- Total income: $107.83 without personal investments
- Total income: $3578.20 with personal investments
- Total expenses: $105.17
- Total hours: 176.75
The indie adventure was continuing the detour going into June and the focus was for June to be another skill building and learning month. There has been many skills built, including proper finger placement while typing and learning how to do blender renders among refreshing knowledge in the Finish Good Games that Sell training program. While skill building some time was also dedicated to idea generation stage for the next project. In total 24 ideas were generated and 8 of those ideas moved to stage 2 where the ideas were thought about with slightly more detailing. After that 4 games moves to the good ideas stage and even more detail and thought was put into them.
After carefully considering those good ideas, the winner and idea that will be the focus of July-September was actually not the idea I expected or was most excited about. Instead the chosen idea is the smallest of the 4 with the most shortcuts in development possible. It requires the least amount of code and art, and by focusing on less I can make the game have a better quality given the short time frame of development. To get a more detailed breakdown, support Tim Beaudet on Patreon
What was Learned
Marketing is Magical
Really not sure how but the reddit post
about what I learned in 1656 hours was a real hit with /r/gamedev. When writing it I felt it was too “me” focused to provide value to others and actually almost did not post. The Best Racecar asset promotion for Patreon campaign did not do well despite having lots of screenshots.
Multiple Game Ideas is Valuable
The best path forward may not always be the game you are most excited about. During idea generation 24 ideas went to 8 then to 4 and for the entire process one idea was screaming very loudly. I was very excited for that idea and ready to start it, essentially promoting it to the winning slot. However upon closer inspection in the last stage of idea generation, it lost points on how it would be produced. For a game built in 3 to 4 months a lot of work-flow optimization will be needed for a higher level of quality.
Support Tim Beaudet on Patreon
for more detailed breakdowns and other rewards, or assist non-financially by sharing this post with others.