@IronIntOfficial@verydrearydays And more you can think about the time that was wasted... But! It is what it is. No point of mourning over past. But I agree with yoy
@IndieGameJoe Rayman is fun, I used to play it, now playing with with kids. (Though the one which I used to play was singleplayer๐ and it was noice)
The problem is that people think it's weird that someone can do good things out of a good heart. That shows how hecked the system we live in is and what kind of society it produces.
On kids - have two myself. It's very rewarding watching them grow up (mine are moving into the "teen" area), though they can be quite a pain in the arse ๐คฃ
Interesting read.
Good question and I suppose it's based on why a person is an indie dev and what the goal really is. I can comment based on my situation since the game I've been building for 3+ years is very niche (which I knew from the start, tbh).
I decided to go indie first and foremost because I wanted to be creative. Not to appeal to everyone around.
Obviously, I won't be saying here that money wasn't in mind, but I made my choice - to create something of my own, provide something interesting (in my opinion) and share it with others.
Marketing is tough. Maybe because the game is not of much interest, maybe because I'm very bad at marketing ๐ - I won't know at this point. But I know for a fact that I will walk out with experience anyways.
So, the point is - if one's primary goal is money, sure, pivot it, align with well-known mechanics that players already like. If the goal is more than money, well...
Very important - it's not about superiority of one approach over another. It's about different desires that shape the approach.
@sensational965 Oh yes and yes. Already prepped a base code for another project. Though, that's collab - won't be touching any visual assets for this one
Seems like I'm coming back after 2 months of silent work with no marketing affairs on my back.
It's amazing how much can be done if you're not recording/editing/cutting for everyday content.