How NOT to make an indie game

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  • čas přidán 4. 09. 2020
  • Patch Quest is now available on Steam! (for PC)
    ▶ store.steampowered.com/app/13...
    For daily dev news, check out the Discord server:
    ▶ / discord
    And you can follow development on Twitter, too:
    ▶ / patchquest
    Music used in this video:
    ▶ Overworld - Super Mario Bros 2 (Qumu Remix)
    ▶ Jungle Theme - Patch Quest
    ▶ Overworld - Super Mario World
    ▶ Desert Theme - Patch Quest
    ▶ Bowser's Road - Super Mario 64
    ▶ Moth Mounting - Patch Quest
    ▶ Forest of Hope - Pikmin
    ▶ Ghetto Libretto - Streets of Rogue
    ▶ Green Hill Zone - Sonic the Hedgehod (Qumu Remix)
    ▶ Coastal Theme - Patch Quest
    ▶ Fish Mounting - Patch Quest
    5 years ago, I started work on my first unity project with very little experience. I’d made some smaller hobbyist games in Game Maker Studio, but this was the first time working on something professional. And progress… was really slow. Beyond art and programming, I had to worry about a whole range of skills I hadn’t really considered - like music, sound design, user experience, marketing, and game design itself.
    It’s no secret that game development takes a long time. But fast forward 5 years, and I now have a relatively complete game that I’m really happy with! It’s simple, juicy and fun. However, the path from there to here was very shaky, with a lot of setbacks and tough lessons. And halfway through, I even had to scrap development and start over from scratch!
    But you know, these kinds of problems seem to happen to a lot of new developers - to varying degrees. And that’s why I’ve made this video, so that you can learn something from my mistakes.
  • Hry

Komentáře • 3,1K

  • @rasmusvanwerkhoven1962
    @rasmusvanwerkhoven1962 Před 3 lety +3866

    Tbh, this was actually really inspiring

    • @maxwuup2152
      @maxwuup2152 Před 3 lety +92

      super inspiring, guess I gotta try and get back in game dev (again)

    • @LycheeGameLabs
      @LycheeGameLabs  Před 3 lety +241

      Let's all develop!

    • @catonmars9852
      @catonmars9852 Před 3 lety +19

      @@LycheeGameLabs what did you do to the npcs? did you... MYYYYYURDER THEM!!?

    • @catonmars9852
      @catonmars9852 Před 3 lety +9

      @@LycheeGameLabs also, will the game be on switch?

    • @LycheeGameLabs
      @LycheeGameLabs  Před 3 lety +38

      @@catonmars9852 I hope so, someday

  • @diliple
    @diliple Před 3 lety +6628

    this game is extremely visually appealing

    • @piklan89
      @piklan89 Před 3 lety +89

      @Jayden Britton yes

    • @revimfadli4666
      @revimfadli4666 Před 3 lety +76

      Definitely on par with DS or Wii games, at least

    • @eduardoxenofonte4004
      @eduardoxenofonte4004 Před 3 lety +31

      @@revimfadli4666 WAY WAY better than those lol

    • @revimfadli4666
      @revimfadli4666 Před 3 lety +47

      @@eduardoxenofonte4004 yea I won't be surprise if a Switch release is gonna be a hit, with such polish

    • @_Fuscous
      @_Fuscous Před 3 lety +1

      Arthur Dungah depends on what kind

  • @aaronspain3387
    @aaronspain3387 Před 3 lety +1664

    So basically: "Core game loop needs to be fun, everything else is icing on the cake and comes from iteration". Difficulty in mastering will keep dedicated players coming back for more, and the core mechanics need to be easy to learn to make people stick around for at least one full iteration of the core game loop, so they get the best experience out of it.

    • @neozoid7009
      @neozoid7009 Před 2 lety +11

      Awesome thanks for this simple explanation 👍

    • @SomeName_AlsoHandlesSucc
      @SomeName_AlsoHandlesSucc Před 2 lety +7

      Saved me 22 mins thx❤

    • @SebaCape55
      @SebaCape55 Před rokem +13

      Also important to have a unique twist on game loop to ensure your game does not blend with the sea of others

    • @johndawson6057
      @johndawson6057 Před rokem +3

      You saved 22 minutes of my life mate. Think about it... you saved precious time for a stranger all the way across the world. Thank you.

    • @henrywong668
      @henrywong668 Před rokem

      FGO...
      Arguably the core gameplay is paying for gatcha waifus

  • @bitsoda7824
    @bitsoda7824 Před 3 lety +2021

    "the first year was disheartening"
    me: you should be happy your character can even move

    • @Lumberjack_king
      @Lumberjack_king Před 3 lety +22

      Yeah

    • @elrymoe
      @elrymoe Před 3 lety +30

      i made a simple 2 game in 30 days of learning, so dont talk like its super hard.
      Edit: Man this people are pathetic, defending their pride instead of learning...

    • @diadantist
      @diadantist Před 3 lety +245

      @@elrymoe everyone learns at its own pace, so don't go boasting about how good you are. Great for you, but not for others

    • @jayocaine2946
      @jayocaine2946 Před 3 lety +162

      @@elrymoe copying code is not "making" something lol.

    • @castroller1358
      @castroller1358 Před 3 lety +42

      @@elrymoe So it seems your brain cells, or lack thereof either consists of a boasting, egotistical personality, or a dense, ignorant, and careless facade to the difficulties of a full fledged indie game developer, or both, because the appealing amounts of audacity, ego-centric, and carelessness you put into that single sentence, should be enough to rid you of even the basic rights of commenting on CZcams.

  • @sophie2724
    @sophie2724 Před 3 lety +1320

    Got it, Prototypes are key

    • @LycheeGameLabs
      @LycheeGameLabs  Před 3 lety +206

      You're darn tootin

    • @doofusloofus8359
      @doofusloofus8359 Před 3 lety +109

      Just keep making prototypes until you realize that prototype is actually just a game.

    • @birdmoney
      @birdmoney Před 3 lety

      You bet you're fucking ass

    • @TheHadesHP
      @TheHadesHP Před 3 lety

      I tought it was memory

    • @jeccf5072
      @jeccf5072 Před 3 lety +14

      2 prototype games are out already. who wants to make another game about Аlex Mercer? unoriginal

  • @Tantandev
    @Tantandev Před 3 lety +865

    Sneezing mechanic, now that is innovative!

    • @LycheeGameLabs
      @LycheeGameLabs  Před 3 lety +154

      So next gen

    • @rehmanarshad1848
      @rehmanarshad1848 Před 3 lety +77

      @@LycheeGameLabs Imagine if the character randomly sneezes and shoots a burst of bullets? Is it a blessing is it a curse? I guess we'll never know! :D

    • @okamichamploo
      @okamichamploo Před 3 lety +8

      Don't Starve Hamlet had sneezing. It was horribly annoying.

    • @MINIMAN10000
      @MINIMAN10000 Před 3 lety +3

      Space station 13 did it first tho. czcams.com/video/WKppb-ynofY/video.html Mostly coughing but sneezing is a common viral symptom. It makes a virus airborne.

    • @jargozle5393
      @jargozle5393 Před 3 lety +19

      @@MINIMAN10000 real life did it first

  • @floydjay1361
    @floydjay1361 Před 3 lety +2176

    “I have not failed, I’ve just found 10,000 ways that won’t work” - Edison

  • @Rikaisan
    @Rikaisan Před 3 lety +643

    "The only way to write good code is to write bad code first" I think this applies to everything: Playing games, writing, designing, making a game, making a movie, a sport, anything.
    I really enjoyed this video and your journey, thank you for sharing it with us!

    • @krdjmtc
      @krdjmtc Před 2 lety +11

      Someone recently told me: "You have to suck before you get good."

    • @Diwasho
      @Diwasho Před 2 lety +7

      That can be understood in two different ways. 1) Through practice and learning you learn to code and eventually you become so good at it you never write bad code ever again. 2) It doesn't matter how skilled and experienced you are, you always start with bad code and shape it into a good one. Like master sculptors who start with a rough rock and turn it into a magnificent statue it's the same principle for coding, first you just slap together some crappy code to use as your programming base or fundament, then you make it good. I think it's the second principle here, if veteran coders never started with bad code then their games would never need to go through debugging and that's virtually unheard of.

    • @acoupleofgsanrandaneaniandann
      @acoupleofgsanrandaneaniandann Před rokem +1

      Producing children.

    • @Formula_Zero_EX
      @Formula_Zero_EX Před rokem +3

      @@acoupleofgsanrandaneaniandann What?

    • @rainingtacos7529
      @rainingtacos7529 Před měsícem

      Now if only I knew how to make code period.

  • @CodeMonkeyUnity
    @CodeMonkeyUnity Před 3 lety +4876

    Awesome video!
    Game Development is definitely very tricky and everyone has their own journey, that final version looks great!
    And all the time you spent iterating on all those ideas was definitely not lost!
    All of that experience gave you a ton of knowledge on what works and what doesn't. It will greatly benefit you for many years and many games to come.
    Btw the Steam link in the description is broken, it just goes to the Steam homepage.

    • @LycheeGameLabs
      @LycheeGameLabs  Před 3 lety +323

      Thanks! :D I've also fixed that link now

    • @starrynight3945
      @starrynight3945 Před 3 lety +5

      @@LycheeGameLabs I see chinese's word of die or probably japanese? Haha probably u can add more of them so u can localize to their market.

    • @cyberevil101
      @cyberevil101 Před 3 lety +5

      @@starrynight3945 what

    • @DamageMaximo
      @DamageMaximo Před 3 lety +5

      @@starrynight3945 It's a kanji

    • @Yotanido
      @Yotanido Před 3 lety +23

      @@starrynight3945 It is both Chinese and Japanese, actually. They use the same character

  • @chrisnewfield4853
    @chrisnewfield4853 Před 3 lety +3282

    Patch Quest: How not to make an indie game
    YandereDev: How to not make an indie game

    • @rayfirewood
      @rayfirewood Před 3 lety +56

      Wait, I thought YandereDev makes a triple-A game. XD

    • @sweetasterium
      @sweetasterium Před 3 lety +335

      @@rayfirewood nah, triple a games don't rely on else if

    • @rayfirewood
      @rayfirewood Před 3 lety +12

      @@sweetasterium True.

    • @afk_is_ok
      @afk_is_ok Před 3 lety +148

      "Game" is a relative term

    • @smoreboy2802
      @smoreboy2802 Před 3 lety +2

      lol XD👌

  • @teneesh3376
    @teneesh3376 Před 3 lety +3070

    Marketting is a really underatted process if a game's success. You have to make sure people know your game somehow.
    This video is a very creative way to market a game. Showing how awful the creation process was. But goddamn it works. Now I want to play your game

    • @fornax985
      @fornax985 Před 3 lety +14

      Same lol

    • @iamrolly411
      @iamrolly411 Před 3 lety

      Hope you still do😄

    • @JessiTheBestiGaming
      @JessiTheBestiGaming Před 3 lety +6

      CZcamsrs. GrayStillPlays is a good one

    • @jeanhamilton3296
      @jeanhamilton3296 Před 3 lety +33

      Agreed, I've seen a lot a promising game completely fail in the week following their release because no one knew they existed. Sometimes it was even quicker than a week.

    • @maldivirdragonwitch
      @maldivirdragonwitch Před rokem +9

      Around the 15-minute mark I realized I was bamboozled into watching a long commercial for his game. :D
      But I also learned a lot!

  • @TheREALBOJACK
    @TheREALBOJACK Před 2 lety +485

    Ah, it seems you fell for one of the classic blunders: Finishing assets before making sure the game is fun to play even with crappy, stand-in assets.
    Don't get me wrong, they looked awesome! And everybody wants to turn what they see in their heads into reality as soon as possible, and that's 90% visuals, MAYBE 10% gameplay, but a game with MS paint assets that is extremely polished gameplay-wise will always beat a beautiful, boring game.
    Really glad you got it all on track, though! Will definitely be keeping an eye out for this one. Best of luck!

    • @typehere6689
      @typehere6689 Před rokem +13

      This makes me wonder if I should go make an asset flip game BUT make it fun to play AND use it to spread the word about the people who made said assets...

    • @greenberrygk
      @greenberrygk Před rokem +2

      Thanks for the advice! I will halt my asset creation as soon as possible.

    • @gapsule2326
      @gapsule2326 Před rokem +11

      Nah he could legit sell this game as is. Biggest mistake was they didnt get playtesters. Maybe some people like this style of game. It seemed like a really unique puzzle game.

    • @Nicolas-L-F
      @Nicolas-L-F Před rokem +3

      dwarf fortress and early versions of factorio basically

    • @emackenzie
      @emackenzie Před 6 měsíci +4

      In the end, it's all about balancing your abilities, your motivation, and your expectations. Some people need to see their game with more polished assets to get a better view of the end goal and keep themselves going

  • @nidgithm
    @nidgithm Před 3 lety +770

    looking at the footage and seeing how finished the tests look, im thinking maybe using placeholders wouldve saved a lot of time haha

    • @sunkenship9552
      @sunkenship9552 Před 3 lety +35

      that’s actually a really good point

    • @_.-._.-Y0K0-._.-._
      @_.-._.-Y0K0-._.-._ Před 3 lety +25

      Probably, but so much of one's experience with a game is influenced by how it looks that I think depending too much on placeholders could mess the feedback from test gameplays

    • @nidgithm
      @nidgithm Před 3 lety +35

      @@_.-._.-Y0K0-._.-._ I mean like for when he was testing mechanics on his own (atleast from what was said in the video, I had the idea he only got other people to play a couple of times and usually just tested by himself)
      and he was purely testing if the mechanics are fun, which the graphics quality doesn't affect

    • @rattenwahn
      @rattenwahn Před 3 lety +47

      A lot of people will probably see this video and go off into the wrong direction again. All of his "prototypes" had so much polish in them that they probably took 10 times as long to make than would be needed to test if they're just plain fun. If you can't make something fun without complete graphics, animations and particles it's probably not very fun to begin with.
      He re-used a lot of his already existing assets (that he created over years) so his "1-month-prototype" looks very polished and would've probably taken 3-6 months to get looking like this from scratch. It would be good for beginners to show some really crude stuff as well.

    • @_.-._.-Y0K0-._.-._
      @_.-._.-Y0K0-._.-._ Před 3 lety +1

      @@nidgithm his own testing would also be influenced by the looks. I'm not saying he should have used no placeholders, but maybe that should be for the base building and other side stuff. The main game is reliant on exploration, which is a very visually-heavy mechanic - new areas wouldn't be attractive if it weren't for the design differences, and he was also making collectables. Plus the ailment-inducers and healers had to be visually different in order to function, too, so he'd already have to design them well anyways - if he had trouble explaining the mechanics as it was, imagine if the design weren't so intuitive. The newest version especially depends in the monsters' designs.
      He ended up reusing a good chunk of animations and effects so they weren't a waste of time but I think they'd be a better point to put on hold (along with tbe sidelines things) until a little later than the basic looks themselves.

  • @cantwait2bking544
    @cantwait2bking544 Před 3 lety +1105

    “I have not failed. I’ve just found 10,000 ways that won’t work.” -Thomas Edison is exactly what I thought about when you talked about how those years weren’t wasted but actually helped at 20:22-20:42

    • @andrewcleary9952
      @andrewcleary9952 Před 3 lety +67

      Thomas Edison stole most of his inventions from his uncompensated employees.

    • @cantwait2bking544
      @cantwait2bking544 Před 3 lety +20

      @@andrewcleary9952 I did not know that. Thx for the fact-check.

    • @Seiku
      @Seiku Před 3 lety +11

      Careful with historical revisionism

    • @liitutereuiui4687
      @liitutereuiui4687 Před 3 lety +22

      At least the quote is good

    • @emilioolated6821
      @emilioolated6821 Před 3 lety +22

      @@liitutereuiui4687 yes? But man, poor Tesla, he was just a good man. And now is Almost just a funny meme about a man that his ideas was stolen

  • @varovega3269
    @varovega3269 Před 3 lety +130

    I really love how you step back and were brave enough to critizice your own work in that way. If I realized my game isnt good after three years of work, I would just publish it as it is and cry for the rest of my life. Great and trully inspiring video.

  • @halowaffles
    @halowaffles Před 3 lety +13

    19:16 "...most games can actually be described this way, as a twist on something that came before..."
    All of human creation and ingenuity can be described this way

  • @HeyNau
    @HeyNau Před 3 lety +1938

    I really liked the initial idea... until I saw the one about riding the creatures. I love it!
    I can see a "little bit" of the influence of the other roguelikes that you showed in the video xD
    #Fighting!

  • @mexicanjojo6369
    @mexicanjojo6369 Před 3 lety +657

    So I take this as a "draw the eye before the eyebrow" type of mistake, except the eye is the concept and the eyebrow is the structure of the game and you drew a very nice eyebrow but oh god it's on his forehead

    • @RUPY-et2zn
      @RUPY-et2zn Před 3 lety +2

      Mexican JoJo HAHAHA

    • @daadaa6356
      @daadaa6356 Před 3 lety +9

      hahahahaha love that analogy

    • @Mika-xg6ie
      @Mika-xg6ie Před 3 lety +1

      xD nice one

    • @toowiggly
      @toowiggly Před 3 lety +7

      I actually don't thinl drawinh the eyebrow before the eye is too bad. The eyebrow sits just above the eye socket and connects to the nose, which helps with defining the skeletal structure of the face. It also aligns with the top of the ear, which helps with the positioning of features. I think a more accurate analogy would be to draw the head before the eye since the eye's position is informed by the head.
      Another way to look at it is to draw the eyebrow and eye in tandem with one another and to only draw details once you've vaguely defined both. This works with games in the fact that you should make the gameplay and aesthetics in tandam and only finalise and add details once they have both been developped sufficiently.

    • @mexicanjojo6369
      @mexicanjojo6369 Před 3 lety +8

      @@toowiggly Try and do that man, maybe for you is a better method, but for us mortals is like building the ceiling before the walls

  • @daveknight3012
    @daveknight3012 Před 3 lety +22

    The concept of Minimum Viable Product has really helped me when it comes to considering where to go with my projects.
    The idea is you strip your game down to its absolute most basic systems in order to function and then you consider "is this fun?" "Is this a concept people will have fun playing?"
    The reality is if you game isnt even fun in it's base form then whatever fun features you add to the game will be on the back of an unfun base

  • @munk00
    @munk00 Před rokem +65

    I love stories like this. I’m an aspiring game developer and it always gives me hope to see other indie devs finishing successful passion projects like this.

  • @Githian
    @Githian Před 3 lety +560

    Just wanted to say a couple of things:
    1. Even your "failed" attempts looked great, the talent is there. Just the fact that you managed to understand its flaws and somehow salvage parts of it speaks of how good a developer you are.
    2. Found out about Patch Quest from a reddit post a few months ago, probably before the pandemic. Immediately loved the idea. Will definitely buy it when it comes out.
    3. As an aspirant game designer that just decided to pick up coding at the not-so-young age of 34, this video is actually full of good info and very inspiring. Thank you!

    • @Felishamois
      @Felishamois Před 3 lety +8

      Where do you start when you have diddly squat knowledge of code, are really intimidated by it (as a musician I understand my own feelings of intimidation at least I guess), and would like to get into sunday game developing one day?

    • @BryanGC
      @BryanGC Před 3 lety +4

      Same here: 31 yo, Paramedic, and moved to Canada just to pursue a career in the videogame industry. A big and hard step but looking at this kind of video is true motivation. Sometimes it's extremely overwhelming not just because of how hard it can be coding by itself but also because of my particular situation and other things, but hey! The biggest rewards come from the hardest difficulties.

    • @mikevanleeuwen4912
      @mikevanleeuwen4912 Před 3 lety +3

      @@Felishamois if you want to read a book C# yellow book, if you wanna watch a video i would suggest CSdojo or if you wanna skip basics and dive into game dev brackeys.

    • @berndwarnders9251
      @berndwarnders9251 Před 3 lety +6

      @@Felishamois concentrate on responsive soundscape design, if you want to enter the field with your background. A good sound design is often lacking in de indie games.

    • @justincenter4061
      @justincenter4061 Před 2 lety +1

      Its been a year. How is your game dev quest going?
      I am asking because I was one of million people who "decided to build an indy dev stutio" with friends in my 20s. You can guess how that turned out.
      Anyway, I got back into game dev at 36 and am looking forward to hearing from others who started (or started again) as internet old-folks.

  • @PSPbrtag
    @PSPbrtag Před 3 lety +310

    To be frank, i lowkey loved the idea of being an explorer on a strange and dangerous land having to figure out the way through dangerous terrain. It seems like that idea disappeared on the later development.

    • @RonenGoldstein
      @RonenGoldstein Před 3 lety +57

      ditto! I liked the turn based slower paced game in the beginning

    • @WorthlessWinner
      @WorthlessWinner Před 3 lety +24

      I hope someone else makes a game based on that idea lol

    • @theuncalledfor
      @theuncalledfor Před 3 lety +49

      Honestly I feel like he just didn't really like his own idea and that's why it never worked, until he sort of realized that he didn't like it and changed the game to be something else.
      He only "sort of" realized it because he ascribed the change to something else...
      The more he tried to "fix" the original idea, the less fun it looked to me, because that's just it: He tried to fix what wasn't broken. The "combat system" that wasn't actually combat looked really dumb. The blocks that filled up with status effects until he died seemed dumb, too.
      Status effects should hinder combat or movement or whatever else it is that you're doing, or deal damage over time, or make you more vulnerable to damage from certain sources, etc. Not just straight up kill you. Having separate health and status effects is cool. I also liked the idea of having complex status effects that do different (but related) things depending on how strongly affected you are.
      Additionally, I don't get what he meant by not having a "core". The core is: Roguelike turn-based exploration game. How is that not a core? All the other things followed logically but he seems to have lost the idea early during development, so he kept trying to fix it.

    • @brunorastafa1429
      @brunorastafa1429 Před 3 lety +34

      A problem i see is that he tried to get inspiration on roguelikes when it was clearly a more survival open world idea to begin with, if he had taken inspiration from games like subnautica, terraria, no man sky, etc, i think he could have save the initial idea or made a new idea that didn't betray the core of the first game.

    • @handleless986
      @handleless986 Před 3 lety +10

      @@brunorastafa1429 since the game he wanted was rogue like, if he accidentally created something with to much slow survival gameplay, it makes sense he would change it to be a lot more rogue like. rather than broken, it just wasn't the game he envisioned.

  • @yupasama81
    @yupasama81 Před 3 lety +112

    This is one of the best game dev videos I've seen. I like that it actually had a lesson. It even helped me think about the game I just started!

  • @TheLegoJungle
    @TheLegoJungle Před 3 lety +29

    I’m amazed at how juicy and professional the graphics looked at every stage. So many little kinks and animations.

    • @fishlordusername891
      @fishlordusername891 Před rokem +6

      Ikr, in terms of aesthetic and design this game was ALWAYS strong.

  • @TAPgiles
    @TAPgiles Před 3 lety +274

    Very cool! While watching I was like, "Oh wow--he's putting a lot of effort into the art for those prototype tests huh?" ;P

  • @ProperDev
    @ProperDev Před 3 lety +779

    I had been working on my game for 8 years. Until up to last year, I finally caved in and scrapped the whole thing to start all over. The new game is so much cleaner, to the point, and most importantly, more FUN. I really wish I saw your video before starting my project before, but just like you said, the years were not wasted: I learned SO much, and because of that knowledge, the game as it is now was made in half the time it would have been otherwise, leaving me more room for improvements rather than just core programming.
    Great video, favorite one in a long time!

    • @Mika-xg6ie
      @Mika-xg6ie Před 3 lety +42

      You've never wasted a single minute. You just spent a lot of time learning how to improve your game, just like he did.

    • @damiengates7581
      @damiengates7581 Před 3 lety +3

      8 years... You mean a few minutes a week as a hobbyist with a day job?

    • @ProperDev
      @ProperDev Před 3 lety +14

      @@damiengates7581 Haha, I wish that's all I put into it. Would make me feel better if that was the case. XD

    • @HarryVoyager
      @HarryVoyager Před 3 lety +8

      I'm starting up on an idea myself, and I've got so much story and dialog bouncing around in my head, I feel like I need to get it out somewhere, but this is all just reinforcing the lesson that, the core gameplay comes first.
      I'm still writing the ideas down. I'm just not attempting to code or draw or animate any of them, until the blue box moves in a fun way. And I need to be prepared to abandon any idea, no matter how cool it sounded on paper, if it conflicts with the core gameplay.

    • @Vutha962
      @Vutha962 Před 3 lety

      U have another work that u earn a living from ?

  • @simjans7633
    @simjans7633 Před 3 lety +56

    I read about your "jar" health system on your blog a while back and I immediately fell in love with it. The idea of tracking the amount/variety/effects of damage all in an intuitive way was really appealing to me. I think that if you had played around with your initial prototype, shifting the focus of the game onto managing the damage and maybe having different damage types that cancel each other or grant immunities, you could have found a solid core gameplay loop in what you had. I agree that starting with a tried and true gameplay loop and changing slightly is a almost guaranteed way to find something that works, but I think it limits the kinds of games we have.

    • @heskey333
      @heskey333 Před 2 lety +4

      I liked the jar too, but I'm skeptical that it would have become anything more than an OK game - something you can impress your friends with yes, but that's a long shot from something that can be commercially successful.

  • @edilangsultan3522
    @edilangsultan3522 Před 3 lety +36

    the part wherein you already have the art and animation elements on the ready for reference from your first try, makes me giggle as an aspiring digital artist. You didn't fail at all, you made a collection of great assets that you could use in the future, and that's a big win.

  • @Magnymbus
    @Magnymbus Před 3 lety +3139

    Your original idea was cool on paper, but seeing it in action made it look like a shitty cashgrab mobile game. But your redesigned product looks truly enjoyable.

    • @MissMoonlightStreak
      @MissMoonlightStreak Před 3 lety +96

      Exactly what I was thinking myself while watching :)

    • @nuulcoolpro
      @nuulcoolpro Před 3 lety +280

      "Watch an ad to take a shower! (All ailments down!)"

    • @jimbrenneman2040
      @jimbrenneman2040 Před 3 lety +17

      It is! I have a friend that sent me a link to the beta.

    • @eevee8378
      @eevee8378 Před 3 lety +1

      it is.

    • @minall6889
      @minall6889 Před 3 lety +39

      Just wanted to say a couple of things:
      1. Even your "failed" attempts looked great, the talent is there. Just the fact that you managed to understand its flaws and somehow salvage parts of it speaks of how good a developer you are.
      2. Found out about Patch Quest from a reddit post a few months ago, probably before the pandemic. Immediately loved the idea. Will definitely buy it when it comes out.
      3. As an aspirant game designer that just decided to pick up coding at the not-so-young age of 34, this video is actually full of good info and very inspiring. Thank you!

  • @YowzaDraws
    @YowzaDraws Před 3 lety +4299

    "How NOT to Develop an Indie Game"
    YandereDev: 👁️👄👁️

    • @mcc2795
      @mcc2795 Před 3 lety +107

      YandereDev is sad right now he's finished this game in 3-4 years and yandere dev....

    • @aitusai
      @aitusai Před 3 lety +194

      lmao 6 years for a demo

    • @nottechytutorials
      @nottechytutorials Před 3 lety +222

      @@aitusai There were fans who made a more complete game of Yandere Simulator in a fraction of the time. The man is just lazy and greedy at this point.

    • @aitusai
      @aitusai Před 3 lety +24

      @@nottechytutorials yeah yeah love letter

    • @CarolynPuckett
      @CarolynPuckett Před 3 lety +9

      I was gonna say lmao

  • @tres-2b299
    @tres-2b299 Před 3 lety +73

    "it was hard"
    His First game: animations, art, mechanics, coding, design, ideas, shaders
    My game: netflix adaptation

    • @Sir_Isaac_Newton_
      @Sir_Isaac_Newton_ Před 3 lety +23

      My game: (copypasted from Unity tutorial [spoiler alert: doesn't even work])

    • @Sir_Isaac_Newton_
      @Sir_Isaac_Newton_ Před 3 lety +3

      At least I know the Console.WriteLine(); hacks

    • @plrc4593
      @plrc4593 Před 2 lety +1

      What does mean netflix adaptation?

    • @plrc4593
      @plrc4593 Před 2 lety +2

      @@Sir_Isaac_Newton_ Writing to a console is a powerful programmistic tool, and the best friend of any programmer. The second best friend is stackoverflow :P

    • @gdog8170
      @gdog8170 Před 2 lety +4

      @@plrc4593 Netflix adaptations as in their adaptation is terrible of cartoons or the like

  • @lukefirst407
    @lukefirst407 Před 3 lety +23

    the amount of amazing artwork you did that was never used in the final build is insane. everything looked insanley proffesional

  • @zeluqa
    @zeluqa Před 3 lety +1547

    You first iteration on the game isn't that bad honestly, some people do like hardcore puzzle mechanics. I think what actually happened is that along the way you realized you didn't really like that genre and lost your passion to continue the game.

    • @nairocamilo
      @nairocamilo Před 3 lety +83

      I think that's the case as well!

    • @ThePigeonBrain
      @ThePigeonBrain Před 3 lety +280

      I think he said the levels were randomly generated though, so that would explain why it felt boring. You'd have to customize the levels to make them challenging.
      In any case, my thought when he explained that his game was boring, was that he should just change the target audience then. Make it a game for kids, it already has the look down.

    • @Henrik_Holst
      @Henrik_Holst Před 3 lety +53

      Yeah I was thinking the whole time that it would be a perfect fit for a mobile puzzle game.

    • @r0flcopter
      @r0flcopter Před 3 lety +119

      I disagree. I think the call he made to start over was a very mature decision. Just because there are games that are similar doesn't mean his core gameplay loop was the right base to build off of

    • @openSUSE5
      @openSUSE5 Před 3 lety +53

      No, the moment I saw that he wanted to mix all those different concepts together in the beginning, I knew it wasn't going to turn out good. It's incredibly impressive he was able to go as far as he did, but it was never going to work. I think he could make an interesting grid-based strategy game, but that's quite different from a rogue-like. Like, you have a grid with a starting point and a goal, and you have to figure out how to get your explorer to the goal while dealing with the obstacles in your way. The key there, is that the strategy has to feel satisfying. Since "roguelike" was one of the main elements he was trying to incorporate, the randomness and the focus on action makes strategic play extremely difficult to achieve.

  • @cosminilie1602
    @cosminilie1602 Před 3 lety +365

    I HONESTLY believe this is going to be a “hit” game. Also seems perfect for the switch, but prepare to port it to everything. Congrats, man!

    • @tx7300
      @tx7300 Před 3 lety +16

      czcams.com/video/FsKEQCeTBck/video.html

    • @devinbelver7124
      @devinbelver7124 Před 3 lety +1

      thankfully, unity handles ports to other consoles really well

  • @OfficialDiRT
    @OfficialDiRT Před rokem +4

    I really like the idea of a puzzle game with the patch world and pushing fruits into the monsters to satisfy them and keep safe as the world moves and new patches appear...

  • @yvrelna
    @yvrelna Před 2 lety +2

    While you did throw it away in the end, your original Patch Quest idea looks like it could have an very promising premise if it is developed as a puzzle game rather than a rogue-like.
    At its very basic, many puzzle platformers are really just walking simulators. You give the player a destination they need to reach (a reward chest, quest goal, gate to the next level, etc), some skills and objects they can use to manipulate the environment, and simply task the player to try to reach that destination by manipulating these objects.
    The thing though, most puzzle games tend to works best when they contain hand-crafted levels, not procedurally generated. Each level in puzzle games need to either teach you something about the game mechanic, give you a challenge to apply what you've just learnt, or combine the existing mechanics in interesting ways. This kind of progression system in puzzle games is something that's really difficult to achieve with procedurally generated levels.
    As to how to adapt these ideas, you can have each monster give you unique skills you can use to solve a level. For example, you may need to destroy an obstacle using the skill obtained by mounting a particular monster but the path to that monster is blocked by another monster and you need to satisfy some conditions to pass through it, for example, you may need to have a muddy status condition so the monster don't attack you on sight. Having a tiled map system can also be useful in the puzzle, for example, if your character has a skill to swap tiles with another tile adjacent to it. Roguelike games don't usually feature these kind of gameplay, but these are elements that are often found in puzzle games.

  • @keyzack
    @keyzack Před 3 lety +119

    Your experience just put me up for a "cold" run for my gameplay elements right away (a pen and paper version at least) in order to discover any big issue before it is already done... Thank you very much mr.! Subbed and hope the best for your future projects!

  • @Malfuuu
    @Malfuuu Před 3 lety +64

    I think Einstein said something like this: "If I had to solve a problem in an hour, I'd spend the first 55 min thinking HOW to solve it then the last 5 solving it"

  • @kanalintu9246
    @kanalintu9246 Před 3 lety +2

    The riding mechanic really reminds me of Crash Of The Titans :D

  • @cof_cof_tea575
    @cof_cof_tea575 Před 3 lety

    keep coming back to your video because is so interesting and fun to see your progress

  • @TrainedOldSkool
    @TrainedOldSkool Před 3 lety +218

    The original game had potential to be a different spin-off of patch quest so don't throw it away keep refining it, great vid my man.

    • @theuncalledfor
      @theuncalledfor Před 3 lety +22

      I don't think he can. He went in exactly the wrong direction at the very start, like he lost his original vision and what made it work.

    • @g3ek178
      @g3ek178 Před 3 lety +7

      I don't think you watched the entire video

    • @PeachDragon_
      @PeachDragon_ Před 3 lety +3

      The original game was completely unfun

    • @theuncalledfor
      @theuncalledfor Před 3 lety +17

      @@PeachDragon_
      To you. And to him. It looked fun to me.

    • @revimfadli4666
      @revimfadli4666 Před 3 lety +15

      @@PeachDragon_ pretty sure it was unfun due to poor execution, not the concept itself(which might turn out better if fleshed out)

  • @GlimzytheBee
    @GlimzytheBee Před 3 lety +308

    I was honestly surprised how much i liked the game - it looked like it would be chaos with all the enemies, but the gameplay is actually really fun and challenging + really cute art!
    I could definitely see it becoming a popular game.

  • @CodingSteve
    @CodingSteve Před 2 lety +9

    Kudos to you on completing your game. Even though I'm seeing this video after almost a year, it couldn't have been presented to me a time better than now. It serves as a big motivation for me to keep moving forward in the path of Game Development. It was a good watch!

  • @TannerCh
    @TannerCh Před 2 lety

    This was a fantastic video. Nice job sticking out the journey, and making something great despite the setbacks!

  • @therealrws2267
    @therealrws2267 Před 3 lety +348

    Nobody gonna mention that he uses a light theme is his IDE

    • @LycheeGameLabs
      @LycheeGameLabs  Před 3 lety +163

      Praise the sun!

    • @60secondgaming21
      @60secondgaming21 Před 3 lety +81

      @@LycheeGameLabs no! May the dark sigil guide your way.

    • @jixs4v
      @jixs4v Před 3 lety +43

      @@LycheeGameLabs light attracts bugs smh

    • @pyrogreg8
      @pyrogreg8 Před 3 lety +13

      There are light themes specifically designed to reduce eye strain. (Solarized Light) Sure they don't look as cool but they help a lot

    • @jixs4v
      @jixs4v Před 3 lety +12

      @@pyrogreg8 solarized dark is even better :)

  • @anewbeginningquinn
    @anewbeginningquinn Před 3 lety +131

    can i just say your graphic style is fucking insane!! can't believe you made all this by yourself it's so cute and clean

    • @youngeggie
      @youngeggie Před 3 lety +4

      right? I need to know what he used

    • @greglyhoblit
      @greglyhoblit Před 2 lety +2

      Eh i hate it

    • @lux3512
      @lux3512 Před 2 lety +1

      @@youngeggie He's using vector graphics rather than pixel graphics

    • @cbasmadjian
      @cbasmadjian Před 2 lety

      Was thinking the exact same thing! I am decent at programming, but man I am horrible at graphic design. This person has mad skillz.

    • @jaredjones6570
      @jaredjones6570 Před 2 lety

      "Cute and clean" and the f word don't fit to together that well. Just fyi

  • @RainbowsaurusGames
    @RainbowsaurusGames Před 3 lety

    Great video! I really liked the nostalgic background playlist :D

  • @OxygenOmg
    @OxygenOmg Před 3 lety +4

    Hi! I'm a tabletop game designer, and I found this to apply to each and every field of creative art.
    This video was SO inspiring and well done! Great Job!

  • @TDPEquinox
    @TDPEquinox Před 3 lety +171

    Pain is temporary, but glory is forever. So get out that angle grinder and start cutting away what doesn't work.

    • @Zichqec
      @Zichqec Před 3 lety +1

      Ohh I was hoping you'd say angle grinder

    • @Kaiwala
      @Kaiwala Před 3 lety +6

      I see the wintergatan fans have started to spread

    • @TDPEquinox
      @TDPEquinox Před 3 lety +5

      @@Kaiwala We've always been here; just mostly quiet.

    • @ussinussinongawd516
      @ussinussinongawd516 Před 3 lety

      Oh trees i know dirt grows on cats but trees! Thats exciting

    • @dragonlord1935
      @dragonlord1935 Před 3 lety +4

      And be careful with that thing! If you chop off a finger, THAT pain won't be temporary.

  • @nomolosbor
    @nomolosbor Před 3 lety +24

    This is an amazing document, it’s really rare to get a peek at the “failures”, because they are often invisible to the outside but everybody faces this. My past tiny gamedev life winced at these lessons because I had to learn them the hard way, too. Honestly, it’s very clear you learned a lot about the value of animation in conveying state (and giving nice, juicy feedback) within the game along the way. We focus too much on output and not the value of process and iteration sometimes, not just in gamedev but in any design and development context. It looks like a blessing in disguise because the core mechanic of your game looks extremely satisfying and fun to play. Congratulations on the beta release and I wish you all the success!

  • @danimunf
    @danimunf Před 2 lety +17

    man, i really love the visuals of this game. And as an aspiring game developer myself, i found this video quite handful. This could be a holy book for a game dev, because it really tells the story of how an idea could gone worse then how to overcome it and start over. I love this, +1 sub 🤟

  • @ninjapanda1018
    @ninjapanda1018 Před rokem

    Thanks for going over for game dev journey. It helped a lot and I think more people should do this

  • @MrLucky5001
    @MrLucky5001 Před 3 lety +68

    After hearing that dev story, I'm definitely buying this once it's out.

  • @Dragoncraft9
    @Dragoncraft9 Před 3 lety +185

    I’ve got an idea for a game called “Color Me Blue”. It’s a pixelated 2d bullet hell platformer that has the protagonist use paint brushes as weapons, with each color having it’s own different abilities (Orange spits fire, yellow blinds/stuns enemies, etc.) that would benefit the player. Currently I’m working on some of the art to get an idea of what the game and it’s characters should look like.

    • @teapasterelix
      @teapasterelix Před 3 lety +6

      Sounds awesome!! We're rootin for ya buddy ✨🙌

    • @Roockert
      @Roockert Před 3 lety +47

      if you want to make the game and is serious about it, use placeholders and spend less time on the art until you have the mechanics ready and fun to play with. change of mechanics a lot of the time you change what things looks like and then you would have wasted time on art you arent gonna use. concept art is fine, but dont make any final art like in this video until everything else is in place

    • @ender7278
      @ender7278 Před 3 lety +12

      As this video proves, you should work out the gameplay prototype before anything else.

    • @sowatome849
      @sowatome849 Před 3 lety +3

      For me it would sound cool as a Boss Battler but Bosses are enviroments as big paintings and you brush stuff on thwm

    • @teapasterelix
      @teapasterelix Před 3 lety +6

      If ever you make a demo of it I'd love to be one of those peeps to try the game.👉👈
      I think its also cool to add in some special tools such as paint bucket(to make a large splash onto the enemy), pen(more accurate targets), pencil etc. that have unique abilities
      Then agaaiinnn there has to be a prototype before you get into the rest of the details

  • @vanglorious7604
    @vanglorious7604 Před 2 lety

    Great Video !
    By far this is the best game dev video I've seen, the way u explain things from the start to finish is perfect, the pacing is also perfect and the graphic u already nailed it from the start of the game, the visual is very appealing, I loved every minute of it. I don't mind at all if I have to watch it again, so happy the game turned out the way u want in the end, all the hard work was not wasted and the game looks really fun! I love the monster designs and artstyle!
    this was really inspiring thank you, looks like I still have a long way to go from now, still learning 3D modelling the character tho HAHAHA

  • @adibzahirrudin
    @adibzahirrudin Před 2 lety

    That end result is really *satisfying*. Really squishy... I like it bro!

  • @m1bl4n
    @m1bl4n Před 3 lety +133

    Its so... polished. A pure eyegasm. Meanwhile my 'complete' games are unpolished af.

    • @devinbelver7124
      @devinbelver7124 Před 3 lety +23

      he really nailed the simple yet beautiful art design. I'm way jelly

    • @igorthelight
      @igorthelight Před 3 lety +1

      Guys!
      Google what "game juice" is.
      Thank me later ;-)

    • @cactusjupiter8533
      @cactusjupiter8533 Před 3 lety +2

      @@igorthelight how is a cartridge cleaner supposed to help?

    • @igorthelight
      @igorthelight Před 3 lety +1

      @@cactusjupiter8533 Ha-ha! :-)
      No! II didn't mean that.
      I was talking about this: czcams.com/video/216_5nu4aVQ/video.html

    • @Nootathotep
      @Nootathotep Před 3 lety

      also quite often major companies' complete games

  • @Silencer1337
    @Silencer1337 Před 3 lety +629

    The video: half-way through
    Me: oh god this guy always already has all the graphics and animations finished before even having decided on the game mechanics
    The video: 10:54
    Me: thank god he figured it out

    • @zibbazabba905
      @zibbazabba905 Před 3 lety +20

      That's how I spent the first half the video

    • @beepbep4302
      @beepbep4302 Před 3 lety +30

      Everyone has their own hurdles and game development and this guy had his. We all can laugh about it but shouldnt make fun.

    • @beepbep4302
      @beepbep4302 Před 3 lety +11

      Although I will say... excitement probably took over.

    • @lazilyymade
      @lazilyymade Před 3 lety +8

      YandereDev: still hasn't figured it out

    • @Suekru3
      @Suekru3 Před 3 lety +13

      @@beepbep4302 no one is making fun of him.
      Art work is something you should save until after you’ve made a fun gameplay. The game I’m making, I am just using some premade assets as place holders. Once I have something that feels fun to play, then I will look into getting real artwork for it.

  • @CoreyHardt
    @CoreyHardt Před 2 lety +2

    Thanks for sharing all this, great video and congrats on your journey. As a fan of turn-based roguelikes, I really like the look of some of the positioning-based ideas you had before starting over!

  • @Xcceler
    @Xcceler Před 2 lety

    This was a phenomenal video. I will be purchasing your game to not only support you but the game looks kinda fun. Cheers mate keep on going!

  • @maddockemerson4603
    @maddockemerson4603 Před 3 lety +6

    5:40 This health system is really cool. I don’t think you mentioned why you seem to have gone back to a simple numeric HP system by the end, but maybe this one would be good for a different genre? Like a survival sim where each effect has a different way to cure it, so Blunt damage goes down over time, Bleeding gets worse over time and you need bandages to cure it, Poison requires an antidote, etc.

  • @the_jingo
    @the_jingo Před 3 lety +145

    I mean the 2016 version does sound fun to me it just seem different and sure lot of people don't like trying new thing but I think it could be fun to have overly complicated aliament system and no actual combat it's create challenge in gameplay that most other game don't have thus "different"

    • @frosthammer917
      @frosthammer917 Před 3 lety +33

      It has certain elements that can definitely be turned into a fun an unique game. A game with lots of alignments to manage and where the goal is to avoid conflict not kill the enemies could be a fun deep strategy game. But it really doesn't seem to fit everything else he had around it. A heavily constricted grid movement with a plant growing system thrown in there most likely isn't going to make for a good tactical strategy game.

    • @oceanbytez847
      @oceanbytez847 Před 3 lety +6

      There was a game pretty similar in concept to this that i got in humble bundle. it was alright except the aging. Couldnt stand my character aging (died in like 30 turns of old age) so quickly. the mechanic was an annoying way to force forward progress and unfortunately, within a few days i deleted the game without a second though.
      Its easy to lose audience on simple things. I at least tried that random obscure indie game.

    • @Holgast
      @Holgast Před 3 lety +7

      Right, there are so many roguelites out and turn based survival games are much rarer. Something similar could be quite interesting if done well.

    • @illdeletethismusic
      @illdeletethismusic Před 3 lety

      @@frosthammer917 just get rid of the grid and that hideously flat mobile game artstyle and it can be made to work

  • @IIMyLittlePonyII
    @IIMyLittlePonyII Před 2 lety

    I love all your UI, great job!

  • @Rosemaker_
    @Rosemaker_ Před 3 lety +3

    Loved it! Thank you for sharing this experience, it really helped me out of my slump

  • @orionw6161
    @orionw6161 Před 3 lety +11

    Don't worry those first years where not wasted, especially since you showed us all what you learned. Thank you!

  • @men_del12
    @men_del12 Před 3 lety +153

    So basicaly: make it simpler 1st then develops its idea.

    • @rtyzxc
      @rtyzxc Před 3 lety +30

      The reason you should make it simple is to make it quickly playable to see if it works, but you still should include as many core mechanics as possible and make sure it works well right from the beginning. If you can't get it to work, it probably isn't fixable, you can't expect it to magically get better later. If you have a mechanic in your mind, it should be in the prototype, you can't just expect to add it sometime in the future and expect it to work.
      In my honest opinion, many modern games are based on pretty weak foundation that is either very simple, or the ideas just don't work together in any meaningful way but are forced together with bandaids. An overly simple foundation can be a result of a failed foundation had to be dumbed down because it didn't really work. Then the remnants are loaded with tons of irrelevant and disconnected features to keep the player busy, professional graphics and sountrack, and there you have a modern triple A game. To me it becomes pretty quickly apparent what was in the foundation and what is tacked on.
      Making an actually good foundation is very hard and takes a lot of experimentation. Well planned is half done. Good ideas rarely come out of an expensive assembly line with deadlines. More stuff should belong in the foundation. Inexperienced devs tend to expect too much out of their vision and skimp on a working prototype, maybe even to avoid facing the truth.

    • @men_del12
      @men_del12 Před 3 lety +4

      @@rtyzxc Woah your words are so inspiring. I never thought it that way. You're right, we do need a very strong foundation. Thank you for that. I'll save your comment.

    • @jmjanzen
      @jmjanzen Před 3 lety +4

      I'd say even more than that, you should always be able to describe it simply. The phrase "twin-stick action roguelike where you can mount and ride every enemy" describes everything meaningful about Patch Quest, while leaving the details out.
      But yeah, prototyping seems super important. Makes me feel a little better about never being able to get beyond that first step. :p

  • @seppoday
    @seppoday Před 2 lety

    I am pretty impressed that alot of things you tried were very polished :O

  • @wtf2859
    @wtf2859 Před 3 lety +5

    Thank you for this! It really acted as a tutorial, since I was creating a game and had no clear idea what to do, and was just freestyling it. As you can guess development was really slow, I got demotivated alot, and would work on it every day, despite even myself hating the game.

  • @owenneilb
    @owenneilb Před 3 lety +38

    I feel like so many step into this same trap because they get into making a game not because they want to make a game, but because they want to make "THIS" game (for whatever value of this). Their idea is/was their drive to make the game, so prototyping and finding it isn't fun is difficult to swallow in that case.

    • @ViryaDharmawanVGE
      @ViryaDharmawanVGE Před 3 lety +7

      I think that's normal, really. Your drive to make a game will always come from the ideas, and this is true for most creative endeavours.
      I think the real trap, though, is thinking that your idea wouldn't be fun for anyone because it isn't fun for you. I think Patch Quest's 2016 version of the game is awesome, and I would love to play it, but he finds it not fun and was disheartened. Just because your idea isn't fun for you, doesn't mean that no one would enjoy it. Fun is, after all, subjective.

    • @owenneilb
      @owenneilb Před 3 lety +12

      @@ViryaDharmawanVGE I have no idea how you succeed at building a game that isn't fun for you though. How would you change it, improve it? Even if you could, would you really want to?

  • @Paul-hw7kc
    @Paul-hw7kc Před 3 lety +57

    Though I've never completed a game on the level as this guy, I can relate. When I first started in game dev, I had all these awesome ideas. In my head I was thinking my player can do this and that, and even do this when doing that. And they'll have this option, and that option. They'd have endless options. They can do anything. Yet when I created my games they quickly got bogged down with too many options. My play testers my nephew and niece were rather blunt. They got right to the point "This is boring."
    I quickly realized I had wasted countless time designing features which the player's didn't even take a split second's notice of. Some they never even knew about. For example, in one game I spent like 3 weeks designing this highly complex atmospheric system based off of the amount of trees in the world. It was cool to me. Yet to my players, they didn't even know it existed.
    It gradually dawned on me it wasn't my ideas. It was how I was implementing my ideas. I realized you can't think fun. You have to experience fun. From then on I made a point that the core of my game would be fun. No longer would I imprison myself to one framework and try to squeeze everything into that one system. Instead I gave myself the freedom to experiment and do whatever seemed most fun in the moment. This all started from this one experience...
    On one play test I had created just a base terrain and ocean. While wandering around the world, I quickly got bored. So, I went to a really high point and ran and jumped off a high cliff in the ocean. After I had done this, I thought hey that was kinda fun. I wonder if I can jump farther or wouldn't it be cool if there was another ledge farther away and I can see if I can jump on it.
    From this experience, I developed what I call the fun play test. I have a simple idea. Play around with it and change it up a bit. I then build off that and so on. Fun mechanic leading to fun mechanic. So, I still follow my ideas. But, my ideas are just that ideas they aren't rules. I haven't reached my core yet. I still have lots of mechanics to explore. Yet I know at least when I find my core, I'll have plenty of fun mechanics to choose from.

    • @Roockert
      @Roockert Před 3 lety +4

      i think what you are referring to is what game designers call follow the fun. there is a whole video about it on a youtube channel called "Game Maker's Toolkit" if you want to know more. its sometimes also said that these kinda games design themselves.

    • @Paul-hw7kc
      @Paul-hw7kc Před 3 lety +2

      @@Roockert That's really cool. I didn't know they actually had an official term for it. I agree. The game really designs itself. I tell people I'm making a survival game. They're like cool. What's it about? I always struggle here. Cuz I have a bunch of ideas, but I have no idea which direction its gonna go. I've never surfed, but I think that's a good analogy. I'm just following the wave wherever it leads. Thanks, I'm gonna look into that Follow the Fun concept.

  • @unitexconquer375
    @unitexconquer375 Před rokem

    Incredible video.and the game is looking amazing well done for sticking with it!

  • @austensperry4163
    @austensperry4163 Před 2 lety

    I love your art style! It’s very endearing.

  • @PsychOsmosis
    @PsychOsmosis Před 3 lety +15

    At the first prototype you showed, I was like *"wait, is this that very interesting Monster Taming / Ressource Scanning / Tile Capturing game I've seen Wanderbot play?!"*
    At 9:40, I'm now sure that it's the same game. Great job on your game, it has really gotten far since the first prototype! I hope it gets released on Switch so I can experience it.

  • @feminine_desires
    @feminine_desires Před 3 lety +27

    "Overly complicated ailment system"
    *Tales of Maj'Eyal has entered the server.*

  • @mela_pela
    @mela_pela Před rokem +1

    the UI is stunning. I'm surprised you didn't talk about that at all. I would love to see the process.

  • @Toronja_Arenosa
    @Toronja_Arenosa Před 3 lety

    Great video! I'm just starting with game development and this helps a lot, thank you!

  • @iKiwed
    @iKiwed Před 3 lety +64

    Moral of the story, grapple hooks make everything great.
    Joking aside, since I've failed a lot of projects and remaking new ones, I loved watching this video.
    My current project is a sort of puzzle game easy to play, and the sandbox is the real challenge. This was inspired by Trackmania and Halo 3, both games that have simplicity and depth at the same time. Thank you for sharing your development.
    PS: I love your artstyle, even from the other projects.

    • @gangstasteve5753
      @gangstasteve5753 Před 3 lety +1

      true. grapple hooks make everything great.

    • @gangstasteve5753
      @gangstasteve5753 Před 3 lety

      Dude I love the trackmania and halo 3 race tracks i wanna see whatever game you are making

    • @GzheGzheGzhe
      @GzheGzheGzhe Před 3 lety

      Oh, what does Ace Attorney memer does at game dev vids? You wanna create your own ace attorney?

  • @kettonger
    @kettonger Před 3 lety +155

    Although the video is based around game design, at its core this is an excellent video about project design and workflow! I'd say your journey helped a lot in making a very focused and informative video. Congratulations and I hope the game is a hit!

  • @interdimensionalgoober8769

    14:06 Nice use of the streets of rogue ost, super underrated game.

  • @hermionegreen333
    @hermionegreen333 Před 8 měsíci

    This is very useful thank you! Also love the look and sound of your games!

  • @MaxSKYT
    @MaxSKYT Před 3 lety +33

    Amazing looking back at how the game went through the years. I myself forgot what the game was like in its humble beginnings.

    • @LycheeGameLabs
      @LycheeGameLabs  Před 3 lety +9

      Old Patch Quest (2016-2018) Rest in spaghetti never forgetti

  • @MrBlitzpunk
    @MrBlitzpunk Před 3 lety +24

    I've played your game after watching this, and it's great! Played for about 3 hours and am looking forward to play more. It definitely would sell on steam.
    Man i wish this will be available in mobile that'd be super

  • @quissy5641
    @quissy5641 Před 2 lety

    I love your attitude, I always beat myself up over mistakes and failures, getting a bit better but it always helps hearing another perspective.

  • @azuarc
    @azuarc Před rokem

    15:00 That's the part I needed to hear. Maybe I'll try this myself some day.
    Patch Quest is a fun game, btw. I'm glad you persevered.

  • @stopdelete8435
    @stopdelete8435 Před 3 lety +37

    dude just seeing the monsters makes me want to play it

  • @ikjman1
    @ikjman1 Před 3 lety +6

    11:30 "had to start over" - queue the pikmin music! Nice one =)

  • @TreetopCanopy
    @TreetopCanopy Před 2 lety

    I love these ideas for a non-violent roguelike!

  • @mukiex4413
    @mukiex4413 Před 3 lety +15

    I feel like a lot of those issues with effects early on could've just been resolved by making maps with far fewer of them to get the player used to the effects happening. Maybe adding an item behind a negative effect (like that brushy dry grass) in the first stage so the player could find out in one run and avoid it on the next.

    • @wiilli4471
      @wiilli4471 Před rokem

      And thats why youre a child and not a developer. You have zero concept of how hard/simple things are.

  • @mememaster7602
    @mememaster7602 Před 3 lety +15

    "There are no mistakes, they are just happy incidents"

  • @juhaniheinonen6132
    @juhaniheinonen6132 Před 3 lety +24

    Streets of Rogue soundtrack included. :)
    A man of culture.

    • @jixs4v
      @jixs4v Před 3 lety +1

      was gonna say the same :) one of the best games of all time for me

  • @l0rdfr3nchy7
    @l0rdfr3nchy7 Před rokem +1

    Congrats on 1.0 , just bought this 2 days ago . I remember this video and came back to rewatch it ^^'

  • @IxiledOracle
    @IxiledOracle Před 8 měsíci +1

    its actually become my fav game for couple months and just found this clip

  • @asailijhijr
    @asailijhijr Před 3 lety +5

    When you've got a bunch of things that you want to include, you've got as many game ideas as you have list items.

  • @inuinuinuinuinu
    @inuinuinuinuinu Před 3 lety +41

    this a really well told, heartfelt, relatable, and encouraging story. it's also full of USEFUL advice and insightful lessons learned. also your game actually looks amazing (visually and gameplay-wise)! well done, looking forward to more. :)

  • @senilevideoenjoyer
    @senilevideoenjoyer Před 3 lety

    This was very motivating thanks! I will try the beta soon

  • @lynnnl
    @lynnnl Před 2 lety +1

    Your art design is really beautiful! even in the first versions the game was looking nice

  • @pixate6969
    @pixate6969 Před 3 lety +240

    "every game needs its own unique twist"
    *Looks at cod..... FIFA.....*
    Yep

    • @apeculiaruser
      @apeculiaruser Před 3 lety +16

      Pokemon...

    • @myreneario7216
      @myreneario7216 Před 3 lety +72

      As an indie you need a unique twist, because otherwise nobody will ever play your game over the triple A title you´re copying.
      You need the twist to ensure that you´re not directly competing with anyone.

    • @sirlezard670
      @sirlezard670 Před 3 lety +13

      @@apeculiaruser The metagame changes in pokémon. All COD is one giant clone.

    • @thebattle7000
      @thebattle7000 Před 3 lety +16

      @@apeculiaruser Pokemon metagame changed after every generation. In gen 2 you got held items, gen 3 introduced abilities, gen 4 polished things as well as add more really good items like Choice Scarf and Specs, Focus Sash. Gen 5 introduce the Weather Wars. In gen 6 we got Mega Evolutions, gen 7 gave us Z Crystals on top of megas. Gen 8 gave us Dynamax(It's kinda shit compared to Mega Evolutions and even Z Crystals were more balanced)

    • @apeculiaruser
      @apeculiaruser Před 3 lety

      @@sirlezard670 yeah, you're right.

  • @tomoerlemans010
    @tomoerlemans010 Před 3 lety +17

    I do not aspire to be a game developer, but I do want to be an independent software developer, and your story felt very recognizable. And the fact that you managed to pull true is very inspirational (and also you are a very good story teller). Thank you for sharing.

  • @mangajag
    @mangajag Před 3 lety

    your game is now in my wishlist, it looks so good!! and the audio is super well combined with the animation

  • @jamesc2683
    @jamesc2683 Před 3 lety

    Dude your UI animation skills are on another level