Solo Gamedev: How to Build Successful Games by Yourself

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  • čas přidán 15. 05. 2024
  • My weekly snippets. Go to filiph.net/ for more info about me and my projects. Currently working on giantrobotgame.com/.
    Derek Yu's article: makegames.tumblr.com/post/113...
    The genre graph: howtomarketagame.com/2022/04/...
    GDS Conference (for which I'm preparing this talk): www.gdsession.com/index.php
    My slides: docs.google.com/presentation/...
  • Věda a technologie

Komentáře • 76

  • @tolaut
    @tolaut Před 5 měsíci +33

    You're an absolute gem in the dev-world, Filip. A few years back i loved watching your content on the Flutter channel, but now i watch you regardless of topic because i enjoy your perspectives on things and your personality

    • @filiphracek
      @filiphracek  Před 5 měsíci +9

      Thank you! You made my day. I try my best to just keep it simple and talk about stuff that I myself find fascinating and/or useful. I'm glad there are people out there who can appreciate it.

    • @rashid.harvey
      @rashid.harvey Před 4 měsíci +1

      100% agree

    • @rmt3589
      @rmt3589 Před 4 měsíci +1

      What is flutter? This is my first time seeing him.

  • @cercaapps8051
    @cercaapps8051 Před 5 měsíci +7

    So true, finishing is the most difficult thing (I'm there now). There is a saying I always have in mind "After you finish the first 90% of a project, you have to finish the other 90%".

  • @isinghmitesh
    @isinghmitesh Před 5 měsíci +7

    Loved the part of scoping and cutting things. Accepting resource limitations and focusing on playing the non-linear games a solo dev can win too

  • @sporktank
    @sporktank Před 3 měsíci

    Amazing insights. Thanks so much for making and sharing!

  • @ryzizub
    @ryzizub Před 5 měsíci

    Love this! Thank you for sharing all of that

  • @raffantt
    @raffantt Před 4 měsíci

    amazing! Love your journey!

  • @yogeshdubey2031
    @yogeshdubey2031 Před 6 dny

    Though i do not develop games, but I would appreciate your pov as a solo developer making anything, litreally you are an absolute gem...

  • @user-rd9iq9cv4w
    @user-rd9iq9cv4w Před 16 dny

    Thank you for sharing your thoughts and experience 😊 I think its all worth it just for that feeling you made a game - fantastic work buddy - congrats ❤😊

  • @nhanth
    @nhanth Před 5 měsíci

    I love this video a lot Filip. Thanks a lot.

  • @paulocardoso5475
    @paulocardoso5475 Před 5 měsíci

    Humble motivation. Very good video !

  • @user-hl8dj3lk2x
    @user-hl8dj3lk2x Před 22 dny

    Love it! Keep it up!

  • @CaptainEric-gm6wo
    @CaptainEric-gm6wo Před 5 měsíci

    Thank again for sharing your experience with game dev, pls bring more of that and also flutter for game dev ❤

  • @user-vr9qb5rj4j
    @user-vr9qb5rj4j Před 5 měsíci

    Eeeeeee! My prayers were answered. Thank you, Filip!

  • @samoldfield9997
    @samoldfield9997 Před 16 dny

    thank you, sir. right now, I am working on my first game and your video helped me a lot.

  • @jajasaria
    @jajasaria Před 5 měsíci

    All we need is someone who will motivate us to keep going. Thanks Filip

  • @laybunzz
    @laybunzz Před 5 měsíci +4

    Love the video. Interestingly, I'd say a lot of the same concepts apply to plain app development as well. Working solo on a side project will put a developer through almost the exact same journey and test of personal discipline and will power.

    • @filiphracek
      @filiphracek  Před 5 měsíci +1

      Agreed! It's probably similar also with the genre point - seemingly every app developer is making a TODO app, and there are probably better things we could be tackling. (Although, what these are is even more of a mystery to me than in gamedev.)

  • @GabrielCosta-xr5vr
    @GabrielCosta-xr5vr Před 5 měsíci

    Great video! I think everything you said also applies to solo app development. At least I got everything for me. I'm also kind of proud of one of my projects (MyTime, time tracker app) just be finished and with some users. Although is not a success in many terms, the finishing and releasing for me was everything

  • @SEGVeenstra
    @SEGVeenstra Před 5 měsíci

    Thank you Filip, very good, and honest advice!
    I recognize my current journey in what you said.
    This year I made the most progress, not by working more/harder, but by grooming the scope.
    I think that specially for part-time developers, being strict in 'managing' your project is key. At least for me it helped a lot when I started creating a 'backlog' and fill it with tasks. Because I can spend an average of 1 maybe 2 hours a day on my project, I needed these tasks to be small, so that I could actually finish them in one sit. These small tasks lead to small victories which help me stay motivated.
    It's also easier to get yourself started.
    Like after when I've just spend 8 hours coding for the company, make/have diner, get kids to bed, I don't always have much energy left.
    But if the tasks are really small, I can more easily tell myself: "Well just do this one thing and then stop". Sometimes I will just do that one thing, but often finishing that small task will get me back in the flow, and I'd might do another one. Either way, I made progress...
    Do you have some more tips and tricks on this regard? Maybe an idea for a next video 😉

  • @enricllopis9304
    @enricllopis9304 Před 18 dny

    Thanks for this video.

  • @hawkgamedev
    @hawkgamedev Před 2 měsíci

    What a gem of a video thanks.

  • @user-hl8dj3lk2x
    @user-hl8dj3lk2x Před 22 dny

    Done is better than perfect!

  • @alexanderkulaev541
    @alexanderkulaev541 Před 27 dny

    Amazing video, thank you! Very humbling, honest, and deep. I'm just learning to create my own first indie game (Russian living in Russia here), and yeah, it's a platformer in 2.5D :) So your talk about scope is the most important part for me. I have to cut and cut and cut. Cause I have so many ideas. Oh man.
    Anyway, thank you!

  • @michalbezpalec
    @michalbezpalec Před měsícem

    Luxusní video 🔥

  • @arthurmonteiroalvesmelo1841
    @arthurmonteiroalvesmelo1841 Před 4 měsíci

    amazing!!

  • @Innkeeper34
    @Innkeeper34 Před 4 měsíci

    Díky za tohle video. Už půl roku pracuju na hře o které jsem si myslel, že by mohla mít jistý úspěch, ale v poslední době jsem měl pocit, že se to nikam neposouvá. Před týdnem jsem dokonce z prokrastinace začal pracovat na něčem úplně novém a měl jsem z toho skvělý pocit. Ale jak vidím, je čas se vrátit k původnímu plánu.

  • @peekors8829
    @peekors8829 Před 5 měsíci

    Cool video. Thank you, Filip. Game dev it 's romantic. So have much power for new games.Stay cool😎

  • @DomesticMouse
    @DomesticMouse Před 4 měsíci

    You rock 🎉

  • @TJ-wc3iq
    @TJ-wc3iq Před 5 měsíci

    Excellent! Thanks! I would just add to that "Finish" part regarding loosing motivation. When one develops the game for a long time solo, one might loose the initial intention and can just drop it. That might be an incredible gem but nobody knows. Release even 80% of a game might be beneficial. And I would like to hear more about the feedback, that really matters, for good or for bad, for motivation or for... For a progress, `I'd say.

  • @mileusna
    @mileusna Před 5 měsíci

    Good video. I’m not into games but I’m indie developer and almost everything here can be applied on any solo project.

  • @hpenvy15
    @hpenvy15 Před 22 dny

    Thank you for sharing these advices, from a guy who never released a game.
    Considering what you are saying, to never really release a game, hits me. But I’m also thinking, that im not finishing games one at a time so that when i do, i have several semi-finished products that i can try marketing an sell in a shorter time period. I have 4 games that i loop back and forth between. The game im working hardest with i will release last since ive hopefully learned from the earlier released games. I dont want to release them ten years apart i rather have a “private” portfolio first. But i may need to reconsider this approach! Thanks again.

  • @elculoblanco
    @elculoblanco Před 5 měsíci +2

    Ah shit when I discovered your channel I actually had the idea to completely re-do my react native project in flutter 😅

    • @nehal076
      @nehal076 Před 5 měsíci

      Good idea

    • @filiphracek
      @filiphracek  Před 5 měsíci +1

      Ha! If you've made any reasonable progress in React Native, and you think you can finish with RN (you probably can), then yeah, I'm afraid the correct thing to do is to finish in RN instead of starting from scratch. ¯\_(ツ)_/¯

    • @elculoblanco
      @elculoblanco Před 5 měsíci

      Yeah I was like 80% done with the mvp and getting into the grinding zone. Thanks! This was the kind of wake up call I needed :) @@filiphracek

  • @user-fo5qv4ll6i
    @user-fo5qv4ll6i Před 5 měsíci

    Awesome 👍

  • @stupidgameprizes
    @stupidgameprizes Před 5 měsíci

    Thank you Filip, specifically for showing us how your prioritize the features with the spreadsheet. Would you mind sharing a template version of that spreadsheet with us? If not totally understandable, just trying to see what else you have on there that can be useful.

    • @filiphracek
      @filiphracek  Před 5 měsíci +1

      Thanks! I would have to clean it to make it into a template, and it's very idiosyncratic to my needs anyway. What you see in that slide is basically it, so I think I'd rather encourage everyone to make their own version according to their needs. You'll be done in 20 minutes and it won't have the cruft of someone else's work.

  • @pavsoor
    @pavsoor Před 5 měsíci +1

    Awesome video! I just wanted to ask, before you moved on to the next project, were you tempted to work on adding an add-on or expansion pack to incorporate features that you decided wouldn't make the cut? How did you deal with that post-release? Wish I could attend the talk! You've taught me so much already, thanks from the UK

    • @filiphracek
      @filiphracek  Před 5 měsíci +1

      To be honest, after I released Knights of San Francisco, I was _really_ done with it. It took a lot out of me to actually finish it, and I didn't have the strength nor motivation to keep adding to it. Now, 2 years later, I've gotten to a point where I can imagine working on a sequel, an expansion, etc.

  • @DavidSerranoIO
    @DavidSerranoIO Před 5 měsíci +1

    Thanks for sharing this Filip. I'm curious what monetization mechanisms you've managed to implement to get the performance you show at the beginning. Good job.

    • @filiphracek
      @filiphracek  Před 5 měsíci +1

      The game is paid ("premium"), with no other monetization. The only thing that makes the monetization a little more complex is that the game entered into Play Pass after it got about 1000 first sales (which is a subscription in which you get access to select premium games by paying about $5 each month).

  • @naza3519
    @naza3519 Před 5 měsíci

    I started watching your videos because I’m developing an agroecology game with Flame, and I just noticed you are Check! I’m trying to learn the language, hardest thing I ever tried :_) Anyways thanks for sharing you words of honesty and experience!

    • @filiphracek
      @filiphracek  Před 5 měsíci

      Let me just say that an agroecology game sounds like something I would enjoy! Not that I know anything about agroecology - but that makes me want to play the game that much more.
      Oh, and good luck with Czech. It's hard as hell even for us native speakers. :)

  • @cristiancosneanu
    @cristiancosneanu Před 5 měsíci

    Saying again and then rising it to the Power of 2^2 makes a could run down my spine. :D. don't know if it is intentional or not )).
    Other then that, all good advice. Good luck with your talk.

  • @michaelpease2103
    @michaelpease2103 Před 3 měsíci +1

    I have a side gig making about $1700 each month. If I could get another $1700 each month from game sales for a couple years, in addition to my primary income (about $3K per month), I would be an extremely happy camper.

  • @renecura
    @renecura Před 5 měsíci

    I think these are great advice. You present a really logical and humble experiencia with realistic expectations, thank you for sharing.
    I have a question. Most of the "successful" solo gamedevs around the web give tips from having thousand of suscribers, do you think this was a key factor for your game?

    • @filiphracek
      @filiphracek  Před 5 měsíci +2

      TBH, I don't think there was a lot of overlap between my audience here (or on Twitter), and the players of Knights of San Francisco. But it's hard to gauge. Sometimes, even a hundred early adopters can make your game jump over the fence from obscurity to some kind of success.
      What I know is that it's important to reach out. But I also know many developers spend way too much time chasing audience that's not really relevant. Like, I'd say that 99% of gamedev Twitter is just other gamedevs watching each other...

  • @Adez3
    @Adez3 Před 5 měsíci

    The light have emotions too 🤣 , you should take care of it , or it will turn it self off again , nice video keep going 👍.

  • @TheMr82k
    @TheMr82k Před 4 měsíci +2

    I'm quite happy that you're talking and documenting your journey recently. i have been following you mostly on your website for years on update but always had a curiosity like how did he do it? I hope you will keep documenting - I'm all ears

  • @coderaven1107
    @coderaven1107 Před 4 měsíci

    I am actually really interested in the prioritisation system and your spreadsheet. Could you shed some light on that specific system?

  • @valkoinendev6328
    @valkoinendev6328 Před 4 měsíci +1

    I also feel early on your are just not going to have the skill to exicute you all of your ideas much lest in a time frame or with the amount of polish you want so just start making and finnishing small projects then build the next idea a bit more and the next one put even more in. You get faster and exicute better each time.

  • @ElZero010
    @ElZero010 Před 5 měsíci

    Gold as always, Filip. How are you using AI in your game dev workflow?

  • @DungeonWard
    @DungeonWard Před 4 měsíci

    Dobré video, dnes jsem na tebe narazil. Rád vidím dalšího relativně úspěšného českého vývojáře na mobily. Ještě k tomu zvládáš i yt kanál, na to už mi v mém part-time gamedev / part-time práci čas nezbyl. Gamebooky mám rád odjakživa (Lone Wolf a Fighting Fantasy), tak podpořím a tvůj vyzkouším. Přeju hodně štěstí do budoucna. Kdybys chtěl také sdílet nějaké zkušenosti či měl nějaké dotazy na ostatní české mobilní vývojáře her, tak máme i discord, kde nás solo vývojářů na mobily pár už je. Občas tam řešíme marketing či různé problémy ohledně nových změn, které požadují Apple/Google a sdílíme zkušenosti či řešení. Pokud bys měl zájem, tak se můžeš ozvat.

  • @PietroYT
    @PietroYT Před měsícem

    This is all solid advice, but I'm curious about the most effective strategy for advertising your game. My concern is that simply launching a game on the Play Store or Apple Store might result in minimal visibility.

  • @acrobaticdaikon1264
    @acrobaticdaikon1264 Před 5 měsíci

    Well $1700 USD in my country Indonesia would be enough to run a family in luxury life. Thanks for inspiring me!

  • @SEGVeenstra
    @SEGVeenstra Před 5 měsíci

    Why not build a part 2 of KoSF?
    That should give you some momentum again maybe?

    • @hyungtaecf
      @hyungtaecf Před 5 měsíci +1

      I think he wants to expand the game genre portfolio first. Probably he'll make a third project very different from the other 2 ones and then will think about sequels to his games.

    • @filiphracek
      @filiphracek  Před 5 měsíci +1

      What @hyungtaecf says, plus it's not obvious how to make a sequel that doesn't feel like a derivative "money grab".

    • @SEGVeenstra
      @SEGVeenstra Před 5 měsíci

      @@filiphracek I don't think that should be the biggest issue with your KoSF since it's mainly story driven.
      As long as the story is compelling, I think you're OK.
      Books are story driven and their 'gameplay' is the same.

    • @laybunzz
      @laybunzz Před 5 měsíci +1

      @@filiphracek GRAB! THAT! MONEYYYYYYYY!

  • @Furfire
    @Furfire Před měsícem +1

    I will say that the article/point he references about finishing a game is in no way relevant anymore. The article was written before the now defunct steam greenlight program was even a thing. Less than a game a day was released on steam back then. We have the opposite problem now, dozens of shovelware and asset flip games being released daily. If valve doesn't make significant changes soon, there will easily be 100 games per day released on steam in 2026.

  • @PashaRF
    @PashaRF Před 5 měsíci

    Do you suggest flutter for game dev?

    • @filiphracek
      @filiphracek  Před 5 měsíci

      Not necessarily. I have a video about why I use Flutter for my game(s): czcams.com/video/ffbDB6XGHZM/video.htmlsi=R1Dd1n0F-ZtMs-Fi. By mine is a very special case.

  • @sicilianmammalian
    @sicilianmammalian Před měsícem

    Solo game dev is rough

  • @franciscofeest6691
    @franciscofeest6691 Před 3 měsíci +1

    2k a month would put me in 1% here hahaha

    • @filiphracek
      @filiphracek  Před 3 měsíci +1

      Nice! Can you share the game?

    • @franciscofeest6691
      @franciscofeest6691 Před 3 měsíci

      @@filiphracek aahh I was talking about your income due to your game. If I made that aroud here that would put me on 1%, that's what I mean. Great video !

  • @ChoiceOfIllusion
    @ChoiceOfIllusion Před 3 měsíci

    The tagging system is fundamentally broken on Steam. I would take any graph/stats based on it with a VERY skeptical eye. Tags are not curated and refined over time by steam, any idiot can apply a tag and if enough agree it is then seen as reality. Simulation and Management are some of the most misused and therefore pointless tags on Steam, almost any game seems to be tagged with these at some stage. If you don't understand how bad it is, go to a game and expand the "More like this" section that uses tags to show "similar" games. Possibly the most useless so called feature I've ever seen. There are games that are almost identical in concept and gameplay that will not be shown because of the idiotic tagging system.
    By the way, I know you didn't create it but what an AWFUL graph that is. I cannot see how it get any LESS clear in conveying information. Exponential Y axis, utterly useless heading, unexplained where top 1%, top quartile etc actually begin/end, difficult to line up a genre with the vertical graph line. This graph is so bad I can only think it was a deliberate choice to mislead viewers, or perhaps just designed by an incompetent.