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Nicolas Zullo
Nicolas Zullo@NicolasZu·
@CodeRed_dev I haven’t even released it and rarely have I learned that much. So many mistakes
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Luminary | Refractive
Luminary | Refractive@RefractiveENT·
@CodeRed_dev But some of those flops lead to bankruptcy. Kinda hard to make a second game when you had to sell your computer for food haha
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Dbug
Dbug@DefenceForceOrg·
@CodeRed_dev Which is kind of strange, because failure as a rule is how we learn to do things. Possibly the problem is that people try to make their dream game as their first game instead of learning the craft over time.
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John Indie Developer
John Indie Developer@johnindiedev·
@CodeRed_dev Calling it a learning experience is cute and all but it barely helps with how disappointing it feels. And also I could have learned the same things AND had at least a mild success.
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King of Crokinole
King of Crokinole@KCrokinole·
@CodeRed_dev Well a learning experience is when I started out as a carpenter and I made a mistake costing the whole crew to lose a midday ... if someone fails at a game they see years of dedication evaporate ... whole different ball game
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Rev0verDrive
Rev0verDrive@Rev0verDrive·
@CodeRed_dev If your target is making money, then you design around a specific demographic. You have to dive into that market. Let it guide design.
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Dyrkabes
Dyrkabes@dyrkabes·
@CodeRed_dev The faster you fail the sooner you can do another game and fail again!
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Timegazer Studio
Timegazer Studio@TimegazerS45231·
@CodeRed_dev I'm not ye olde dev, but I started working on overhaul mod teams in a time before monetizing anything online was much of a thing. A monetary flop is the expected result. The reality that one can sell a game can't overcome the instinct developed from early net.
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Room 713 | GoragarX
Room 713 | GoragarX@GoragarXGameDev·
@CodeRed_dev I think it's simpler than that. Game dev is exhausting, especially solo dev. Most Indies realize after their first project they don't want to carry that mental burden ever again.
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Marmo
Marmo@Zeredek·
@CodeRed_dev It's soul crushing if it's a game you've poured your heart into. A big reason to start with small games instead of your passion project dream game is that you're not too attached if it fails.
Marmo tweet media
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CopywithCollin
CopywithCollin@CollinHarsin·
@CodeRed_dev And when devs often spend multiple years on their first project. The thought of doing that again to the possibly same reaction is draining
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PlayTestPotential
PlayTestPotential@PlayTPotential·
@CodeRed_dev Start small, build up. I know that I shouldn't have polished my prototype, but I was learning how to do each step so that I can work towards creating the type of games that I want to create. I think releasing something and getting feedback quick is the way to go.
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sparacacca
sparacacca@sbilindembu·
@CodeRed_dev All the devs that cry because their game do poorly on steam should just be real about it and admit they made ass that shouldn't be paid content on steam Not all slop is equal, be humble and release it for free on itch if its ass, someone will enjoy it without thinking so much
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HackDotSlash 🧑‍💻WishListBloodSpiller
@CodeRed_dev I don’t expect my game to do game busters, but I already have a lot of things I’d do different for the next one for sure. It feels like something impossible to nail perfect the first time. Like most art.
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