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
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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
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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
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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
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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
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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).
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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
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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!
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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
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Replying to @WinterwolvesG @pcmacgames
What could be a consequence in pricing a game too low? The same of pricing it too high?
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yes, to make same amount of money you need to sell significantly more copies and it's not easy
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