Show HN: I got laid off from Meta and created a minor hit on Steam
(my game is Ballionaire: https://store.steampowered.com/news/app/2667120/view/5264614...)
(my game is Ballionaire: https://store.steampowered.com/news/app/2667120/view/5264614...)
1) If you didn't need a salary or marketing help, would you still have signed a publishing deal? My sense is most of the publisher value lies in getting paid before the game launches, and with marketing around launch, but curious if those are wrong assumptions?
2) Early Access vs. Straight Launch - any insights about why you chose to do a full launch vs. an early access beforehand? Was it something you and the publisher discussed in detail?
3) Outside of Steam's ecosystem, how much marketing, promotion, social media, YouTube, Discord, etc. stuff did you (or the publisher) do? Do you think that pre-launch work had a sizable impact on the launch and post-launch success? Or would you say it's mostly the Steam algo making the game more visible to the right buyers as the positive reviews rolled in?
Truly kind of you to share so openly here. Already sent some of your other replies to our game team
Don't publishers pay you a cut AFTER sales start coming in?
1) It obviously varies w/ each dev's situation, but I think your sense of the value prop is a fair default one w/o context. In my case, there were four reasons: 1) having a partner to help with (to me) "the unknown unknowns" (i'm only a dev and a novice designer, literally anything else would be my first time doing it, so i figured having an experienced partner there would be wise) 2) the advance was nice just from a "bird in the hand" mindset 3) they helped me connect with a really good artist (critical to the project's success imho) 4) having a big name behind you can't hurt, and bigger publishers do have more relationships with the ecosystem (streamers, platforms, etc) to help your game succeed.
2) EA is appropriate for certain kinds of games. But I knew exactly what Ballionaire was going to be, and felt it could be achieved in a year. I knew that this mechanical space was going to be rapidly saturated, once all the games inspired by LBAL (including Balatro!) started appearing. So I was determined to get the game out before that happened, which set a certain scope and pace, obviating EA.
3) The trailers were a really good promotional tool, very effective. But most of the paid promotion was sponsored streams, not traditional "marketing" (ads). I think the game has a natural tendency for organic spread, due to its fun/simple premise, watchability/streamability, low price point, and so on. It's just an easy game to see, and say "ooh, I wanna try!" because it's instantly understood how to play, and IMHO is very inviting aesthetically.
My takeaway: Make sure your hook is glowingly radioactively good. Don't overbalance. Leave in some jank. Scope down and finish quickly. And avoid tropes. Stand out. (Of course this only works for a certain kind of game!)
Sounds like outstanding advice. I hope we can follow in your footsteps! (and thanks for the kind and comprehensive answer)
For games with a limited run time is it possible to balance this against Steam's 2 hour return policy? Feel like we're now trapped in a position where you can make short little proof of concepts on itch but when it comes to trying to make something professional you have to bloat it in a way to minimise people abusing that.
To some of us adult gamers with actual lives and commitments, having something that can be completed in 1-4 sittings is a huge boon, like okay this is a thing I can do without abandoning my family for the next two weeks.
Because I've wondered about that too. Like, right now there's a pretty big dichotomy between "purchase and play a game myself" and "watch someone else play it on youtube/twitch". But it would be interesting if there was a market for a kind of interactive guided tour, like for $10 let me play the best 4-6 hours of AC:Odyssey, and that's delivered as a mod that just trims all the fat, levels me up quickly enough to hustle through the main story beats and see the good boss encounters and action set pieces.
(Ubisoft themselves sort of do this with their paid XP boosters, but that doesn't actually cut content, it just lets you skip a few hours of grinding over what is otherwise still a 40hr+ experience for most people)
That said, I'd imagine a fair chunk of the impact of major set pieces and end bosses is that you've spent many hours to get to that point. An abridged version would have to leave bough in to allow emotional investment in the story. This is still possible.
Gamers Digest? (For those of you who remember Reader's Digest).
So I'm not willing to pay a premium for such a thing. I don't see why the game with the bad part missing should be worth more than with the bad part present. Rather, the inverse! I'll more likely skip the game entirely and find a different one that doesn't have such mandatory grinding.
As I say maybe that's an outlying opinion since making money from this kind of thing apparently works. It it helps, I'm in the adult with family demographic and my time (rather than game purchase levels of money) is what is at a premium.
So rather than pay US$70 today for a buggy, grindy new release experience, I pay $20 in two years for the base game + $10 for the "player's digest" mod.
I expect even then it would be a tough sell, particularly having to be on PC— a lot of the market for this kind of thing would more casual console/mobile/streaming players.
The abridgement thing sounds like a smart approach, but ultimately I've gotten more enjoyment from shorter games that don't pack the fat in to begin with.
A big part of the issue is that a lot of people do not consider it abuse. The value of games is so heavily burned into a lot of people's minds as being a dollars to hours ratio and Steam having this blanket policy could be perceived to be endorsing that perspective.
Reading this, I'm wondering if there is something like a publisher for other types of Software than games? Looks a decent deal. No?
During the project, what was the biggest instinct you had that was ultimately validated by its success, but still surprised you? What was a lesson you learned that you didn't expect? How was working with a publisher? What did they do right and what did they do wrong?
Lesson learned that I didn't expect - hmm. Ah, one good one: I spent a LOT of time worrying about stuff being "OP" or degenerately good. Well, turns out, people like OP stuff, or degenerately good stuff, at least in single player score attack games. My biggest lesson learned on the project: people experience your game individually. If they find something broken, in their head, they are the one to have found something broken, and it feels good. You don't have to design for the entire community at once. Don't over-balance your game. Embrace the jank.
Love this! I wish you would be been involved with the release team for Helldivers II.
I’m not a stoner and am not really into stoner culture but I’ve watched that figure dance for like 10 mins once, entranced by it. I dunno what exactly it is, but it’s just an absolute home run.
I’m not joking, I’d pay for an app that’s literally just that guy dancing to some music.
Asset packages are in the category of "things that give you game assets without you having to make them", because they give you game assets without you having to make them. The assets in the package are, by definition, stock assets.
Yes, discovering the city-per-tile problem in Civ would ruin the game for you (I never did). That clearly is the bad kind of overpowered. But sending that single chariot to the edge of the known universe before it gets constrained by phalanxes? Awesome.
"Single-player" here is key - minutely perfect balancing is often a necessity in multiplayer games, and I suspect sometimes that mentality is carried over to single-player experiences without stopping to question it.
(this basically killed puzzle / mystery box games, which survive only in a weird corner for not-very-online people playing on mobile)
One of the greatest joys in score-attack games like Ballionaire is discovering certain combos that feel brokenly good.
During one of my early playthroughs, I got some combo that would spawn a crazy number of balls on every drop. The game would seriously lag for about half a second while the playing field absolutely exploded with balls. It was incredibly entertaining!
Some developers see this happen and will nerf things into the ground to prevent them, but that's an absolute fun-destroying choice. In a PVP game, yeah, absolutely you should prevent broken builds like that. But a single-player score attack? Nah. Leave that in.
But I agree. OP, 200k is a hugely respectable number for a game or any piece of software for that matter. I’d be happy if 200 people used any of mine, never mind the k :p Congrats! :)
https://intoindiegames.com/features/how-much-money-do-steam-...
TBH I forgot the 1% was so high, even for an indie. But network effects are crazy, so getting to 700k will eventually be a thing.
Next that 7M number is for self-published games. Aka, games where the dev is listed as the publisher. OP has Raw Fury as his publisher. Next Raw Fury posted their contract publically a while ago: it is a pretty harsh contract. 50/50 split, but there is a profit ratio baked into the recoup which is super odd. If OP had held off, did his own marketing for a bit, then negotiated with publishers once he had traction, he might have gotten a better deal.
The challenge for Indie devs with publishers is how the good publishers ask a pretty high take. Meanwhile the good deals come from new publishers with poor or no track record. Personally we signed with Hooded Horse which publically offers better deals and is highly effective. The trade off being Hooded Horse is famously quite selective.
Thus honestly: self publishing is the default-best choice. We did that for our last game and effectively replaced a publisher by just spending a bunch on marketing.
>Next that 7M number is for self-published games. Aka, games where the dev is listed as the publisher.
That's fair, I can conflate "indie" in the colloquial sense with "indie" in the traditional one. I suppose 1% would be a sttretch if competing with any game with a publisher (indie label or AAA).
>it is a pretty harsh contract. 50/50 split, but there is a profit ratio baked into the recoup which is super odd. If OP had held off, did his own marketing for a bit, then negotiated with publishers once he had traction, he might have gotten a better deal.
Yeah, I figured the article was referring to gross revenue after steam's cut. Itd be nearly impossible to truly guess at all the other cuts taken out from publishers, tools, and labor. Money made =/= money in your pocket.
>Thus honestly: self publishing is the default-best choice. We did that for our last game and effectively replaced a publisher by just spending a bunch on marketing.
It's still a tough choice, and really comes down to the person. There's a lot of technical and artistic people out there that can make a high quality game but can't sell water in a desert. If money is your primary goal, it may still be worth giving up 50,70+% just so people know your game exists to begin with. From there, the momentum should either encourage to self-publish next time or lets you seek a better deal. MArketing also tends to be one of those areas where many people feel they can do it themselves and then completely corner themselves in the end (as a certain YC startup recently learned).
I think the true best choice is self-publish, but partner up with someone who knows how to sell (assuming you're getting great feedback on your game. Can't polish a turd). A singular media marketer shouldn't ask anything close to what a "good" publisher will offer.
"datePublished":"2020-08-06T07:12:56+00:00"
If an article has no visible date, I often just check the source of the document, because most of these blogs use a generic CMS that puts the date in the code anyways.I have it on my wishlist already.
I don’t mean to be critical, but I’ve always faced pushback working on startups/side projects, and I’m wondering how that was for you?
How many planned features did you have to cut? ;)
Seeing someone come from the corporate world to gamedev and seemingly carry over all the right lessons and keep the discipline is pretty awesome, kudos.
1. already had gamedev experience on top of tech experience
2. kept his technical scope very low for his assumed skill level (2d game, Godot engine for fast iterations, full-time focus and scheduling)
3. Was relatively stress-free in terms of his personal situation
I can understand a pretty smooth development period.
I think OP’s story is inspiring, and I’m happy to hear he had support, but I could also see a wife being upset her previously highly paid husband is working on a video game, and presumably a low salary from a publisher (if any).
When I was working on my previous startup we had a couple customers and a small investment, but I got intense pushback from a female friend who would often come and live with me. She couldn’t stand the fact I was passing on a high salary to work on something I cared about, and we weren’t even dating. The 1.5 years+ she referred to me as unemployed lol
Again though I don’t mean to be critical of OP or his dream, I was just curious about the social dynamic he encountered.
A facebook compensation package for 10 years + the pandemic rally. any trade and speculation with a 6 figure account would be multiple seven figures
its important to put these things into perspective
although there are a lot of risk averse people in big tech, irrationally afraid of not having corporate salary coming in, there are far fewer partners that base their identity on their partner being employed when the partner is wealthy already
Having a publisher helps a lot. But 4000 copies for many indies would be a rousing success (albeit, not a financial success). It is simply that competitive.
>I could also see a wife being upset her previously highly paid husband is working on a video game, and presumably a low salary from a publisher (if any).
Very true for 99.99% of indie devs. But I figure that OP's savings and RSU's (almost a deacade's worth) would easily put them in a situation everyone else can only dream of.
>When I was working on my previous startup...
I know startups are risky, but I really don't get this attitude. It might just be lack of knowledge, but once you can get a startup off its feet, the VC money from seeds easily makes up for that downtime. And unless you're the founder or are a near-founder being paid with future equity, startups can still pay very respectably. It's the time committment that you need to worry about.
The depends a lot on the startup. Many startups don't take VC money.
Of those that do, in my experience as first non-founder employee, the founders were paid very little compared with employees, on the hope of future success with their equity instead, even after the startup got decent pre-seed and seed investment. Both rounds of investment were enough to pay some key employees well, but not to pay everyone well for long enough. So the founders felt they has to continue with low pay for themselves.
Recently, I didn't want to bother with that and just went straight to building product. In this case, I built product, got a couple customers, and saw zero growth. From there, no VC would touch us, because we had no growth, and in some cases they just made fun of us.
Like myself, OP was the founder/cofounder, and it's not uncommon for family to be very unsupportive of risky career moves. Unsuccessful startups lead to divorce all the time, it's very sad and a part of startups nobody talks about
You mean from your SO?
I think most sane people don't have issues with their SOs' side projects, but they have issues with that their SOs 1) not spending enough time with family and 2) being the main income source of the family but not making enough money.
I saw in another comment you were able to make yourself work with complete focus (8 hour+ days 7 days a week). I have two questions --
In hindsight, if you had only worked 5 hour days for twice as many months do you think the project still could have succeeded? Or do you feel that there's some momentum or other factor at play here?
Nextly, are there any discords or other networking resources that you found crucial to the process? I saw you mentioned a publisher. Personally I'm more motivated when I have people depending on me (or eager to see what I'm making for example).
I'm currently feeling burned out. I have an app idea and a prototype that I believe could turn into a viable project to support myself. However, I don't have the courage to quit my job—I’m afraid of the anxiety that comes with paying rent and insurance without a steady paycheck. I do have some savings to sustain me for a while, but I'm unsure if taking a break to recharge, learn new things, and build something I'm passionate about (which could potentially become profitable) is a good idea? I'm also worried about how a long gap on my resume might be perceived when I look for a job in the future.
I'm also interested in making video games, but I often get discouraged by the sheer amount of artwork required—something I struggle to handle and afford. How did you manage the artwork side of your project?
I can relate to the first thing you mentioned, and I never really took action. Layoff was thrust upon me, with the privilege of a severance, and I had been working for decades, so I figured "why not try now?" I'm not sure if I ever would have been brave enough to proactively try, but that's just me. Video games in particular are brutal, economically, and not something I would ever recommend someone take a risk on in hopes of a payday.
Regarding art: don't get distracted by art. The original prototype of Ballionaire was made using Twemoji -- you can see a video of it here: https://www.youtube.com/watch?v=CwIwcGewZME Later I switched from Twemoji to images sourced from https://www.flaticon.com/ When I signed a publisher, I was lucky enough for them to hook me up with an in-house artist. I knew the style I wanted (the style you see in the game) and luckily the artist Hanja absolutely nailed it.
I would recommend avoiding art as long as possible if it's not your strength. You will go much further on making something feel really fun then making art that's one click above terrible. If you get traction, the art can come later. For future prototypes I am working on straight up text mode (or near to it, in like stock Godot UI) right now.
imho even if you can't make art, it's good to have inspirations for a coherent vision that hopefully you'll be able to articulate to someone!
When I returned to tech I had a pretty impressive portfolio of projects. Turns out unsurprisingly that not coding all day for work makes me want to code more for fun.
I genuinely love coding and often do it in my spare time. My burnout isn’t caused by coding itself but rather by poor management and working on assignments that feel meaningless.
Before teaching I did a cleaning job which was satisfying. Headphones in and end my day with the satisfaction of a clean office for the workers tomorrow. City gardening jobs were also lovely. Being out in the sun does wonders for mood. Impossible to get stressed doing the job.
But yeah, it's always scary that bad management can ruin a good thing.
Congrats on making a game to completion, and doubly so for making something that gets fairly popular. Making a real game has been on my bucket list for about as long as I've known how to program, and I haven't completely given up on it, but I would need to make friends with someone who knows how to do art and music.
Steam is just the storefront. A game publisher's role varies a lot - sometimes they're just financing the project, usually they handle stuff like PR and marketing, and sometimes they help quite a bit more with the development of the game (sounds like the case in this case based on his other answers) as in programming/art/sfx/whatever else.
1 - Before Steam take it's cut there are taxes and refunds, 15-20% depend on geography of sales.
2 - Publisher need to recouperate spendings agreed in contract, but yeah then it's likely between 40 and 60%.
For 2., I linked the page where you can find the document where the publisher claims to take 50%, if I didn’t miss something while skimming it.
Refunds on Steam can happen after a while so it's important to keep them in mind. If you sold 100 copies of your game 5-10% will be refunded.
> I linked the page where you can find the document where the publisher claims to take 50%.
I havent worked with Raw Fury and wouldn't be able to talk about it then anyway, but:
1 - If a publisher funded your game they will recuperate expenses by taking 70-100% of net profit. After that it can be 50%
2 - Some publishers also include localization, QA, LQA and even marketing budget into recoup amount.
Starting around 6:35
I think in general the uptick of sales volume more than offsets the discount during a Steam sale. There's a reason Steam sales have a cooldown, they generate marketing emails to your wishlists. So sales are always good, from what I can tell.
Thanks for the congrats, and all I can say is: don't give up, I'm an old-ass man and made it happen. Don't get stuck on art or music either, IMHO. Total distraction. You can make a game fun without that stuff. At least, fun enough to be sure the investment into the next stage is wise.
> 200K Ballionaires!
> Where do you all keep coming from?!
A good portion of those came from the publisher's efforts.
> Really fun game at first, and it has a lot of potential. Unfortunately you are very strongly incentivized to NOT UNLOCK ANYTHING (i.e. the meta-progression).... because after you unlock many additional items and get to the higher difficulties, the vast majority of runs become impossible since there are way, way too many items in the pool and way, way too few rerolls (and no ban feature for some reason), so you end up with random unrelated crap almost every run and auto-lose because of it, as strong synergies are mandatory to win on the higher difficulties. It feels really bad having to fish RNG over and over again just to get a run that's actually winnable. They could easily fix this with many solutions, like: stronger reroll tag affinities, more choices per round, item bans, 10x the amount of rerolls, builds/profiles with more limited pools, map-specific limited pools, etc. etc. If they fix this massive roadblock then this game has the potential to be a amazingly fun.
Unfortunately, I don't think the game communicates this goal well, AND prevailing design trends (rogueliTe, which this game is NOT) I think have trained players to expect that games should get artificially EASIER over time by increasing the player's power level.
It's a point of the design I'm willing to concede, so it's something I do hope to address. But not increasing the power level as in a roguelite, just by preserving the density of drafts and taming dilution a bit.
They don't. But they do sometimes prohibit talking/writing about their work, the nature of it or anything remotely connected to it.
My current employer explicitly prohibits us from blogging about technical topics, creating learning material or even teaching anyone on technical subjects(e.g. on weekends at nearby school) outside the job for free/money.
In the case where your company does have a policy that that prohibits you from discussing the nature of your work, it’s likely completely unenforceable beyond them firing firing you.
The prohibition from teaching or blogging is definitely unenforceable.
https://www.whitecase.com/insight-tool/white-case-global-non...
Of course, that was the FTC in 2024. Who knows what the administration will change this year?
Sure, I can't talk much about company games I worked on outside of "I worked on this", even after release. But they sure as heck can't prevent me from making a tutorial on C++ in my free time.
no, thats not what I said.
Large companies that pay generous severance generally want a non disparagement agreement in return. This means that yes you can say you worked there, you might even be able to say what department you worked in.
What you can't say is that you worked on x,y or z, your opinion on the company direction or anything else that might be related to the company or is actions.
If you even speak of this NDA/non disparagement agreement to anyone other than the listed highly limited number of people, you'll have to pay back all the severance, plus legal costs.
So OP might want to tell you about their time, but they don't want to because it'll cost them a house worth of cash.
A certain amount of talk about previous projects is routine in interviews. As long as it doesn't get too detailed or makes the previous employer look bad in public nobody will complain.
(Seriously, I think a lot of devs distract themselves with this stuff. Just make your damn game.)
Well you clearly don't care for society's survival, so Let's put it selfishly: I want more good games. I'm not going to make the next katamari or Baba is you or Papers Please or Orba Dinn. I accepted I do not have that kind of auteur mindset when I approach art.
But I do have technical skills and a lot of tech discourages a lot of would be artists. If I can make those parts easier, less buggy, and more performant while bringing in more people to make games, that's a win-win.
And claiming to have technical skill while also claiming that technology is stopping you from creating is a contradiction. An artist would have the technical skill to make something, by definition of the concept of an artist. If within your epistemology you're separating technical skill from an artist's creativity, then you have a perception of art and engineering that is tainted by something unrefined and harmful like liberal democratic society's lowest common denominator preference. In other words, there should not be a difference between an artist and a technical engineer.
Furthermore, it's strange that, with all the current software out there, you said you are at an impasse when it comes to game creation or game development. Everything already is easy, not error prone, and performance acceptable. What are you waiting for, exactly? An artificial intelligence aid that will do all the work for you?
And, lastly, an increase of the development population does not necessarily mean a good thing. Because, why should a bunch of people always be a good thing? Why not cull away those that are unfit for some task too? Unless realizing the philosophy of globalist liberal democracy is what you're aiming for? In which case I can see why you're repulsed at the idea of reality encroaching in on your fantastic ideals. Ethno-genetic Malthusian filters and reality should now be recognized as being synonymous with each other, or two faces of the same coin.
Not particularly. You're free to interpret and navigate as you see fit.
>And claiming to have technical skill while also claiming that technology is stopping you from creating is a contradiction
You misread my comment. I'm not held back by tech, I'm held back by artistic creativity. It's a lot easier to make tech more accessible to the creative than to figure out how to expand my creativity to comjour novel ideas. I'm helping the other with my knowledge.
>Everything already is easy, not error prone, and performance acceptable.
You have not seen modern games if that's your perspective. AAA games are buggier than ever (whom I'm not interested in assisting), and there are still some surprisingly unoptimal games. We're far from post-scarcity performance.
>Because, why should a bunch of people always be a good thing?
If you stagnate, you lose developers. If you lose developers, the odds of good games decrease. I like good games.
I'm not even convinced I'm making "more developers" so much as trying to slow down the decrease of developers. The youth of today are shifting from old media production to being self-made content creators. Playing video games is much more enjoyable than making them, after all. I've long given up on the western AAA development, so I still want to inspire future indies to potentially make more Hollow Knights or subnauticas or even Balartro.
>In which case I can see why you're repulsed at the idea of reality encroaching in on your fantastic ideals
Once again, you clearly misinterpreted something. I'm still working on games and planning on making my own mid-scale game. But making my own games is not my end goal, and I highly doubt I'm going to make anything close to profitable.
But making games is not the only way to succeed as a game developer. Just ask Valve, Epic Games, or the Blender Foundation.
What is more ambitious would be something like incubating or founding a small province of dedicated developers who aim to fulfill your wish. Exclusivity, selection, and culling ineffectiveness would definitely be essential here, rather than being tolerant to policies which would want to try to cram a bunch of diverse individuals into a melting pot of a future failed empire of creative ideas and technology that only serves as an ironic example of what not to do in building your own development industry and securing your own game production economics. Caring one bit about the ontological time of today and its youth, a mere phenomenological axiom which leads to concerns about some content creator crisis, is the tendency you need to abandon, if you want to start your theoretical project and see its successful completion.
Not with bills to pay, and family to care for. It's not something I can do on the snap od a whim. I plan to take art classes to understand the fundamentals, but I'm not sure I can just "gain artistic creativity" the way I can "just learn 3d modeling and color theory". At this stage in life it's probably easier to help out other inspired creators with objective hoops.
>Making tools for nobody or nobody in particular is aimless unproductivity.
Sure, that's why evangelism has to be a part of this type of marketing. Help those who remain so far and have them inspire. If you get to advertise your tools on the way, it's 2 birds.
And yes, I worked at Unity at one point. I've seen firsthand the consequences of not dog fooding your own tools to make sure the pipeline fits with what an actual dev would do in production. I will still make games with such tools just to make sure I'm not disconnected from the audience. Something more than just a fancy tech demo with horribly mangled code that no one can learn from. A sub-goal is to encourage best practices and make sure my documentation is well covered (I'd say "better than Unreal/Unity", but that's a very low bar).
>What is more ambitious would be something like incubating or founding a small province of dedicated developers who aim to fulfill your wish.
I won't lie, I've thought about it. You're essentially saying to either found up a small studio or to make soke form of masterclass. To mold future students or employees to that vision. I'm not going to actively pursue such a dream, but steps in that direction does help with that mentality.
I need at least a decade more experience and a lot more capital before I could really pull thst off, though. So yes, that will still be a decade of me proving I can launch useful tools and well-made (not necessary profitable) games to gain that trust. I gotta do one to accomplish the other.
>Caring one bit about the ontological time of today and its youth, a mere phenomenological axiom which leads to concerns about some content creator crisis, is the tendency you need to abandon, if you want to start your theoretical project and see its successful completion.
Perhaps. I'm not claiming I can change an entire generation's mindset on what to pursue in life. I simply want to show the path for those may have been interested but are put off by entire avoidable factors of the industry. I was simply rejecting a notion thst somehow the industry of devs is becoming bloated.
Someone called doom and quake boomer-shooters and that's funny to me.
I think he has very good taste in games, and is learning to code very quickly, so I'm acting in a supporting technical role.
-- What are the crucial skills, technical or otherwise, that I should learn to be effective in this space?
-- We're currently using the Godot environment, which feels a bit limiting to me (easy to start but: IDE is just ok, config feels GUI dependent/doesn't facilitate committing atomic deployment or other project changes...) Is there a different stack, or other complimentary tools I could learn that might be a better fit for a more professional dev workflow?
Thank you for the inspiration. :)
Add steam cards to the game asap. You should start doing this right after reading this comment really.
Also you should lobby steam for a daily deal sometime next month. If they say yes you should set that daily deal for the day the summer sale ends if you can.
Also you should push raw fury to do a publisher sale, those can really generate a lot of money.
I've been managing games on Steam for a long time and doing stuff like what I said will have a very large impact on your long tail revenue. I'm the game director of Kingmakers.
Also you should really have some kind of DLC asap, even if it is small or like an art book even. You are just leaving money on the table because there are gamers with lots of money on steam who just buy all the dlc when they buy games.
Just kidding, or maybe not.
Some claim that there are games that are hidden gems that haven't received the recognition they deserve.
Other claim they have never seen a generally good game that didn't have generally good success.
What is your view?
I think some games are good within their niche, but their niche sucks. Something like a hardcore roguelike with ASCII graphics. Within the hardcore roguelike niche, the ASCII game might be "good" and have some interesting new mechanics, good execution, etc; but within the entire gaming industry, classic roguelikes with ASCII graphics are outdated, they "suck". Some will say the ASCII roguelike is underappreciated, but only because they over-appreciate the niche.
I'd like to believe that a generally good game guarantees at least some success.
> I'd like to believe that a generally good game guarantees at least some success.
Many "good" games werent "good" in very beginning during early access or first release. If game dont get any traction at all there simply no resources for developer to keep refining it.
I've heard it said that a fun game is the baseline, though. The game should be doing the heavy lifting, not the marketing. Marketing a bad game doesn't automatically lead to success, for sure.
Many breakaway hits are simply lucky by hitting the zeitgeist. Among Us is an example - without the covid hangover and some bored streamers randomly deciding to play it one day, you can imagine it not being the massive success that it is.
I do however have a hard time nostalging over old games I used to love - mainly for screen resolution issues. Once you get the new space/bling its hard to go back. I do like some of the remasters though, but some have been done so poorly or so identically they're almost meaningless.
Its a bit of a quandry. I played the Command and Conquer remaster for a bit, and it looked nice/resized nice and played well until you realised it had the same @#%ing pathfinding bugs - which is authentic to the original, but to me an opportunity to improve so missed it made me lose interest in continuing playing the remaster.
I can't even comprehend how young people would view old games, there'd be a few hipster types into the equivalent of cassettes, but for the most part old games are the equivalent of phones that can only be used if they're attached to the wall of the house, though they are a few exceptions to this that seem universal such as Tetris.
I think there are some great games out there that aren't successful, and a lot of games that are more succesful than they deserve to be. A lot of longer lasting franchises from Diablo, to Call of Duty and recently Civilization are averaging down, not up.
As a 50+ year old, the OG posters pachinko type game has no attraction and seems way to ADHD for me to deal with, let alone associating it with rogue/rouge-likes.
I also tried to like Dwarf Fortress, but there's too much complexity too early (same is true for a lot of games coming out now). I miss the era of well designed tutorial levels that introduce and build on previous levels before you get to 'open, anything goes' levels of complexity. Even minecraft has (had?) this built-in by design originally.
The original rouge/rogue-like games all worked well because of the difficulty curve ramping up so nicely as you progress to deeper dungeon levels, although reading the source or alt.nethack was kind of spoilerish.
The world is different now. Because we're so connected, we follow online 'recipes' on how to play the game so we don't get 'left behind' rather than immerse our individual selves via experimentation.
Also what makes a game great is going to vary from individual to individual. Some love puzzle games, some hate them. Some like twitchy FPS games, some like strategical slow-play FPS games etc. etc.
Remasters/Remakes are often a "damned if you do, damned if you don't" situation for the developers.
If they make the game function exactly like the old one, just with an updated skin, people complain that it's all they did.
If they fix bugs and update mechanics for a modern audience, people complain that it isn't the same game at all, just a similar story being told through a different game.
I never understood StarCraft 2. I thought "you know you can zoom out further in other games, and other games have better controls--you StarCraft players do know this, right?"
I now understand that StarCraft 2 is a game about interacting with an interface, and it's good at it, the interface feels good. It was never about the largest battles or the widest camera angle.
I've done many games myself, including PS4 exclusive, and I haven't been able to afford anything else than 2 mins noodles for my effort. So I applaud you on "making it."
I should really talk to publishers. I don't really know how, how did you approach them? How did that initial aspect go?
This is a huge achievement and work -- although I do not know the space.
What is the stack used? Did you end up substantially switching things in the stack during your journey?
It would be great if you follow up later with experiences like the maintenance journey post-launch. Also, what do you feel the publisher provided besides the artist and guidance?
Raw Fury I think also did a great job w/ marketing and promotion, e.g. connecting the game to streamers, and the trailer knocked it out of the park IMHO :)
- How/why did you decide to talk to a publisher? When in the process did you feel like you had a good enough prototype to do that?
- What have been the pros/cons of working with a publisher? When, in your opinion, should someone do that vs. self-publishing?
- What was your confidence level throughout various stages of the project? Was there a point before releasing the game where you maybe got a glimpse of the success you were going to have? (I guess probably Steam wishlists?)
- What's next?
Congrats again on the hit!
Publishers actually came to me. In a weird coincidence, I happened to show the game in a Discord where localthunk, the Balatro dev, was hanging out, and he shared it with a few big streamers. The prototype was streamed to thousands of people like ~5 weeks into its development, and the publishers started showing up immediately. Not normal. Very lucky.
I started very confident, and stayed relatively confident, for myself, but there were some weird days where you'd get a paranoid feeling: "Wait, all you do is drop a ball in this game. Why do people like it? Are they just blowing smoke up my ass? Am I having a manic break, thinking the gmae is good? It really can't possibly be good enough, right? Making successful indie games is something other people do, not me." Needless to say the demo getting reception in October 2024 Steam Nextfest (before being released in December) was hugely validating and was like the "pinch" I needed to prove it wasn't a dream.
Next is healing and recovery ... and supporting Ballionaire. Working on a creative project intensely for a year at the exclusion of almost everything else in your life, esp. at my age -- doesn't leave you in a great state when it's over. It was self-imposed crunch mode. It's not easy to be bounce back creatively or energetically.
Thanks :)
- What choices did you make to give yourself more time to work on this project?
- At what point did you begin getting feedback of some sort?
- Were there clearly things you wished to include in the game but had to cut out in the interest of time? How did you decide what would be "good enough"?
I got feedback from my wife within a few days, the first time she saw the game. Even she, a non-gamer, could tell that there was something compelling about the idea. And if you look at an above response, you'll see that I explained that the prototype, about a month into dev, go streamed to thousands of people. The feedback was VERY early and very positive. I wouldn't have been brave enough to keep at it otherwise, knowing myself.
I wish meta progression was better, what shipped was a compromise with respect to time. "Good enough" was just purely just vibes and an editorial eye. No articulable criteria. Just a lot of vibes and trusting my intuition (a skill I gained verrrrrrry late in life)
How did you find your graphics artist? Sound?
In hindsight (or for your next game), what would you do differently?
What factors led you to seeking out a publisher, was it mostly getting art for the game or did the publisher bring more to the table that made you decide it was worth it?
What advice would you have given yourself just starting out knowing what you do now?
What did you get stuck on the most when making the game? I know a lot of people who have great ideas for games but a lot of the ideas don't translate well into being able to realistically do them in the game because of complexity. Did you ever have ideas that you thought would be really cool to do but it ended up being too hard / time consuming to do?
How close was the functionality of the game when you released it to what you had envisioned at the start? Did you go through any major design changes while developing it?
If you don't have time, totally understand and congrats on all your success.
I think you've already answered a lot about your development journey, so I want to ask about the post-release experience.
- How were the weeks immediately after release? Hectically shipping out patches 3 times a day?
- Now that we're months out after release, what are you doing now? Are you still spending a lot of time on this game (ports, updates), or are you thinking of another game or returning to office work?
Frankly I bought it on release but couldn't get into it because the meta progression (unlocking triggers that dilute the trigger pool for little perceivable gain) didn't feel as good as Luck be a Landlord or Balatro. I hope later updates address that.
There's a LOT of games launching on Steam all the time, some solid games go largely unnoticed. How did you get word out about your game? Did you build an audience during development? How much assistance did the publisher provide? Additionally, did you have contacts that introduced you to publishers? If not, what got their attention? Fanbase, demo, you personally?
building myself html games myself[1] with my own game engine. Getting players is really hard. I was betting on SEO, but results will take a long time. do you think getting a publisher worth it? I was reluctant putting the game on steam too since I think the target players wont be there
Happy to hear recommendations!
This looks basically like a slot machine
Ballionaire sounds like an absolute blast—roguelike pachinko? That’s a combo I didn’t know I needed! Must have been a crazy year grinding to get it out, but totally worth it. Any unexpected lessons or ‘oh crap’ moments along the way? Wishing you even bigger wins ahead!
1) did you have any formal game development experience in the past? say in school? 2) since you made it into FAANG, did you LC before or time during FAANG to find another FAANG job? 3) does anyone in your personal circle does game development? 4) so instead of first developing the game, you already were in talking with publishers? what kind of background did you have for publisher to 'ok' you which i'm guessing supported you financially?
How did you go about validating the game is fun? Did you end up having an intuitive sense for it, or did you need external feedback to refine the mechanics?
My steam deck might as well be a billionaire/balatro machine.
Ballionaire was fun by day 3, the first time a ball dropped and hit a trigger that caused an effect. It was luck a bolt of lightning to me. I am a VERY pessimistic person. So the fact that it felt compelling that early, and like, anyone who saw it could understand it and felt the fun, was a huge sign to me. Unfortunately, not every game has a premise that allows for that. I don't think you could hope for the same kind of feeling while making a 4X for example.
But if you're making a game that ultimately should feel fun from moment to moment, like these kind of quick-play games are, well, I think you can get there quickly and with little work, if the idea is solid. And if you can't get it to feel fun, I would be wondering if the idea is solid, versus it needing more time/polish etc.
Going from Zero to Working 3d Game is very quick in Unity as long as you do everything the Unity way.
Going from Zero to Working 3d Game if you need to create functionality from scratch in Unity is a heartbreaker.
I am actually planning to take one of my old projects and rebuild it from scratch in Godot, for exactly this reason.
It's actually a bit more constrained than people realize ... Well, for desktop, you can literally use anything. But for mobile it's a bit harder because of specific platform quirks, i.e. on iOS you can't make a language that relies on a JIT compiler, so for a Java/libGDX game the best option is https://github.com/MobiVM/robovm which compiles the JVM bytecode to LLVM IR and then to native machine code.
And then for consoles (switch/xbox/ps5) it's way worse because you're relying on commercial stuff, and the only support you get is from the engine makers themselves (Nintendo/Microsoft/Sony) so there's a lot less open source options. Basically you're stuck with C++ at that point (which Unity actually compiles your C# to under the hood for non-desktop platforms).
Not what you asked, but I found out this stuff a while back and find it interesting, hopefully it's interesting to you too :)
I'm at Meta still and working on my own take on the roguelike game inspired by Balatro/Luck be a landlord and Ballionaire too. Any advice for myself and others on how to balance work/life/game?
If you're interested, I bet people would love to have you back for a tech talk. I think we should at least link this to your badge post haha.
How much time did you spend on tweaking the tutorial?
Do you use analytics to balance your game? (So Meta right?)
The biggest challenge I've had in my various personal projects is the art, for sure. I may have programming skills but I certainly have no art or animation skills. How did you get over this hurdle? I've made so many cool prototypes for games that I end up having to shelve due to hitting a progress wall when it comes to art or 3d modeling.
1 - Majority of publishers do have public submission forms and they do look though what you send. There is a few existing lists that you can use [1].
2 - Industry is generally very friendly so often you can also reach out to publisher game scouts on Linkedin and even ask for what kind of projects they looking for.
3 - And obviously there are industry events where again it's totally okay to pitch to people, get their contacts, etc. If you're good at followups you'll easily be able to reach right people.
4 - Also fellow gamedevs will happily made an introduction if you have worthy project.
There of course some requirement what you need at very least is:
* Prototype for 5-15 minutes of gameplay. Prototype must be playable and fun, not just tech demo. There is no way to make any deal without one.
* Short and very juicy gif or video representing core loop that sells.
* Pitch deck. The farther your build is from final game the better pitch you must have. There are some examples of game pitches you can find on internet, but if you curious reach me I'll share ours.
Whatever you will actually sign with publisher will depend heavily on how close is your game to release. If it's something nearly complete you'll have more chances than with prototype.
Actually getting funded though can be very tough and for small game it's hard to find budget over $300,000. Yes you read this right - whole games are being made by teams with only publisher budget of one FAANG SWE annual salary.
[1] https://docs.google.com/spreadsheets/d/15AN1I1mB67AJkpMuUUfM5ZUALkQmrvrznnPYO5QbqD0/edit?usp=sharingI had the biggest smile watching all those smooth vibrant animations roll around like a dopamine factory.
Looks like the hard work paid off for you! Maybe if I can retire early I'll finally realize a similar dream.
Although i should caution poeple, most indie games fail. They fail hard. #1 tip: your game must be good looking to sell copies.
Nah, vampire survivors and balatro look like crap by modern standards, yet are breakout hits.
I dont know what I was expecting clicking on this article but it wasn’t that.
Magnificent game, I watched Northernlion play this after he beat Balatro.
I was curious in your platform choice of windows only. Was this due to the framework/programming language you're using? Or was this more of a time savings of trying to support more than one system at a time? Or maybe both?
I'm a one-man dev operation, so it's strictly a matter of opportunity costs of my time. Linux and Mac are miniscule gaming markets, like 1% of Windows, but could potentially generate a significantly proportionately greater burden of support. So I have to be careful there.
I'm also curious about the changes required between linux and windows, is it quite a bit? Or is that just abstracted mostly by the framework?
EDIT: Ah, a re-install fixed it!
> The feedback from Linux gamers is great – they seem really happy that we’re supporting the platform and they are a huge help in finding bugs. Often, bugs that are initially reported as Linux specific turn out to be issues in all version of the game, it just sometimes happens that it’s easier to reproduce on some platforms. So, yeah – we’ll definitely keep on supporting Linux in the future.
[1] https://www.marcosbox.com/2015/02/13/interview-with-croteam-...
[1] https://docs.google.com/forms/d/e/1FAIpQLSeXRE1nF64PUilO6fA7... [2] https://store.steampowered.com/hwsurvey/Steam-Hardware-Softw...
Can you expand in the part of talking to publishers. How did you approach it, how much previous context did you have, how did you evaluate what was good vs not. I know what mobile game publishers ask for but not desktop/steam ones.
Any advice? (Not that I'm making games but just curious what form it actually takes)
1 - You need to decide whatever you looking for a funding and how much you need. No matter where you're located majority of indie publishers operate with budgets under $300,000. AFAIK there is under 30-50 companies that can even provide funding over $1,000,000.
2 - Even big publishers dont like to take risks. So if you're self-funded or have investor your chances to sign publishing agreement are much higher since then publisher risks almost nothing.
3 - You go and check what games each publisher release on Steam and check how much marketing there are for their titles. "Good" publishers usually only release 1 game a month or less since marketing is both time consuming and costly. So obviously it's much harder to get selected.
4 - There are "spray and pray" publishers that can even give you some money easier than others, but they sometimes release 3-10 titles a month and just look what sticks. They mostly dont do marketing before release whatsoever so it's not exactly an optimal choice unless you working on a games that can be built cheap and under 6 month.
5 - When you start any negotiations normal net revenue split after budget recouperation is around 50/50 (with 40 / 60 both ways also possible). So you can filter out those who try to pray on inexperienced people.
6 - Also unless you getting serious funding (not $300,000) publishers usually only get exclusive distribution license on your specific title for 3-5 years, but they dont get your IP. If some small publisher ask for full IP transfer it's not a good deal.
And yeah to reach out you only need at playable and fun prototype for 5-15 minutes of gameplay, but if your game is closer to release it's will drastically increase your chances for a deal. Everyone loves to publish games with no funding needed and no one loves to fund development with risk it will never be completed.Getting published by likes of Raw Fury is a huge success though, very small percent or projects get such a chance.
PS: If you wish feel free to reach me, will happily share my experience.
I think local prices/discounts can get you another 200k+ purchases worldwide. In Brazil current prices shows as ~R$42, which is quite a lot for a game for a big chunk of brazilians. Thor from PirateSoftware has some good tips on this.
Never having been in the video game industry, nor knowing anyone that has, I've never really understood what the role of a publisher is now that games are distributed digitally.
What were the benefits for you of having a publisher, could you have gone without one and maybe finally how does one go about finding a publisher?
Curious if you would be up for recording a podcast about the project? I love to pick people's brains about stuff like this. I recorded one with Ange the Great about his creation of Engine Simulator, for example.
Congrats on shipping a huge hit
What method did you use to reach out to streamers for sponsorship? Was it through email or through some other platform?
Is there any plans for expansions? I find the different maps to be less interesting. I want some kind of harder progression, higher levels of difficulties and of course more of everything that exists.
I found myself out of stuff to do at ~20 hours (which is awesome and beats a lot of games I've tried to buy.).
Heard it's about 30-40% which is really demoralizing
Then it's depend on location of company, corporate tax, etc.
So 25-30% of net profit for game development studio.
Do you think your next game will be managed completely on your own and reap all of the profits (—steam cut)? Do you still see value of using current or another publisher?
My advice: Have a super solid hook, that's marketing. Everything else is promotion and is far less effective.
Thanks for sharing this, I was first struck by the fact being laid off from Meta, I mean 10yrs of service and then laid off. I'm glad you did well and recovered after that.
I'm curious to know about the technology behind, did you use a framework?
So my guess is Godot.
And a more realistic-adult question lol: how did you handle not having insurance from your workplace after severance?
Normally I either scope way too big, or scope small and lose motivation because the idea is too itty bitty to maintain motivation. I have no idea how to hit the sweet spot more frequently. Some people are just really good at this, but not me.
For insurance: private insurance via ACA/Obamacare. I had savings.
Do you know why Facebook let you and/or your team go?
i haven't had (enough?) opportunities to say this but - being laid off from a company that i thought was probably the best place to work at was actually likely the best thing to happen to my career. while things were real cushy at this job, my career was not going anywhere, and there was no way i would have taken the opportunities that have presented themselves after i was ejected.
so, while being laid off is never a good feeling, i hope that other folks affected by the tough market can find the silver lining and motivation that i did
* Refunds and VAT 16% overall
* Steam cut 30% below $10,000,000 sales
* Publisher cut from net profit after recouperation is around 50%
So developer get around $5.88, but obviously for some countries it's can be better because there is no VAT or lower VAT, but price there would be like $5-15.
PS: And yeah from $5.88 you still owe some corporate tax.
Another reason is that games on Steam can and are often refunded after quite long time has passed. E.g people buy lots of games on holidays or sales and then refund them when they decide not to play it. Sometimes refunds can happen even after a year if e.g player can't get your game to run on their device, etc.
But yeah it make sense not to include it in math for single sale that was not refunded.
As for refunds AFAIK if you have bunch of refunds later they will just be substracted from future sales. But games I worked on didnt have refund spikes so no clue how Valve handle situations with mass refunds.
Did the project start as a hobby or did you intend it to be a source of income eventually?
Again, well done!
Sorry, but you said ask anything lol.
1) It's permadeath 2) It's random 3) It's systemic
The term is used quite broadly these days. Only the "Berlin interpretation" is quite strict about the sense of it you might be thinking of.
(I'm asking both out of curiosity and out of utility, since I'm a fan of the Berlin interpretation roguelikes (and have been since before the modern overly-broad interpretation came into use), so I used to be able to count on "roguelike" meaning it was one style of game, and I miss those days. I'd like to be able to know how to specifically find those games again.)
Also, congrats on the success of the game! I'm looking forward to trying it out sometime. It's on my wishlist, despite my quibbles with calling it a roguelike. :)
As far as finding traditional roguelikes, a few big-name commercial ones are Caves of Qud, Cogmind, Jupiter Hell, and Rift Wizard. The r/roguelikes subreddit and discord can point you at a bunch of other ones both paid and free.
Congratulations!
Cool, can you say what titles? Just curious. (congrats! they clearly laid off the wrong person :)
Congrats!
When working on this how long did it take before the game felt fun to you?
Thanks for sharing!
People have had luck playing it via Whiskey/WINE, but I would hate for you to spend money and find out it's not a great solution, so I can't encourage it.
When I think about game development, these are the skills and types of work that come to mind:
- software development
- game design
- graphical art
- musical composition
- writing
- marketing and promotion
and I'm sure there's more that I'm missing. I'd be very curious to know how you navigated through all of that...like did you start on one end, like with a game engine, and then fill in the rest, or was it more of a holistic iterative process? I hope that's not too broad of a question, but frankly I'd appreciate any insights you can share.
I can do repetitive stuff like that for hours on end. A roguelike takes that and makes it a game with some slight variation to keep it interesting (kind of how a drum beat is the same thing, and then you change it to add some variation).
the only genre that made gaming fun for me after my childhood attachment faded.
Which engine have you used?
Also, congratulations!
The artist is Hanja Grgičević.
Thanks!
I'm going to be that guy... Native Linux build when? I assume your game stack supports exporting native Linux builds. :)