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Code Monkey
Code Monkey@UnityCodeMonkey·
My #1 recurring tip to all Game devs: Make many SMALL games, not one big "dream" game. Every finished project teaches you: - Scope management - Realistic estimates - Real player feedback - What genres actually sell! If you spend 5 years working on a single game, you will only learn those lessons once, whereas if you make 10 games in those 5 years, you will learn 10 TIMES the lessons in the same timeframe! This is the closest thing to a "secret" behind long-term indie success. If you truly desperately want to make massive games then my advice is make them in parts. For example make one small game all about your Combat mechanics, then another small game about your Exploration mechanics and another one all about your clever Building system. Once you've made all 3 of those games, you can analyze what worked and what you could improve in all those individual systems/mechanics and put them all together in one massive game!
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BUMP The Game
BUMP The Game@BumpVideoGame·
@UnityCodeMonkey Wish I had heard that before I started... Probably would not have listened though lol I am delusional enough to think I can take the most complicated path and still pull it off 😂
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Sandor Szigeti (SandorHQ)
@UnityCodeMonkey While this advice is probably the most important to hear, it's not easily executed. One of the worst enemies of a designer/developer is "scope creep." What one assumes to be a "3 month project" usually turns out to be 6--9 months, if not longer. Almost everyone suffers from this.
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Automata Games
Automata Games@AutomataGames1·
@UnityCodeMonkey well not exactly in this time frame but this is the vision we created Automata Games with. Couple of games with different genres and systems to see if we can build it. It is nice to see similar perspectives around. Cheers!
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McKathlin Game Dev
McKathlin Game Dev@McKathlinDev·
@UnityCodeMonkey This is the very good advice that I'm not following. If anyone reading this is like me and can't bear to make anything but the big game you're making right now, the next best thing is to split your big game into smaller alpha releases, each featuring a limited slice of the game.
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Light Reach Games
Light Reach Games@LightReachGames·
This is sound advice that I have pivoted to. Making small games. I just finished my very first game which took me all of 2 weeks to complete. I’m currently waiting on steams approval of the store page and game build. I then have to wait until June 8th in order to launch as it’s a new title. Honestly amazing advice!
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