wash
1.7K posts

wash
@wash_isin
i like games. i do marketing and stuff too. visit my website below for cool bubbles :)
Katılım Ekim 2018
88 Takip Edilen88 Takipçiler

@dyrkabes well your gonna be biased of course, and the audience on itch is not perfectly reflective of the Steam audience. but if reviews are good and wishlists are regularly accumulating, i’d say all is well
there’s always a way to do things “better”. just do things well, and your way
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@wash_isin Hopefully, it is good :D as the creator of the game I might be biased or maybe the audience hit on itch is just stronger. But let's see, it is what I have now
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A thought come to me today
I always ponder over what I am still missing: better capsule, trailer, streamers outreach, gameplay
At the same time, I always miss what's already there what hasn't been imaginable before: an optimized game, very nice reviews on itch, some wishlist inflow, active social media.. and a Steam page! 4 months ago having a Steam page felt like pure madness
Sometimes one has to look back
(And perhaps I am looking back because it is my birthday today :D )
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just read the comments on this tweet. genuinely shocked me
twitter is not a real place
Reece “Kiwi Talkz” Reilly@kiwitalkz
During the development of Max Payne 3 the crunch got to a point where it was so intense that producer John Ricchio watched an animator for 40 minutes trying to animate a simple cutscene of a bartender putting a cork into a bottle and he couldn't do it and kept falling asleep at his desk. In the end John told him to go home to sleep. The messed up part is these types of crunch stories aren't even rare, I've heard countless stories like this happening at other AAA studios.
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@UnityCodeMonkey you know exactly why this is a dumb stat but post it anyway lol. this does not accurately predict reality for talented indie devs
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Looking at Steam stats can be terrifying. Nearly 20,000 new games in 2025, most make < $1,000, median revenue is a measly $318. But don't panic, those numbers include EVERYONE: hobbyists, student projects, asset flips, even AI slop.
If you're a skilled dev making marketable games with professional intent then you're NOT competing with thousands of first-game uploads. The slice of genuinely professional, high-quality games is far smaller, and the # of successful indie devs is actually GROWING (see the rise in 100+ review games).
Focus on execution and learning the market. Don't be scared by the big headline number, there's always space for quality new games!

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@ruhroh29 @ScottierMVP i’m the complete opposite of chucky FC. not a fan of his game at all
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@fookin_james humans love when numbers go up, but not so much when that number is your youth ticking away, i feel
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@WonderedOff too many indie devs put off the boring marketing stuff until the last minute!! don’t do that!
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@cxrlos_m @Raptors i’ll never understand why organizations don’t listen to fans about jersey rebrands
if there’s one aspect of a team with no ulterior motive (fully for the fans, not business), it’s the aesthetics of the team. fans would buy MORE jerseys after a rebrand. frustrating. they’re ugly
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@QuodSoler @a_apanasik Both is possible, but you can’t just blindly follow a project your passionate about if that project is destined to fail statistically (if you’re operating commercially)
You can choose to make a profitable game you also care about. That doesn’t have to be sacrificed
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@wash_isin @a_apanasik This is one of the issues with Game Dev.
Do you create what you love or do you focus on profits.
Both are valid, and both have their pros and cons.
Of course, if you depend on game dev for rent, then there is no choice.
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@yolwoocle_ pretty much. gamers aren’t going to buy games they don’t wanna play haha. and there are different sizes of interest pools for each genre
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@chelseaignotis yea i learned yesterday that these posts are accidental bot engagement farms 😭 i’d recommend we both look on discord instead. or reach out to artists we like directly
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