The indiepocalypse isn't upon us (but it's getting closer)

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Timestamps:
00:00 Hide yo indie games
00:43 What do devs say?
01:49 No increase in funded games
05:34 Do you need publishers?
07:12 Finding publishers
07:40 Kickstarter trap
09:20 In summary
12:08 Crazygames

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That’s why I wanna do everything solo. The idea of someone giving me money before my game is finished is so abstract to me.

CloudlessStudio
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0:05 bold of you to assume that indie game devs can find a wife, start a family, and finish their games.

GohanScholar
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I'd surely like a video about self-publishing, like what/who to reach for localisation, legal protections, printing services for a convention booth, the process with other console companies. If you could have guests to talk about that, or share your con booth experience, it would be really nice to watch and learn.

ProjectBarcodeError
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I need to make friends with an artist is what I’m hearing 😂

Mark-wqwd
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It definitely reminds me of music, years ago, where there are just SO many people doing stuff that’s just more of the same and really identikit “genre” I’d argue we actually have more than enough already.

You gotta stand out by actually doing something that, well, stands out.

And if you don’t, much like music, you’ll vanish into the pile…

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I think the problem with indie game over-supply is that 99% of indie developers want to make a game in a saturated genre. Everyone wants to make a platformer or a roguelike or whatever. When you bring a product to an already well-served market where supply is far in excess of demand, your only way to succeed is either to undercut the competition (hard when such games are already dirt cheap or free due to the supply-demand relation) or make the best product - i.e., be better than EVERYONE else (lol). If you're an independent developer, or especially a solo developer, you're probably not going to make the best product, especially in a genre that's more about content/production value than mechanics (which is the case for these saturated genres).

Go for an under-served genre where supply is not meeting demand. Where your indie production value is going to be good enough because people want more than the market is giving already. Where there's excess money kicking around waiting to be spent. Look for genres where there's like one or two developers tops making games, especially if their quality's been declining without their business suffering (that is an indicator that they're not facing competition and that demand for their product is in excess of their supply). Or genres where people are mostly playing games from ten plus years ago (this is an indicator that nobody's making good products in the genre and there's an opportunity to jump in without any competition beyond "those games from 10 years ago"). Often these are not the easiest genres to make (or more people would be involved) but they are the best for actually getting a product sold if you can make it.

ZahrDalsk
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I agree that wearing too many hats isn't ideal at all. I'm wearing them all, and I must say that my marketing and social presence hat feels like nails on my head, haha. But on the other hand, I love being fully independent and doing this as a hobby without any expectations of returns.

TheUnsupported
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My gamescom experience this year and last is there are genres with high demand but where few devs are making those games.

All the other things about a playable, track record and validating apply. But you'll be 1 out of 5 devs at the whole event that the publisher is interested in, rather than 1 in 20 just that day.

JamesACoote
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So... it does sound like the indiepocalypse is upon us.

lenargilmanov
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The hand-graph was perfect 💯😂 Great video once again guys, keep up the good work 💪🏼😁

thenoobdev
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I've come to terms with the fact the only money I *might* get is from Crowdfunding, that even that is highly competitive and variable. Effectively, we need to self-fund at least until the demo, if not the whole game.

occupationalhazard
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Keep up the great content guys! It’s time to keep your head down and get WORKING

middleway
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Very insightful video!! Love this channel and the content you bring! Looking forward to seeing more :)

Jess_stpierre
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Glad I get to look forward to your videos every Friday!

Wish I would see more of y’all’s updates!

Lavxa
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I think one of the most interesting aspect now that publishers wants a sure thing with evidence, is if they will lower their take? One of the reasons publisher could take such a large cut before was because they also took a bigger risk while paying for the pre-production. I hope indie developers with "sure hits" wont give away 50% while also financing the risky pre-production stage.

Larsson
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I’ve seen a line graph, bar graph even a pie graph... but I’ve never seen a hand graph 2:16

SuPeRNinJaRed
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Good Luck To Everyone Trying To Make Money With Indie Games.
You Gonna Need A Second Income.

FrancesVoxel
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Self-publishing at this height will have an 80% of not breaking even after investing time and money into making a game. This skyrockets up to 99% if you do not have a solid audience to sell your game. And if you are working with a couple of people, you better be good at dealing with unexpected events where one of your crewmates are down for the count. Better off getting hired into a studio or publisher and go from there.

theoceanman
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On the other hand it's also getting easier and easier to self-publish.

DEATHTRUTH
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Plus, if unicycle pizza sells a million copies, surely you wouldn't NEED a publisher to make or market wheelchair pizza time?

grzesfu