Nobody has 10 years. It'll be over before. E.g. after 5 years, an AI bot will be able to do exactly what you did in 10 seconds. Then what was the purpose of it all? All of a sudden, you have nothing, because everyone else has it too.If it will take 10 years to finish or not, doesn't matter.
And that's fine. All you have to say is that you want to do it that way. But it's wrong to say that Unity can't do it.imo it doesn't matter if something you're coding seems pointless (although I'd say this game engine isn't pointless...), it's the process that matters... I've learned a lot on all the projects I've never finished
If that is true, stop making your game and go do something else with your life. But you won't, because you either don't believe in it or don't care. I prefer to assume the first case, otherwise you wouldn't be posting this.an AI bot will be able to do exactly what you did in 10 seconds
Well, if everyone else has it, so do I. Thus, how can I have nothing? You mean money? If everyone can easily make their game thanks to AI in 5 years, great, this means the industry will burn itself since why pay for someone else's game if I can have AI to make one for myself?All of a sudden, you have nothing, because everyone else has it too
Literally why even learn something if it will takes years and someone else can already do it because they learned it first? Mate, a lot of people are better than I at thousands of things, it didn't even stop me from learning anything I want. I already accept that I'll never be as good as [best X player] at playing some musical instrument, yet it never stopped me for trying to get better everyday. Having an AI being able to do that too doesn't change anything to me, it's just one more thing better than I at something.Then what was the purpose of it all?
You learn something most of the time because it can bring social usefulness, i.e. you can sell it. Unless it's a hobby that doesn't take more than an hour/day.Literally why even learn something if it will takes years and someone else can already do it because they learned it first?
The only measure of society's wants & needs is this thing called money. If society says "thanks dude" but doesn't actually want to pay you for what you did, it means you did something so utterly useless that nobody even values it 1 cent worth. You wasted everyone's time. Like now. Welcome to my ignore.Doing something for society doesn't mean doing things for money, though.
I released my game on Steam
Thanks to everyone here for your advice
Best of luck with your launch!
Thank you, launch hasn't been mind blowing so far, I think it's too expensive
Ex-Fucking-Actly!!! (except openxcom)There are zero functional 2.5D isometric engines in 2024. Admit it and move on.
You're not getting to 10 reviews without some advertising.Marketing is overrated, I don't think it's the problem here, nor the price, it's the art style. I like rpgs (not all tbh), but I find this too retro for me. pumpkinteractive maybe you should try your next game to have modern interface and gameplay but imitating the retro look? E.g. I really liked the skald demo https://store.steampowered.com/app/1069160/SKALD_Against_the_Black_Priory/ this game looks retro, but feels modern somehow. But I'm a zoomer so idk... I get intimidated by such low res and huge pixels :D
also, btw steam algorithm catches up after first 10 reviews: https://howtomarketagame.com/2022/01/25/why-your-first-10-reviews-are-the-most-important/
Yes, but indie devs can only do so much advertising. Most of the marketing for a game stems from the game itself, the graphics, how in depth it is, how good it plays, whether ppl want to play this sort of game, whether it's fun to play... I dunno... maybe I'm wrong.
Have you tried buying ads on social media sites? Did it work out for you? (Asking since you've got experience with indie dev)Yes, but indie devs can only do so much advertising. Most of the marketing for a game stems from the game itself, the graphics, how in depth it is, how good it plays, whether ppl want to play this sort of game, whether it's fun to play... I dunno... maybe I'm wrong.
If nobody knows it exists none of that matters. And any indie can buy ads on reddit/facebook, and other social media sites. I genuinely recommend having a marketing budget. This is also where having a game over 10 dollars helps.
No, I had no money my game was extremely cheap at launch, but I've seen lots of other indies do it. Would probably even be a good idea to use it to get wishlists before the game is even out. I very much intend to do it for my next game. The alternative (if you're a nobody) is to spam your game like it's a full time job.Have you tried buying ads on social media sites? Did it work out for you? (Asking since you've got experience with indie dev)Yes, but indie devs can only do so much advertising. Most of the marketing for a game stems from the game itself, the graphics, how in depth it is, how good it plays, whether ppl want to play this sort of game, whether it's fun to play... I dunno... maybe I'm wrong.
If nobody knows it exists none of that matters. And any indie can buy ads on reddit/facebook, and other social media sites. I genuinely recommend having a marketing budget. This is also where having a game over 10 dollars helps.
Are there any infuencers for 90s style 2.5D isometric RPGs?Marketing is very tedious in today's Internet. Most people spend their time in walled gardens with very strict rules. For example, you cannot just go to Reddit, find the relevant subreddits and post your work there. No matter what you are marketing or how you do it. You have to be "part" of a subreddit's "community" (=suck everyone's dick) for weeks before they allow you to make even a single post about your work there. Even then you are fighting an opaque algorithm box and it just randomly might shadowban your posts.
This is why the influencer economy is so valuable. Going through these people is one of the few ways to actually make people aware of things existing.
This site used to be better, but here are some idea's that might be valuable:
https://draft.dev/learn/marketing-checklist