5 Solo Game Dev Mistakes You MUST Avoid (My Experience!)
Summary
TLDRIn this video, the creator reflects on the hardest week of their life after releasing their first solo game, Pinstripe, on Steam. Despite the struggle to gain traction, a review from GameStop brought hope, highlighting key lessons about solo game development. They discuss the importance of story, art, and gameplay, sharing tips on using assets, working with publishers, and testing frequently. They also emphasize the value of constructive criticism and understanding the balance between difficulty, replayability, and creativity. Ultimately, they stress that solo game development is a journey, full of both challenges and learning opportunities.
Takeaways
- 😀 Solo game development is challenging, but a solo developer can achieve great things if they understand their strengths and weaknesses.
- 😀 You don’t have to create all the artwork or music yourself. Using assets can save time and still provide a cohesive game style.
- 😀 Finding the right publisher can make a huge difference, especially when they help secure major press reviews that drive sales.
- 😀 Sending your demo to numerous publishers (at least 100) increases your chances of getting a deal. Don’t be afraid of rejection.
- 😀 Story can be a solo developer's greatest asset. A captivating narrative can make up for less-than-perfect gameplay.
- 😀 The best stories often follow a simple 'hero story arc,' where a flawed protagonist saves the world from a true threat.
- 😀 Testing and feedback are essential for game design. Even if you're solo, getting input from others can help refine the gameplay and balance difficulty.
- 😀 Avoid artificially increasing game length. Focus on increasing value through difficulty, replayability, and creativity instead.
- 😀 Creating rewarding experiences, such as challenging gameplay or meaningful choices, ensures players feel satisfied without feeling frustrated.
- 😀 Don't dwell on bad reviews. Criticism can provide valuable insights for improvement, but all press, even negative, can drive attention to your game.
Q & A
What was the hardest week of the speaker's life about?
-The hardest week was when the speaker released their first solo commercial game, Pinstripe, after 4 years of solo development. They faced a lot of pressure as they needed the money and proof that solo game development was legitimate. Despite launching on Steam, they struggled to gain traction initially.
What was the significance of the GameStop article mentioned in the transcript?
-The GameStop article was crucial for the speaker's solo project as it provided the attention they were hoping for. They had been waiting for a significant press piece, and the article gave a much-needed boost to the visibility of the game.
What is the key lesson the speaker learned regarding artwork and music in solo game development?
-The speaker learned that you don't have to do the artwork or music yourself to call yourself a solo game developer. They now suggest using assets from Unity's Asset Store or Craft.net, rather than spending years creating everything from scratch.
What advice does the speaker give regarding working with publishers?
-The speaker advises that being a solo developer doesn't mean you have to self-publish or self-fund. They recommend making a demo and pitching it to multiple publishers. A good publisher will help secure reviews from major press outlets, which can greatly increase visibility.
How does the speaker view the role of story in solo game development?
-The speaker emphasizes that a captivating story can make up for mediocre gameplay. A strong story hook can keep players engaged and motivated, even when the gameplay isn't particularly challenging.
What story arc does the speaker suggest developers use for their games?
-The speaker suggests using a hero's story arc, where the protagonist is weak and relatable, and faces a truly threatening evil. This arc is effective in drawing players in, and examples of games with similar arcs include Star Wars, Harry Potter, and Lord of the Rings.
What were the negative aspects of the speaker's game, Pinstripe, according to the review?
-The review criticized Pinstripe for its platforming mechanics, describing them as frustrating due to the floaty controls. The challenges were not difficult by design, and the game had puzzles that felt unnecessary or too simple, which negatively impacted the experience.
What did the speaker learn about game design as a solo developer?
-The speaker learned that being a solo developer makes it difficult to see the game from the player's perspective. They now recognize the importance of testing frequently and getting feedback to refine game mechanics, especially the balance between rewarding and punishing the player.
How does the speaker suggest improving the length of a game?
-Rather than focusing on increasing the length of the game, the speaker advises focusing on increasing value through difficulty, replayability, and creativity. A game should become progressively more challenging and rewarding, with features that keep players coming back.
What does the speaker think about bad reviews?
-The speaker believes that bad reviews should not be overly worrying. They suggest absorbing the criticism and making adjustments if necessary, but also note that all press can bring attention to the game. Ultimately, not every player will like the game, and that's okay.
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