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I think you should publish it on a personal web page, and on each of those platforms (Apple, Android, Itch). Without actually playing it, and only looking at t
by ygjb 6y ago
I think you should publish it on a personal web page, and on each of those platforms (Apple, Android, Itch).
Without actually playing it, and only looking at the video you provided, it looks like a playable, but basic tower defense game.
I don't think this is a game you can effectively charge for, for a few reasons:
* It doesn't appear to offer anything unique over other basic tower defense games
* It seems very simplistic; your playthrough video didn't appear to show a game start, round start, round end, or game end screen. It looks unfinished
* It appears to be using stock art from the Kenney.nl site
None of these are explicit reasons not to charge - I am an amateur game dev, and use the Kenney art for most of my stuff :)
My games are also largely incomplete, there are things that I should add, but none of them are the game that I am working on, most of them are prototypes to build skills and test mechanics for something else.
It is awesome that you built this, and I think a better approach would be to publish it on each of your website, the Apple store, Google play store, and Itch. Publishing to each of those is relatively easy, and is a good learning experience.
You could also offer players an in-app purchase to upgrade to paid version, and implement features that appeal to them (including something as basic as supporting you as an indie dev).
Publishing those apps, and building a payment feature will be a big step in ensuring you have skills that are marketable as a developer, and help you learn the pitfalls of publishing, it also starts building a portfolio you can point at when applying for jobs if you want to go that route.
Keeping the game free means that folks will be more likely to try and play your game, and if you build in social features then you can solicit feedback from players about what they like and don't like, which will help you learn about game design.
Providing an option to pay creates the potential to make some (even a small amount) of money while doing this.
Either way good job, and look forward to playing it once it's published somewhere!
- atum47 6y agoI have implemented the "world map" yesterday, but I didn't show it this time. Same with the UI, usually take a lot of work to do a UI that works well both in desktop and phones (with different types of screen). That's why this thread exists, I'm kinda feeling the crowd (is there's one). this is not supposed to be a revolutionary game, just a fun casual game with a large amount of levels so people wouldn't get bored. yes, I used the assets from Kenny, I do like his work and follow him on Twitter but the game is graphics agnostic, meaning that I could change the way it looks altering just one variable. if I could somehow create enough interest in the game, I could offer new skins, new enemies, new towers... did I convinced you that this is worth a few dollars?
- ygjb 6y agoactual play video would go farther. I also recommend that if you are going to start promoting a game that you post in a number of places; There are a bunch of subreddits that are great for that https://www.reddit.com/r/gamedev/ https://www.reddit.com/r/gamedev/ and https://www.reddit.com/r/IndieDev/ https://www.reddit.com/r/IndieDev/ are two that come to mind. One of your goals should be to solicit feedback and start to grow a community around your game where you can quickly solicit feedback through both videos, and playable prototypes of new features. I haven't watched your devlog yet, but if you are amenable to creating that kind of content, get a patreon going and build from that :) Building community pathways and winning support from your players are the "diversify your portfolio" of indie game dev (and something I would be doing if I didn't have a demanding day job :P )
- atum47 6y agothat's a good feedback, thanks I've been trying to grow a community around the game, but haven't being successful yet. I love HN cause I always get really good advice here. The last time I was here with a game (Qubes) I end up publishing it for free on itchio. This time I feel I can make some money out of it (without each player spending a great amount)
- ygjb 6y agoOh snap! that's a fun little game and I didn't make the connection, my kids like it! It's exactly the kind of game that you should polish, and make available for people to pay for to support you. Whether it's ko-fi, buymeacoffee, patreon, or just a paypal donation button - monetize that stuff. I can certainly say that something that keeps my kids entertained for a couple of hours during COVID is worth a few bucks to me :D
- atum47 6y agoreally glad to hear this. What kind of device they use?