Results After Releasing my First Game on Steam

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It's been a month since I released Punch A Bunch on Steam. In this video I sum up how the release went, reception, how many copies I sold and what the future holds.

The game I'm developing is called Punch A Bunch, it's a physics-based boxing game with a lot of focus on the player practicing developing enough skill to defeat all opponents in the three championships included in the game.

If you want to support me, please consider picking up a copy of Punch A Bunch on Steam :)

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This instant feedback and update loop within the first month is incredible post-release support. Take a bow, honestly. The alert for unblockable attacks makes the game _so_ much better and isn't something you would think of without a ton of different skill levels testing your game in the wild.

chrismanning
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The number one contributor to performance in UE4/UE5 is actually real time shadows. You should consider turning them off for anything that isn't directly on the arena. And offer a shadow quality option in the video settings.
EDIT: The instruction videos can be fixed by changing your video codec to VP9 or AV1

westomopresto
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this would have so much potential with multiplayer just fighting friends would be hilarious and really fun

srxci
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I can always appreciate a developer who fixes his game. For issues.Many AAA studios don't do that of some reason.. Awesome video and good luck with your game.😁

realOmegasMovie
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I worked as a tester for a while and one thing to bear in mind is "Developer Difficulty". During development you play the game so much and have such a deep understanding of how everything works, it can make it really hard to judge how difficult your game really is.
After a few hundred hours of playing the same section of a game over and over, I could breeze through it with my eyes closed. The experience is totally different for a first time player going in cold... and bear in mind the average player is probably never going to spend as much time playing the game as you did during development.

watermelonhelmet
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I really like how the puppet boss is harder and more random. It's a bit creepy but when it appears you can hit it immediately and defend yourself. This is so cool because it forces you to be braver to win against a more creepy boss.

hendroidLaura
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I’m glad to see that your game is doing good. I started watching videos when you first started creating this game and it has been cool to see the progression of it.

Atomic
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I wish all devs did this kind of videos, showing the most common issues and what they did to fix them properly

jarnicm
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I think a multiplayer mode would add a lot to the game, since this is a really cool concept for a party game, I can imagine game modes where you and your friend need to fight with special effects likes blurry vision, no health bar, no adrenaline. It would be cool as hell.

aladim
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Something you should consider is having some sort of logger that reports any errors in the game that way players can upload a file to you for you to debug

Armetron
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You should be proud of yourself! So creative, I love the character design. Well done!

___Fat___Shadow
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Thanks for being a guiding light during tough times. My two years of learning paid off with a game coming to Steam!

BlackPanzerYZ-pqnd
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I know I'm a complete stranger, but I'm so proud of the progress you've made. It's been amazing watching this series

orosalese
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Definitely don't let the casual audience lead you astray from your vision too much. Sometimes people will just expect to be great at every game straight out of the gate. This feels like a game that would do well having a bit of a learning curve to it. If you listen to every negative piece of feedback and adjust accordingly, you will be appealing to the lowest common denominator. Not everyone will be great at this game, and that's the way it should be imo. Though with that said, it shouldn't be overly hard either of course.

Later_Nerd
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Sound engineer here. Mixing and mastering are sometimes confused but they are both important. Mixing is when you change the volume levels and add effects like reverb to bring out the most of each instrument, making sure you can hear each one clearly relative to each other. Mastering is when you change the overall bass / mids / treble and add compression / limiter effects to the ENTIRE song rather than individual instruments, with the goal of making the song as loud and clear on any sound system as possible, whether it's through phone speakers, nice headphones, or massive auditorium speakers. Many people listen to music in the car, so always listen to your songs through car speakers before release.

Zadamanim
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Congratulations! It’s awesome when you work so hard on something and it provides you this type of success!

GiantsOnTheHorizon
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Great devlog, it's nice that you keep updating and fixing the game after launch! Also hyped to hear you're gonna move to Godot, as it's my engine of choice :D

dardasaba
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Ponty : “I know it could be very hard, but I really hope 10k copies can be sold in one year.”

The community : “Did he say one month ? I think he said one month.”

quantis
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Absolutely killing it my friend. So cool to see this grow into what it is from like two years ago. Your videos are one of the biggest reasons I decided to dive into game development myself. Changed my major and haven't looked back. Doing my first jam this week :) Thanks a bunch for putting yourself out there. I hope you meet all your goals and make some incredible games on Godot

camronchlarson
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I'm late to the party but I just watched through your whole YouTube channel in a week! It was amazing seeing the progress you made over the last couple years. You have inspired me (and I'm sure a bunch of other people) in a big way, congrats on getting your game out there!

squarebee