Hi, I'm Blake. My first game was '89 Doors', a rage game where you escape mazes whilst being pursued by an insatiable creature of hunger, and now I'm working on a tower defence game called 'Forgive Me My Henchman', where you play as a typical head 'bad guy', deploying henchman and sabotaging a building in an effort to stop a one man army action hero.
Hi, I'm McDeezy. I am currently working on a game called FMMH - a tower defence game that satirises action movie tropes.
Months ago, I read a great article by Blackshell Media called ’10 Simple Mistakes Indie Developers Should Avoid’. I suggest reading it, and you can find the original article by clicking here. I recently decided to revisit this article in order to get an idea of what mistakes I am still making, and how I can respond to them. I have written about the relevant ones.
Why I haven't already started asking for help is because I want to be able to give people a clear idea of what this game is about beforehand. I also think people will be more likely to help/team up with me if I have shown that I am serious about taking this project through to completion, and the more work I can do on the project myself, the more clearly I can demonstrate this.
I still think this is a good idea, so I will continue with my current course of action.
Mistake 9: Keeping your project a secret – I have kept my project a secret so far. The reason is because I want to make sure that I can provide an example of what this game is about - and be able showcase some of its mechanics - before I start explaining it.
According to what most developers say - this is a mistake. From what I have been reading, most developers recommend showing off something as soon as possible, some even recommend advertising your project even before you have something to show! Maybe I am being stubborn, but I don't want to show off my project until I feel I can give people a good/clear demonstration of what it is about by sharing gameplay footage. Since I am still committed to doing this (even though it may be a foolish idea), all I can try to do is work towards having a gameplay trailer as fast as possible.
To finish, it was good to revisit this article - not only did it make me realise areas where I can improve, it also made me realise how far I've come. What a journey. Well, gotta keep on moving!
Have a great week everybody