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If you're anything like me you like getting stuff done
Nothing frustrates me more than learning something and not doing it
I just want to make progress
Therefore I constantly have to remind myself that
Learning some
Getting inspired or even just
Playing games actually leads to more progress in the long run
Basically just making your game
So here's what we're going to do
To ensure that your inspired
First
We're going to study my list of top 10 2D Indies
Of the last decade
Consider this something like a stimpak to jumpstart our inspirational juices
But also will help clarify our game Cisco
What you're capable of as an indie
And what the Benchmark for indie games today really is
Don't worry you don't need to buy anything if you don't want to we can
Certainly just study them together right now and
Figure out what really makes them special
We're going to use list from Game Ranch
The indie game website
Kotaku
It take a look at ten games his qualities
I feel we can try and replicate
In this case
They are
Undertale
Limbo
Dead cells
Stardew Valley
Hollow Knight
The Binding of Isaac
Papers please
Enter the gungeon
Don't Starve
Cancel
Be sure to study the Games trailer and also the let's play in the next section to get an idea of what makes
Each game special
And ultimately become inspired
As for me I'm going to focus on two games on this list
And actually one of my own game
And we going to take inspiration
And talk about them
And how they relate to our very first
One of these games is made by a single individual
And then the next two are actually made by small team
Let's break down what makes
Each of these games special
More importantly
What made them sell so well
We're going to use steamspy
A website created for the sole purpose of estimating the number of steam sales for various titles
Among other data
We're also going to study these titles steam pages
And what makes them so good at selling the game
Talk about my game
Call neversong the art music story level design voice acting
Direction and some code was done by me
But the code base was built entirely from scratch
Inside Unity
By Eric Colburn who works
About 1,500 miles
We still had a strong sense of collaboration over the course of two and a half years
And we released the project was super proud of on just about every platform out there
After several months of production neversong actually secured funding from Kickstarter
And then eventually Apple
It's important that the Prototype was used to pitch the game the kickstarter
We'll discuss that in just a bit
Let's talk about some things that might be inspirational to you about Never song
First look at the description on the steam page
It says help little Escape his beautifully haunting coma
A hand-drawn action adventure
Your dreamy World filled with
With fleshy insectoids
Insane grown ups
And sad children looking for their mom
Description satisfies pretty much everything steam recommends
First it identifies the game genre
And uses verbs
In this case hackenslash
The detailed the primary mechanic and actions
It also communicates the ultimate appeal of Never song
Annette hand-drawn dreamy atmosphere
Never songs cover art is certainly more detailed
Denis actual game
It was catch by Pete Cooper who wants work for blizzard
He did this pro bono for me and I simply colored it in Photoshop
Discover are dramatically raps the color scheme mood
Game Mechanix and protagonist
In a single thumbnail
Now regarding the games gross revenue and made around $50,000 within the first month
Now let's move onto undertale
Undertale was created by a single developer
Toby Fox
Please important to note here that Toby Fox did eventually contract out some artwork
But overall this game exemplifies what kind of Master
Two-piece a solo Dev can create
It's also a great example of how a seemingly clunky cheap-looking silly game can become an instant class
Players across the world are obsessed with
Believe it or not it took Toby two-and-a-half years
Jacob Lee undertale using gamemaker Studio
It raised over $50,000 on Kickstarter
It is important here that Toby seems to have a knack
Understanding what players
Really want from a game
From the familiar but unique hook
Fighting enemies with kindness
TV Almost Boring aren't that allowed players to project themselves onto the characters
Kobe release something that connected intimately
With players
And that's what sold it now let's take a look at undertale steam page to get some inspiration
The description says
Undertale in all caps
With an!
RPG game where you don't have to destroy any
This description is everything players love about undertale
In a nutshell
It's hilarious for one but
Also described the game's hook and just 10 words
And that's easier said than done
Now let's take a look at the cover art
Unlike Hollow Knight which we'll discuss in a bit
Undertale thrives on striking simplicity
It's tempting to scream your cover art to a player
But if every game is screaming for attention on Steam
The ones that aren't
Are likely going to get attention
That's certainly true for undertale
Now it's you steamspy to take a look at the steam gross revenue
It looks like around 3.5 million units were sold and that's for about $5 on average
Jet 17.5 million dollars
That's obviously just a guesstimate
Last but not least
Hollow Knight
Hollow Knight was created by a small team
It's important to remember that a team is formed and managed in a variety
You can simply partner with friends or family just for fun
Or you can hire them full-time
Which I don't recommend starting out
Or in my case
You could partner with development Studios thousands of miles away from you
And just agree to split the revenue
A small team can cut the development time if your game in half
Can ultimately create something more profitable
In the long run
That was certainly true for Halloween
So how did team Cherry the Creator Paul and I do it
For them it all started in 2013
During a lutam.
Genesis the game Jam wear
Teams are made from scratch
The single weekend
Our Gibson Inn
William pelland quickly made a flash game called Hungry night
About a knight who eats bugs
Interception on Newgrounds was not so great
Slimming down to another game Jam
They combine the concepts of both games to create the Prototype Hollow Knight and eventually raise 57,000 Australian
That's about 40,000 US dollars
With the team size of four individuals
Christopher Larkin being contracted
Music
Team Cherry created Hollow Knight
And released it on Steam
Do it immediately labeled a new classic
Buy PC game
Alright so let's go ahead and get inspired by Hollow Knight Steam
The description reads
Forge your own path in Hollow Knight
An epic action-adventure through a vast ruined Kingdom of insects
And heroes
Explorer twisting Caverns
Battle painted creatures
A friend bizarre bugs
All in a classic
Andron 2D Style
This description immediately gets to the point
The concept of
Forging your own path
Instantly told you that the game is a metroidvania
That allows for customization
Additionally the next two sentences immediately create a niche in the potential customer
What exactly lies
In the depths of these beautiful 2D
Twisted Tavern
Alright let's take a look at the cover art
This cover art is almost the opposite of undertale
It's a lie Sturtevant's detailed
And it shows the protagonist
Nurse to cover are a strikingly large but also small
Additionally although it still looks like the games are
It's much more detail
Now what you steam Spa
Looks like about 3.5 million units were sold
That's about $10 on average
With steam sales
That's about 35 million bucks
Again this is obviously just a guesstimate
Using steamspy
But I think we can agree
This simple 2D metroidvania Adventure
Made it Steam
Very rich
In addition to checking out my top 2D indie games list
Trailers and let's plays
I also love for you to try and play
The five free Indie titles
Included in this car
I'd recommend playing 10-week
And really dig into that
Study mechanics the story The Art
In the marketing for
Then fill out the inspiration section in the game design Bible
In the following
Additionally
Don't forget about just playing other games you love
It's an odd thing to remind you this
But I have to remind myself a bid daily
My biggest regret in my Game Dev career
Is not playing more games
Because of jealousy or a feeling of not being productive
I can avoid just playing games altogether
This is a really bad idea
Your creative sponge will dry up
In just a couple weeks
Stephen King put it in on writing
If you want to be a writer
You must do two things above all others
Read a lot
And bright
This is 100% applicable to any creative
Especially gamedev
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