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Unrealistic expectations sunk our indie game

Man, where do I begin... My team and I poured 2 years into what we thought was gonna be 'the next big indie hit'. Concept art lit up our forums, lore was deep enough to drown in, and mechanics were something fresh. Couple of months ago we hit that wall... the money wall. With a mix of feature creep and no marketing budget, we're now just another card in the deck of cancelled indie projects. It stings more 'cause it's not even about the game not being good - we just couldn't pull through financially. Learn from us, cut your scope and save some cash for ads!

Submitted 1 year, 1 month ago by devdreamsdashed


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It's a real shame when good projects never make it to launch. I think many of us underestimate the power of marketing. It's not enough to have a good game, you gotta get people to know it's there. Big wake-up call for anyone in the indie scene. Thanks for sharing your story, really highlights the struggle.

1 year, 1 month ago by EchoChamberEscapee

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Story as old as time. The graveyard of indie developers is littered with the bones of 'could have beens'. Money runs the world, and without it, good games die. Welp, add it to the long list of what-ifs and maybes. Can't say I didn't warn y'all months ago when y'all were just considering an inventory overhaul.

1 year, 1 month ago by RealityCheckmate

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Absolutely gutted. I was following your lore posts and the whole concept was incredible. The world needs more storytelling like yours. Have you thought about adapting the core lore into a novel or a serialized story online? Could keep the dream alive and even generate funding.

1 year, 1 month ago by LunaLoveLore

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It's all about sustainable development. Feature creep is a real threat, but even more so is underestimating the importance of marketing. You should be allocating a significant portion of your budget to getting the word out there from day one. Social media is your friend, and so are influencers. Learn about guerrilla marketing techniques. It can give a huge ROI for minimal investment. Also, start building a community early; it helps with crowdfunding and getting those early adopters. I'm available for consultations if anyone needs.

1 year, 1 month ago by GameDevGuru

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Dang, I'm just getting started on my own indie game and this is scaring the pixels out of me. How do you even begin to budget for marketing when you're eating ramen to afford Unity Pro? Any tips for not falling into this pit?

1 year, 1 month ago by RookieMistakes

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lol guess it wasn't that 'next big hit' after all, eh? Rip. But seriously, why no Kickstarter? Seems like you guys had a fanbase waiting to throw money at you.

1 year, 1 month ago by SavageSprite

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Man, reading this was like seeing a snapshot of my own life. Been there, the pain is real. Remember folks, scope creep is an indie dev's worst enemy. It's tempting to add 'just one more feature' but please for the love of your sanity, keep it simple. Your game doesn't need to compete with AAA titles on features, just deliver a solid, unique experience. And yes, a marketing budget is a must. Sorry for your loss, OP, but thanks for the brutal honesty.

1 year, 1 month ago by IndieDevJoe

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Aww dude that sucks. Your concept art was killer, sad to see it won't see the light of day.

1 year, 1 month ago by PixelPirate