I'm making a video game.

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People are just ignorant as hell online, man. A lot now more than ever. Mfs are straight up just lie in front of your face and are trying to tell you it's the truth.
The more you preach this the more they'll ignore it.

Cool looking level design. I'd add some texture to the backgrounds so it's not just black though.
 
Hey just wanna say to whoever wishlisted my game that I really do appreciate it. I don't get a lot of support as a beginner dev and my game is a bit out there in terms of difficulty, but I really am thankful for your support.
 
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One week to launch, that's gotta feel kinda unreal lol. I went back to the first page and it's crazy how far the game has come from that early prototype. Hope the launch goes smoothly man!
 
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Hello.

I unfortunately have to announce that Proto Zero has been unprofitable as a project. Henceforth, I will be pushing out any and all bug fixes or qol changes within the game, before December. After that, the game is pretty much platinum.

Thanks to all who supported!
 
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What's the deal, looks like it has been live a couple weeks at $20 and has no reviews? Is this a case of just too many games being out there and getting drowned out, pricing it above where some random person would care to chance it? Are there any internal metrics showing where the fall out is on this?
 
I understand it's super hard for a game from a first time developer to make a dent in a ridiculously over-saturated market, seems like it's as much down to luck as other factors. Finishing and releasing a game is an amazing achievement in itself, that most of us never manage, so be proud.
 
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What's the deal, looks like it has been live a couple weeks at $20 and has no reviews? Is this a case of just too many games being out there and getting drowned out, pricing it above where some random person would care to chance it? Are there any internal metrics showing where the fall out is on this?
Well, I have yet to see or confirm any metrics of other indies besides my own that have released.

But I think this has mostly been my fault. I don't believe I made a game people wanted. Better luck next time, I guess.
 
But I think this has mostly been my fault. I don't believe I made a game people wanted. Better luck next time, I guess.
You should be damn proud. Just because the mass don't buy/ play doesn't mean you failed. Don't let it get you down. If it's your passion, then stick with it. Take what you have learned, good/ bad, and use that to build on your next journey. That's life. It's not about getting to the finish line quickly, it's about taking in the experience as you go. I'm rooting for you!
 
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You should be damn proud. Just because the mass don't buy/ play doesn't mean you failed. Don't let it get you down. If it's your passion, then stick with it. Take what you have learned, good/ bad, and use that to build on your next journey. That's life. It's not about getting to the finish line quickly, it's about taking in the experience as you go. I'm rooting for you!
I unfortunately don't have the income, time, and in all honesty motivation, to continue something in the immediate future.

I'm unsure what I'll do from here.
 
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There are so many games being released nowadays that it's easy for games to get buried in the pile. Unfortunately a lot of times luck is a factor as well. Some indie games that I really enjoyed wound up being completely missed, even though they tried paying for ads and all.

All I can say is don't give up, don't abandon your game and try sharing the steam demo on some platforms, like subreddits specific for that type of game for example. Giving out a key to some prominent curator that plays indies could also help getting some visibility (which seems to be your main issue).
 
I unfortunately don't have the income, time, and in all honesty motivation, to continue something in the immediate future.

I'm unsure what I'll do from here.
Don't let this experience harm your passion for developing.
It's a completely normal scenario for us begginers, I personally think what matters is that you did it, you managed to finish and you not only tested the waters, but also learned how to solve issues. Who knows? This experience might serve you for your future projects.

We're living in an era with:
- Overflow of products each hour.
- Short attention spans.
- People thinking "support the devs" means "use for free for 5 minutes".


Hope this doesn't kill the interest to keep developing stuff. Just keep trying, and stay focused, be honest with yourself and decide "Why am I taking the time to do this?"
 
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Well, I have yet to see or confirm any metrics of other indies besides my own that have released.

But I think this has mostly been my fault. I don't believe I made a game people wanted. Better luck next time, I guess.
Look I get where you're coming from, but I'd suggest that perhaps a wise move would be wait for some metrics to come in. Perhaps do a bit of fishing, use a forum like this, hit up the general steam forums since they're hugely active and fish a few polling questions and comments to people.

Perhaps it's the genre, gameplay mechanics, the way it looks, could be the price? There's just too many unknowns. What if you charged $15 or $10 for it, and suddenly buys began and in a month 15000 downloads happened vs like 100? That would be a good thing in the end than just quitting on it. No Man's Sky was a hot ridiculed turd for the price and lack of content, now look at it.
 
Don't let this experience harm your passion for developing.
It's a completely normal scenario for us begginers, I personally think what matters is that you did it, you managed to finish and you not only tested the waters, but also learned how to solve issues. Who knows? This experience might serve you for your future projects.

We're living in an era with:
- Overflow of products each hour.
- Short attention spans.
- People thinking "support the devs" means "use for free for 5 minutes".


Hope this doesn't kill the interest to keep developing stuff. Just keep trying, and stay focused, be honest with yourself and decide "Why am I taking the time to do this?"

You writing this is not helping, sorry. In fact, after this, why would I make games if people aren't going to bother paying attention to it, let alone play it? And to further even take the time to understand and appreciate it? And I pretty much lost a lot of motivation after this project.

Why did I take the time to do this? I don't know, and I wish I cared anymore, but I really don't.

Onto the next project.
 

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