>tfw realized the indie market only rewards specific types of games
>if you're trying to make a game that doesn't fit into these niches you don't even have to bother
>carving out a niche of your own is 10x harder and takes 10x more work than any other medium because of the time investment from both sides
There goes my dream
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Your dream is to make money? If you are truly passionate, you will make the game you want to and not do it out of the hopes of making money off of people.
Grow up. Money is all that matters in the end.
>t. thinks he can take it with him
>lol le bad scrooge man
Grow up. Money is for living. If you don't have money, may as well have a nice day. And if I can't take it, I'll have something to leave the family when I go, unlike you.
Sure but then you shouldn't even be in the gaming business.
I'm pretty well off actually and just want something to creative to fill my time with, but I enjoy the audience interaction part of content creation and even though my dream project would work best in game form, I realized just focusing on the separate art parts of it would net me exponentially more skill gains, audience interaction, creative fulfillment etc in the same amount of time because there'd be no lengthy technical gameplay experimentation and testing to it.
Just as a comparison, it took Toby 5 years to make 5 hours of Deltarune, during that time he worked in isolation and his audience waited around twiddling their thumbs until he was finished, if he did it in e.g. interactive webcomic form he could've finished the whole thing by now and the entire 5 years would've been filled with constant content for the audience and feedback for him.
When you get older you realize 5 years is a big chunk of your life to devote to something no one might care about when you actually get done with it.
>during that time he worked in isolation and his audience waited around twiddling their thumbs until he was finished
I just want to point out that no one had any idea he was working on Deltrarune until it was teased the day before it was released.
I mean that's pretty much my point, that's the standard approach to content creation in general, but in indie gaming it's something he can only afford to do (creatively not financially) because he's an established name and isn't taking a huge risk.
Indie games discourage any type of long-term development cycle that can't be shared as you go along making it, whereas other mediums let you release bits every week or even day.
>Just as a comparison, it took Toby 5 years to make 5 hours of Deltarune
It took Pixel 5 years to make Cave Story and he did it in his spare time for fun and released it as freeware.
It took Nigoro (3 man team) 5 years to make La-Mulana and they did it in their spare time for fun and released it as freeware.
If this is a passion project for you and money issues are taken care of from other avenues of life then all that matters is making a good game that's fun. If it's good enough then people here will talk about it and you can go from there. You shouldn't be making a game for the glory of making a popular game.
You just want to be famous like the guys on twitter/twitch/youtube, not make a game. Grow up and stop idolizing online celebrities.
Just make whatever the frick you like moron.
The "real" indie gaming scene (VIPRPG, other grassroots shit) and the "pro indie" scene are so wildly different that you cannot compare them. One has soul while the other merely pretends to try to have soul.
Just make a few pandering games to fund the game you really want. You think any of those companies make all their money off their triple A games or do you accept the truth that shitty mobile games funded those games?
You weren't going to make that game anyway, why are you complaining?
If you really think it’s as simple as staking your claim in some untapped vein then you really should give up on your dreams.
I doubt you have the creative capacity to be successful regardless
>vague, incoherent navel gazing
>moron not really talking about anything
Many such cases
>carving out a niche of your own is 10x harder and takes 10x more work than any other medium because of the time investment from both sides
We both know that isn't a reason to give up, anon. It'll be easier if you're truly passionate about what you're making.
Your game probably won't be the next household name if it's not horror or a quirky earthbound-inspired RPG, but there are tons of modest success story indie games with their own healthy followings and non-cancerous fanbases that probably made their creators more in a few years than most do in a lifetime.
Learn how to market your game you stupid frick. No, going on Twitter and saying your game is out isn't proper marketing. There's a metric frickton of info on how to start marketing your shit out there that plenty of devs and nodevs (like yourself) completely ignore and I'm glad your shortsightedness is ruining any prospects you may have had.
Very few indie games are successful. Of those even less are done by people without great experience earned from large game studios and knowledge about the whole process of making and selling a game. You can't get those skills from YouTube or articles. If you indi dev for fun you'll have a good time. If you indie dev for money and glory you will fail.
tm hobbyist that earned 1.80$ from a mobile phone game
>earned 1.80$ from a mobile phone game
Based!
>oh noo I wont make all the fricking money ever and reach undertale fame? why even bother?
>some money and some fame? what am I? I loser?
>Might as well give up and not do anything!
There is really no "middling success" in games when you account for the effort it took, A Short Hike took a team of 4 and 8 months to make for an hour long literal walking simulator and no one's heard of it outside indie circles. If you're working alone, and only experience in some of the skills necessary for game dev and want to make something more complex, it's going to take you far longer, and you can't really expect to even match Short Hike's recognition even if you release it for free unless what you're making is pandering to a preexisting fandom.
If you post regular updates and get across a cool interesting aesthetic or whatever and interact well with others you can very easily build a following, there is an audience for almost anything, you just need to get them to notice you.
I follow random devs on twitter who are making games because they appeal to me, they might not have absolutely massive followings, but they're making the games because it's what they want to do and they have the means to do so.
Videogame creation just happens to be a hobby you can potentially get fame and money from, but it's just like any other hobby really, if you do it for you any amount of success is a blessing and if hey, if you strike up enough enthusiasm with your fans they'll basically do the advertising for you, especially if a big toober plays it, just look at cruelty squad, that thing was obscure as frick for a while but when it finally came out people were going nuts for it.
It didn't even reach undertale success but it was still a success.
My point was simply that you can utterly paralyze yourself if you focus too much on the perfect scenario, you just gotta go for it if it's something you like doing.
You just described the specific types of games indie market rewards OP described
that's so broad though? like "literally any indie game"?
I've seen everything from fps to rpg to platformer to puzzle game gain traction this way
Sharing your game before release is a concession, and not something you would want to do unless you absolutely have to, which is why e.g. Toby didn't do it for Deltarune. Any genre which relies on the player seeing it as a complete idea on release is effectively a huge risk in indie games.
All you need is some meme gimmick that appeals to ecelebs, then you'll get all the marketing you want
Making a good game would probably help too