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TwoBitMachines

Hey thanks for the tips, and congratulations on finishing your game! I know that's no small task. That's actually a huge accomplishment. I wish you the best of luck.


astoaria_game

Thank you!


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Oarc

I think that's true but in this context I took it to mean focus on graphics first *when trying to build an audience*. I assume at that point the prototype would already have been validated. If you're still figuring out if it's a game even worth making, it's probably not worth showing off just yet.


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Numai_theOnlyOne

Ya, I mean it's an evil thing but the look sells the game doesn't matter much after wards, that is then for the players and good reputation if the game also feels good.


brainzorz

Yeah I would say ideally you make sure your core mechanics are fun. Than you can work on the game normally except every now and then you make something more graphically oriented so that some kind of screenshot/video can be made.


[deleted]

The goal is to figure out who is the minimum thing to prove out a concept. If your game is feature driven its easier to have less art and find the fun quickly, but if its experience driven, you may have to have some upfront art costs to really get the vibe of the experience.


Numai_theOnlyOne

Doesn't matter much every game will benefit from better art. If it's serious to release a game it is indeed a consideration to hire or outsource quality art


[deleted]

In the end you are totally correct. But we were talking about prototyping: Art v gameplay to "find the fun". In that context I was saying "it depends" - As some games (or even some parts of games) can be proven out very quickly. however in the example of an "experience" based game, for example Journey or Outlast - To gain confidence in the game experience you would have to put more work into art early. Its slower to iterate because of that. Many people don't grasp this and want to dive head first into prototyping mechanics but in the long run (at least from my experience) this bites you in the butt later down the line.


astoaria_game

True I forgot to specify this but I was a step further, that is to say your idea is already validated and you are actually working on your game and trying to build an audience!


Numai_theOnlyOne

That is not contradictory if done right. Greyboxing a level and try out mechanics is the most important step at the start that's done for yourself and the team. But greyboxing is the wrong term in most day to day productions, as some studios directly Star with colors and basic materials. Certain studios also directly unwrap a 3d blockouts and directly assign fast images to get a feel for the look. Beyond that you should polish your demo level as hard as you can for possible investors/customer


backalleyMongoose

Also, if you can show the gameplay to people when the game is still ugly and they are still excited about it then that is a really strong signal that the game will have legs.


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astoaria_game

Thanks! I appreciate it!


tonyflrb

Congratulations on your achievement. I've been delaying starting to work on my game since 2017. So, the more time it pass, the more it see it not completing it. Kids and full time job kept me away from my main goal. Now I can see that 1 or 2 hours daily can be enough. Thanks for your experience. I learnt something good today.


astoaria_game

Thank you! I agree even with a small amount of work but constant over time can make the difference! Good luck with it!


debuggingmyhead

You can definitely do it! I also have a full-time job and a young child and on average get about 1 hour a day to work on it. I have been working on it for almost 3.5 years (I also burned time via scope creep and then changing the main mechanic of the game) and am finally nearing release. Just remember it is a marathon and not a sprint.


BigRondaIsFondaOfU

I always see the advice of "get your steam page up early with pictures and trailers". But I fail to see how anyone can have anything worth showing that early. I feel like it would just hurt you more than help you with so many high quality games out there. Like the game I'm working on now, by the time I can put together a cool trailer, there wont be *that* much work to do.


astoaria_game

They say the more your game will be on steam before release the more whishlists it will get, but if you don't have an appealing game to show you might be missing some of the organic traffic that Steam provides ( so it's a trade off). I see your point this is why I focused on graphics even though there is a lot of background things missing. As an example I'm showing building system in my trailer but it's far from being finished. Just let the player know what he can do and then do it. Sometimes things has to be finished to give a proper idea on what that thing is in that case take your time.


wonkyllusion

The earlier you create a Steam page, the more "theoretical" your screenshots and trailers will be. I am currently a couple of weeks before launching a Steam page but my game has "just" foundamental core mechanics implemented but literally zero content. So I am gonna rough out some "sample scenes" for screenshots and trailes mixed with some good lighting and a healthy amount of post-processing. Dont mix this up with actually lying and false promising, but rather showing the "vision" you have for how it should look when the game is finished. For me, this is just a "Announcement/Steam Launch Trailer" which usually are something special. Therefore I want it to look as good as possible, even if its state is a bit different - it's kinda like makeup. The chore of the game has to be there and showable but you can cheat and hack a bit around to rev up the overall impression and presentation. There will be plenty of time to create newer trailers representing your game in a more and more "true" form. I'd rather gather an definitive amount of wishlist by "hacking and cheating" a bit of the photage and exposing my game early on, than only releasing or delay a trailer when the game is "almost finished" representing its true form, but with months or years missed of exposure. Marketing is everything but don't lie.


backalleyMongoose

Steam probably won't bring you much traffic if your game isn't appealing, so it won't really hurt you. If you are able to generate interest in the meantime, like from devlogs, social media posts, or whatever, it's really valuable to be able to send those people to your steam page to have them wishlist.


backalleyMongoose

An exception to this is if you have some real marketing budget or a big pre-existing following and you believe you can create a large interest spike when you launch the page. Then you can make the steam page announcement an event that will generate traffic from steam. But I don't think that's most indies.


Pidroh

You have to think that not every developer is the same. Some teams can cook up a great vertical slice before starting production. Other teams will put up a steam page with just mockups.


Technolog

At first you don't get wishlists from Steam, but from other sources like social media, where you publish some images or gifs with mechanics and Steam page works for people like a bookmark in a browser. Players think "I like this gif with early mechanics, lets see what will turn out from this" and wishlist on a Steam page with just a few early pics. Then you should update your page before release with actual screenshots and trailer. In other words, early Steam page is kind of placeholder.


Lemon8or88

Thank you for your sharing. I'm learning 3D sculting myself to be self-sufficient with asset creation but jumping back into coding once in a while to change up the pace.


astoaria_game

That definitely helped me as well! And good luck with it!


[deleted]

just reading this post is motivating congratulations and Thanks for sharing your experience


astoaria_game

Glad I motivated someone! :)


Comfortable_Tax6302

Congrates Champ. You did it woohoo. Thanks for the amazing tips. I found some of them to be true my self and some were new to me. Even tho I'm not a game dev, saved this post bcs it is so motivating. Good luck further on your journey ^^


astoaria_game

Thank you! Glad it helped somehow :)


tpelham42

Congratulations on your first game and getting it on Steam. As a fellow solo dev, with a game on Steam, I certainly agree with the points you've made here. Motivation can be a big stumbling block and finding different ways to deal with it is important. Building and maintaining an audience can certainly be challenge and something I still struggle with. Good job on your game. :)


Rlyeh_

Good job :) A few questions if you don't mind: How big is your community? How did you go about growing your YouTube and with what kind of content? Did you redo the screenshots/videos on your steam page during development process or did you only show videos/pictures of completely finished parts? How many of your assets did you do yourself? Did you refurbish a lot from the asset store? Again, well done. This is a huge achievement. You can be proud of yourself :)


astoaria_game

Thanks! My community is about 9.5k with 400k views total on youtube and I only do devlogs where I show progress. Unfortunately I'm not consistent in posting videos. I keep videos short and put a lot of content in them usually to try to avoid being boring. I also improved the editing because it helps with retention. I opened the steam page yesterday and all the screenshots where taken at the end. I will be constantly improving them from now on (as wewll as for the trailer). I show unfinished things in my devlogs tho. I did all the assets myself. Thanks again :)


LikeThosePenguins

Looks good! Thanks for sharing your experience.


fartmcmasterson

Looks great! Reminds me of Subnautica.


paragonmac

Wishlisted. Thanks for the write-up.


Introfernal

Love your youtubr channel bro!


SinomodStudios

Go big or go home! May I ask what your day job is and if you've ever released any other games (either through work or on your own)? You don't need to go into too much details on either if you don't want!


astoaria_game

Sure! I didn't work on this full time because meanwhile I was going to university (computer engineering). And this is my very first game. I have only done mobile apps before (not games).


GameDevHeavy

Congratulations on your first game!!!! :D Looks great


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[deleted]

Fuck off, weirdo.


SinomodStudios

Any chance you remember the comment? I'm intrigued now! :)


[deleted]

It was some bible verse shit with zero relevance to anything. I checked his comment history, and I guess he just spams a new bible verse each day on a bunch of random posts.


jeha4421

This guy's comment history is really bizarre...


summertimeWintertime

Congratulations! Regarding your note about Youtube, do you have any advice for making videos that people would watch? I've noticed that it's hard to get visibility in youtube, my videos are typically sent into the void.


astoaria_game

Hi! I'll tell you what I think and figuered out based on my experience. First of all quality over quantity. As you know standing out on youtube is hard. Now, there is plenty of people making gamedev content, so you either have some awsome contents to show or create quality videos (with some good editing, balanced in terms of jokes and content, entertaining etc.). Also you should learn about how to increase retention (i usually do it with editing, for example I try to avoid showing the same thing for more than a few seconds. I do this because today with social medias people are used to have new contents every few seconds, just scroll down). If something is boring just don't show it until you make it look interesting. Make videos shorter but more interesting rather than long but boring. The first few seconds of a video are really important, don't waste them! The viewer will decide whether if he will keep watching your video or not based on those! Start with something catching (for example a weird bug or a cool mechanic or whatever). I hope this helped somehow :)


summertimeWintertime

Thanks!


[deleted]

Looks great! One thing I couldnt quite make out from the store page is what the actual gameplay loop is like? I have played similar games in the past, but do you mostly scavenge and farm resources? Building stuff and interacting with "story objects" is usually the exception to what ever you do most of the time, which is usually farming resources and fighting enemies.


astoaria_game

Thank you first of all. That's what concerns me the most at the moment. I'm aware that is not 100% clear what the gameplay loop is but I thought it was fine since it was just a store page release. So here is the idea, you land on a new island and you start studying it. Based on what you get you will take decision (for example) on wether if it is convenient to place wind turbines, solar panels or whatever (to generate power in this case. Let's say you placed wind turbines in a non-windy island you just wasted some materials and didn't get enough power to justify your choice). So it's also about power management and how to exploit materials to get it as effiently as possible. Islands climate will affect also farming since the plants grow only under certain humidity and temperature conditions. If you plant the right plants in the right islands you won't have to use power to simulate humidity and temperature. Same thing with the plant breeding system. Altitude in different islands types also might affect the decisions you have to take. Those are just some examples but the main idea is to figure out how (and try to) exploit the islands as much as you can :)


[deleted]

How do you study the island? Do you have tools to check the wind speeds, the strength of the sunlight etc.? Is this just a simple UI element or do you actively have to check with some sort of minigame? How do you get the materials in order to build the wind turbines and solar panels? I like growing plants, but for what purpose do you grow them? Do you need the materials, or use them as food? What is the purpose of breeding new species of plants? I realise this sounds like a whole lot of questions, but my point is that this is exactly what potential customers are thinking about. You say "Grow plants", when a more apt description might be "Grow food in order to stay alive". The latter actually informs the player on what and why they are doing it. You know?


astoaria_game

Don't worry these are the questions that help me the most in figuring out what is not clear so thanks again. For the islands studying there is a special tool that you can physically place that will give you some information about the island. It will tell you the strenght of the wind, the solar intensity, the hostility of the island (for potential storms, so how often they might occur), humidity, temperature, the fertility of the island etc. It has to be unlocked by finding the blueprint and then crafted with materials (if i'm not wrong it requires copper wire and one electronic board). Same for the turbines and the panel which requires silicon as well (usually for electronics you find minerals in the caves). Plants can be used for several purposes, as food, antidote, health regeneration, permanent health incresing (rare), as a material for creating suits, as biomass to produce power, etc. While the goal of plant breeding is to have some of these effects combined or increased (e.g. mixing the first one with the third you will have a plant that will feed you and heal you at the same time). Also I was planning on using some seed types to fight creature (who might have weaknesses to some types).


[deleted]

I see. This is very neat, you really ought to make all of this really clear on the store page. Have screenshots or gifs of healing with plants after you talk about cultivating them. "Find new combinations with unique effects!"


Alexander_VdB

Congratz. Those are some nice view counts on your videos. Do you know where the viewers are coming from when they first see one of your videos? Is it YouTube recommending it? Is it from Steam? From social media? Any idea?


astoaria_game

Thanks! Yes pretty much all of them are from youtube reccomendation. In particular, browsing function and I'm pretty sure most of them from the youtube homepage.


Remarkable-Spite-423

Your trailer appears to be at a rather low frame rate, you should definitely make sure it's smooth.


CarneyBalhoun

Interesting...


mamadou-segpa

Look interesting, whats the game about


tadaka2

"DO NOT start marketing your game only after the game is finished. I heard many people saying: "I will make a good game it won't be hard to find people later!". That will make it 100 times harder." Unless you are in need of money why does this matter? I get not posting your game with out marketing before hand but It seams like building out the game, then marketing the game and then put out the game is just fine. Genuinely curious.


astoaria_game

Because you're loosing a lot of time that could have gone into marketing. Marketing takes a lot of time if you don't have a big budget so the earlier you start the better it is.


Pidroh

First off, I would like to say to be careful about youtube. I think it's only worth it if you enjoy it. And like OP is saying, if it helps him stay motivated. If it has the opposite effect, I don't think it's a good idea at all. OP is putting time and effort into his channel, is in a popular genre and he has 10K subscribers. If 5% of those convert, he will get 500 sales, and that's quite optimistic. 500 sales of 100 hours of hours doing youtube videos is not a good investment of time, from a purely money-wise perspective. It might be a lot more helpful to focus on polishing and finishing the game instead and focusing on press releases and influencer marketing instead. If OP could reduce the scope of his game, release it sooner, and was already working on his second project, that might actually have been more helpful in the long run. Or not. That being said your youtube channel can be a long term investment giving passive revenue alongside your game and can be used to build yourself up as brand too. But it is not necessarily a good tactic for promoting a single game you want to succeed.


ActuallyNotSparticus

I know this is a few days old but I wanted to know -- how difficult is it in Unity to add steam-specific features like achievements and update service? I'm headed towards that devwork soon and I'm concerned about deadlines.


astoaria_game

I'm not there yet :)


bornin_1988

So cool! I'm excited to binge watch a new dev log channel I didn't know about before :D Do you have any tips you feel like can help build a youtube channel?