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WinterwolvesG's profile
WinterWolves Games
WinterWolves Games
WinterWolves Games
@WinterwolvesG

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WinterWolves Games

@WinterwolvesG

Visual novels, dating sims, RPG! LGBTQ friendly :) Exclusive pin-ups and more in our Patreon: http://patreon.com/winterwolves  NSFW account: @GamesNSFW

Italy
winterwolves.com
Joined January 2009

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    1. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

      it's too hot to work now, so I'm going to try a fun thing: every retweet of this tweet I'll post a #indiedev #gamedev secret based on my 15 years of experience. Well at least until I run out of things to say, of course 😇

      1 reply 65 retweets 69 likes
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    2. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

      1) game genre matters A LOT. Certain game genres sell more. This is a fact. There are many factors, production quality, theme, etc. But for example in general, a RPG will always sell more than an arcade/shooter game

      1 reply 0 retweets 14 likes
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    3. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

      2) there are trends in gaming, and it's a fast-moving world. If you try to copy an idea seen in an already finished and successful game, keep an eye on budget and development time. Even 6-8 months of extra delay could be too late and the scenario completely changed

      1 reply 0 retweets 12 likes
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    4. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

      3) it has been said many times but I'll repeat once again: your first game should be SIMPLE, SHORT. A game you're confident to finish in a specific amount of time. There are many thing you don't know yet about selling a product and it's better to learn them with a smaller game

      1 reply 2 retweets 17 likes
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    5. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

      4) solo dev vs team: both are valid strategies, of course with different challenges. As solo dev your bigger strenght is self-motivation and constance. As team dev you need to learn to manage everyone (and not just assign them tasks to do, but also motivate them)

      1 reply 0 retweets 12 likes
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    6. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

      5) as solo dev I find it very useful to split down the game production into smaller steps. Instead of "make a tower defense game from scratch" stuff like "today I'll implement pathfinding" and "tomorrow towers and shooting" and so on

      1 reply 0 retweets 11 likes
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    7. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

      6) game engines: haha this would require 50 tweets! But in general, the best game engine is the one that lets you make the game you want to make in the less painful way possible. Every situation is different, for VNs ren'py is a good choice, for arcade/platforms not, etc

      1 reply 0 retweets 14 likes
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    8. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

      7) marketing: this is also a very wide topic, and depends on situation. Spending money on ads is generally pointless unless you're an already established indie. As newbie, spend that ad money to make a better game or just another game/promotion tool (freeware, online game, etc)

      1 reply 0 retweets 12 likes
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      WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

      8) being fulltime indie: people must not mistake working from home with working less. The opposite. I've never worked so much in my life, much more than in an office job. The difference is that I love what I do, and I work for myself. Might not be good for everyone though!

      4:11 AM - 29 Jun 2019
      • 1 Retweet
      • 12 Likes
      • Mizunny CaptainD DoujinDev Noeinan ✌🏻🏳️‍⚧️⚲🌈♿ Mr. Obvious HardPenguin Maíra -w- ☾ Jair McBain ☾ Dan #SOGIEEqualityNow
      1 reply 1 retweet 12 likes
        1. New conversation
        2. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          9) luck: like all things in life, luck is important even in indie games. For example I was lucky in my indie career to start at the right time. But luck alone is not enough, and you should never rely on that too much. Make good stuff and luck will come

          1 reply 0 retweets 13 likes
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        3. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          10) press: things changed a lot from when I started. In general nowadays press is basically irrelevant. It's much more important to get social media (youtube in particular) coverage

          2 replies 0 retweets 14 likes
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        4. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          11) conventions/events: sadly I don't have any direct experience of them but from what I heard, they're really good, both for networking (finding publishers/funding) and for direct contact with players

          1 reply 0 retweets 9 likes
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        5. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          12) cross-platform vs single platform: I think in general is always worth developing a game with cross-platform in mind, whenever possible. A game that sells poorly on desktop could do much better on mobile and vice-versa

          1 reply 0 retweets 8 likes
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        6. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          13) outsource: even if you go the "solo indie dev" route, use contractors and outsource. This seems obvious, especially in fields you're not good with (for example art) but even if you're a coder don't be afraid to outsource complex stuff (enemy AI, online features, etc)

          1 reply 0 retweets 7 likes
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        7. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          14) keep track of your dev time: I don't do it very detailed, I know devs who tracks the single HOURS. But even days it's enough. Will be useful to understand how profitable your indie game was, once you finish it

          1 reply 0 retweets 10 likes
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        8. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          15) previous teet: a thing I like to do for each game is make a list of the expenses and revenues (break down by platform) and then divide by the development months to get a sort of "virtual salary". Sometimes games that were quick to develop give better ROI than bigger ones

          1 reply 0 retweets 12 likes
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        9. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          16) based on a reply I got: certainly some genres are much more "streamer friendly". It's unavoidable. Games with less "movement on screen" like visual novels are on disadvantage. But it's still possible to get good youtube coverage, especially if the story / setting is original

          1 reply 0 retweets 12 likes
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        10. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          17) word of mouth: it's something that's very hard to measure, but it has a lot of impact. I never spend much on ads, but I clearly noticed when I did a game that led to a lot of word of mouth. It's the most powerful marketing system IMHO!

          1 reply 0 retweets 11 likes
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        11. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          18) customers feedback: about this, I'd invite you to read a blog post I made a while ago but that's still valid: https://www.winterwolves.net/blog/2018/01/the-vocal-minority-feature-creep-and-keeping-yourself-sane/ … in short: there's good and bad advice, and your job as developer is to distinguish between them

          1 reply 0 retweets 8 likes
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        12. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          19) still based on previous tweet - feature creep! This is also crucial! Finding out which extra features are important and which aren't is your job and can determine the final game success. It's not always easy, and sometimes you need A/B tests

          1 reply 0 retweets 9 likes
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        13. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          20) as I posted recently, don't be afraid to scale down or even cancel a project completely. Things change, situation change and sometimes it might be the best thing for you and your business

          1 reply 0 retweets 11 likes
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        14. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          21) state your own goals. This is important and different from people to people. Make a big hit? be ready to invest a lot of money and time. Make a smaller game but with good ROI? Don't spend too much time/money and stick to the schedule. You can survive in many different ways!

          1 reply 0 retweets 10 likes
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        15. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          22) game with "innovative" gameplay, or "different" from the mass are the most risky but also potentially the most likely to be a hit. Be aware of this, but don't be afraid to try the road less taken

          1 reply 0 retweets 13 likes
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        16. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          23) identify your strengths and make good use of them. Insisting in doing something you're not good at will most likely result in a waste of time. Pick which game to make based on them. Good writer? Story based game. Good level design? platformer or similar. etc etc

          1 reply 0 retweets 13 likes
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        17. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          24) I think the single most important skill to be successful is perseverance. Other skills are useful but without that one, you won't go too far. I know devs making a living with RPGMaker XP games, while many other better coder/artists failing to finish games

          1 reply 1 retweet 12 likes
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        18. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          25) like in life, even during an indie career there will be ups and downs. The most dangerous thing that can happen is to be super successful with your first title and assume that from now on, everything you make will be successful

          1 reply 0 retweets 10 likes
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        19. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          26) don't quit your daily job! Nothing new but worth repeating, especially in the current market. Only 7-8 years ago, depending on your job and where you lived, I'd have said "go for it", but now honestly would be foolish 😱

          1 reply 0 retweets 11 likes
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        20. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          27) I often see indies asking themselves "why game X is more successful than mine" comparing two very similar games. The reasons can be many, but in general a game is the sum of thousands of smaller, sutble aspects and it's hard to copy/reproduce (luckily).

          1 reply 0 retweets 10 likes
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        21. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          28) a game can at the same time be perfect, and not a success, if the target market is too small. You could make the best game possible, but if the target market is very small, the revenues will reflect that

          1 reply 0 retweets 10 likes
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        22. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          29) burnout is a bad thing. You're a human being so remember to take breaks to recharge your batteries from time to time whenever you can. Leave the crazy crunch sessions to the AAA companies!

          1 reply 0 retweets 10 likes
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        23. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          30) pricing your game right is hard. One could say to check the similar games to decide but not always is a good idea. There might be unexperienced devs pricing their games too high or too low for example

          2 replies 0 retweets 9 likes
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        24. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          31) continuing previous point, and I know some players might be annoyed to hear this, but it's better start with a higher price. You can always lower it later. Doing the opposite (starting with low price and raise it) it's possible too but only during beta / development stage

          1 reply 0 retweets 8 likes
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        25. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          32) build trust with your fans/followers. The 1000 true fans theory of @spiderwebsoft . Knowing that once your game is done you have a X amount of people that will very likely buy it, it's a sort of safeguard net

          1 reply 0 retweets 9 likes
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        26. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          33) for example I made clear that I wouldn't be discounting my games too deeply shortly after release (which is a bad idea in general too!). Fans are more likely to buy it full price after it's released this way, knowing the price won't go down after just a few months!

          1 reply 0 retweets 9 likes
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        27. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          34) same thing about bundles. I even wrote in my own site that I won't bundle my games anymore with the only exception of @humble I had several users telling me that they used to get my games on bundles but after that, they started buying them full price!

          1 reply 0 retweets 10 likes
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        28. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          35) critics. They are inevitable, and must be taken with the right mindset. And always remember that the worst thing is not getting a lot of critics, the worst is to remain unnoticed, anonymous

          1 reply 1 retweet 11 likes
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        29. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          36) selling direct. I think it's still possible, I do. It's of course very hard now, much much harder but it's possible. You need to build a mailing list, have a blog, forums, keep social media updated, promote your sales. It's a full time job

          1 reply 0 retweets 7 likes
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        30. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          37) partnerships. The other indies are your competition, but can also be your partners. I've worked with many other indies in the past, either collaborations, sale/bundles together, promoting each other and so on.

          1 reply 0 retweets 6 likes
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        31. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          38) planning ahead is good, but planning ahead too much is bad. An example, planning a DLC even before the game is out, or shortly after is, when you have no clue about the long-term revenues.

          1 reply 0 retweets 7 likes
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        32. Show replies

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