helped spread awareness, leading to viral success before the game was officially released.
  • 😀 *Balatro* faced controversy over its age rating, initially set to 3+ before being raised to 18+, which generated additional attention and discussion around the game.
  • 😀 LocalThunk is committed to maintaining his anonymity and the pseudonym ‘LocalThunk,’ separating his personal and professional lives.
  • 😀 The developer’s main philosophy is to create what he loves, regardless of whether the game succeeds commercially, which he believes is key to maintaining creative joy.
  • 😀 LocalThunk plans to continue expanding *Balatro* with fan-requested updates while also working on a new secret project that he intends to complete before revealing.
  • 😀 Reflecting on his success, LocalThunk is most proud of finishing *Balatro* and grateful for the community's support, which allowed him to turn his passion into a career.

Q & A

  • How did LocalThunk's background in mechanical engineering influence his game development journey?

    -LocalThunk initially studied mechanical engineering, but his passion for game development led him to switch to a computer science program. His background in engineering likely helped him with problem-solving and structuring complex systems, which he applied in game development, but his love for coding was the driving force behind his transition into the gaming world.

  • Why did LocalThunk expect only a small number of people to buy *Balatro*?

    -LocalThunk created *Balatro* as a passion project, expecting only close friends and family to play it. He didn’t anticipate any commercial success and thought that even a handful of people enjoying the game would be enough for him. His modest expectations were largely due to his focus on the process of game development rather than the outcome.

  • What inspired the core gameplay of *Balatro*?

    -The core gameplay of *Balatro* was inspired by a mix of the Cantonese card game Big Two, which LocalThunk enjoyed playing in high school, and the roguelike slot machine game *Luck Be a Landlord*. While Big Two's competitive nature was part of his early design, the simplicity and growing numbers mechanic from *Luck Be a Landlord* led him to pivot towards a single-player experience focused on score requirements.

  • How did the development of *Balatro* evolve over time?

    -Initially, *Balatro* was meant to be an online version of Big Two, but after discovering *Luck Be a Landlord*, LocalThunk shifted the game’s focus to a single-player experience. Over time, mechanics like Joker cards and the ability to skip rounds were introduced, with visual and thematic elements also evolving. LocalThunk had never played a deck-building game before, which allowed him to approach the design with fresh, original ideas.

  • What role did Joker cards play in *Balatro*'s gameplay?

    -Joker cards became a central feature of *Balatro*, adding layers of strategy and decision-making. LocalThunk designed them to synergize with a wide range of game elements while keeping their effects simple and balanced. Some Joker cards offer powerful effects with conditions, making choosing between them a meaningful decision for players. They were carefully crafted to avoid introducing new mechanics, maintaining the game's balance.

  • Why did LocalThunk focus on developing *Balatro* full-time?

    -LocalThunk decided to quit his job and work on *Balatro* full-time not because he expected the game to be successful, but because he wanted to complete the project and upload it to Steam. His main goal was to have a finished game on his resume, hoping it would lead to better job opportunities that aligned with his passion for game development.

  • How did feedback from the community impact *Balatro*'s development?

    -Community feedback played a crucial role in shaping the final version of *Balatro*. LocalThunk had no expectations when releasing a demo, but after players started sharing their experiences, he used their feedback to refine the game. Adjustments were made to improve the balance of Joker cards and address issues like overpowered abilities. However, LocalThunk stayed true to his vision and didn't implement changes that didn't align with his creative goals.

  • What challenges did LocalThunk face when taking *Balatro* public?

    -Taking *Balatro* public was a significant challenge for LocalThunk, as he had always made games in private for his friends and family. Once the game was released to a wider audience, he faced the pressure of dealing with constant feedback, bug fixes, and criticism, which took away some of the enjoyment he initially found in creating games just for fun.

  • How did the age rating controversy affect *Balatro*'s release?

    -The age rating controversy was a major setback for *Balatro*'s release. After its initial 18+ rating, which was later reduced to 3+ and then re-raised to 18+, the game was pulled from several digital stores. Despite this, the game went on to generate significant revenue and win multiple awards. LocalThunk and his publisher, Playstack, strongly disagreed with the rating, as *Balatro* does not promote gambling.

  • What does the future hold for *Balatro* and LocalThunk’s career?

    -The future of *Balatro* includes multiple free updates, such as new cosmetic card skins and a major gameplay update planned for 2025. LocalThunk is also exploring the possibility of future game development projects, though he remains focused on *Balatro* for now. He values the process of game creation and aims to return to the joy of creating without external pressure, keeping his next project under wraps until it's completed.

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Related Tags
Indie GameDeck-BuildingRoguelikeGame DevelopmentIndie DeveloperSuccess StoryBalatroGaming CommunitySingle DeveloperGame Design2024 Awards