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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

      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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    2. 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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    3. 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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    4. 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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    5. 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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    6. 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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    7. 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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    8. 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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    9. 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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    10. 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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      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!

      5:39 AM - 29 Jun 2019
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      1 reply 0 retweets 10 likes
        1. New conversation
        2. 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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        3. 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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        4. 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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        5. 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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        6. 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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        7. 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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        8. 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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        9. 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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        10. 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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        11. WinterWolves Games‏ @WinterwolvesG 29 Jun 2019

          39) Play games. As fun as it seems, playing games is very important both to see what's trendy at the moment but also to get inspiration, ideas to implement in your own games. I got many ideas for my RPGs playing other roleplay games

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

          40) take care of your health, and this doesn't only means to take frequent breaks, but als do some physical exercises. You're going to be sitting most of your time, and that's not good for health!

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

          41) repeated customers are good. If you can build a niche, make a certain kind of games (like I do for example) it's likely that if someone finds one of your games, they might be buying more of them. Each game is an advert for the others

          1 reply 0 retweets 10 likes
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        14. WinterWolves Games‏ @WinterwolvesG 30 Jun 2019

          42) repeated customers are good but change sometimes can also be good. If you never go out your comfort zone, you're unlikely to have a hit. Sometimes trying to do a different kind of game can be a good thing

          1 reply 0 retweets 4 likes
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        15. WinterWolves Games‏ @WinterwolvesG 30 Jun 2019

          43) still referring to previous tweet, a good system is: make a "safe" game, one you know it will be profitable (as much as it's possible to predict that nowadays) and then make a "risky game". Something new, something different. Alternate the two

          1 reply 0 retweets 4 likes
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        16. WinterWolves Games‏ @WinterwolvesG 30 Jun 2019

          44) scaling down AAA games. It's a good system, of course I don't mean to copy/clone completely a game, but the kind of setting/core gameplay and so on. For example taking Dark Souls and applying its most prominent features in a 2d game (real-time or turn based)

          1 reply 0 retweets 3 likes
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        17. WinterWolves Games‏ @WinterwolvesG 30 Jun 2019

          45) multiplayer games are super risky. If you're an indie you can add extra multiplayer gameplay to your game but creating a multiplayer ONLY game (which requires other people to play well) it's probably the most risky kind of game ever

          0 replies 0 retweets 4 likes
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        18. End of conversation

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