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
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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
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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)
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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
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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
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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)
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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!
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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
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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
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Replying to @WinterwolvesG @pcmacgames
It certainly doesn’t hurt, but it doesn’t have nearly the horsepower of streamers and word of mouth. I’m making my game in Ren’Py and worried it wouldn’t be as conducive to streaming. But I think the topics, branches, and meme-worthy dialog will save me there.
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yep, see my tweet number 16 I just made :P
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