"There is a lot of crap here" - Feed the kind postmortem
So I made a game. Here is how it went.
āThere is a lot of crap hereā
Remove the garbage.
When I come up with games I always think about how complex the game is. I want things to be deep enough so they donāt get boring for the player. So even before I write the first line of code, Iām thinking about how the game will fulfill this arbitrary complexity goal. The initial idea of the game was āyour are on a farm, trying to feed a hungry demon. If you donāt, itāll eat your kidsā. It actually took until around 8 hours in before the idea to make your body the farm even popped up. Anyways, when my dad played the game it contained: planting and farming (some plants could only be planted on specific ones, and each plant created their own type of resource when harvested), sacrificing body parts to gain blood, and more story with the demon. It was just too much for him to understand. And it was too much for me to polish. It was just not gonna work, things had to be cut and simplified.
First off was the sacrifices, that was just a matter of removing it. It hurt to remove it, and I was scared the game would be less fun without it. I was afraid it just wouldnāt be interesting to play the game without it. In the end, removing that made the game more focused, and made it possible for me to improve the most important part in the game; the farming. I removed the different resources and made it into only one (I donāt count the blood as a resource), and redid what could be planted on what. It doesnāt sound like such a big deal when itās just written out here, but I felt a bit sad cutting those things from the game. I had spent time and emotional effort on that, and changing things both undid some work but also felt scary. I hadnāt really done that before. As development went on, it was clear that it was a decision that made the game better, so it was totally worth it. So here is a lil bite sized takeaway:
For my next game I will try not to add new systems just because I think it will add complexity to the game (for FTK that was the sacrificing). Instead I will try to a tart simple, focus on one core system (the farming) and make that as interesting as possible. I will try allowing myself to add more to that core system, but will try to not be afraid to remove or drastically change things that donāt work.
Now that was a nice and coherent few paragraphs, now Iām going to talk about something completely different.
Prioritization and using the brain.
For my next game I will try to work on the most important thing for the game first.
However, it is really hard to prioritize when your brain is going monkey mode because itās stressed and tired. Feeling fresh as you are developing really helps when looking for bugs and errors, but also makes it easier to prioritize and think through your game design. Getting up and moving for a few minutes every half an hour really helps me. I usually just slap on an EDM song and agressively jump around for the duration of it. It looks super silly to furiously headbanging and do some sort of jumping squat, but it gets the blood flowing. Blood flowing into brain make brain fresher. Fresher brain make better decisions. I also get away from the computer to do something different (often taking a walk outside) every two hours. That makes it easier for me to focus, since I can separate things into ānow Iām very focusedā and ānot Iām just being silly goofyā. I did slip on that sometimes, continuing for more that two hours or not moving every half. Iām also aware that when I start working, I will be very deep into the little thing Iām working on, and I will lose the broader perspective. So before I start working, I always think āwhat is the most important thing right now?ā. I often do a list at the top of my file, writing out the first, second and third most important things. When thatās done, then I allow myself to dig into writing code. Hereās that collected into two golden nuggies:
For my next game, I will try to make 2 hour blocks that I then stick to. During those blocks I will take a break to move every half an hour.
For my next game, I will try to take a few deep breaths, try to get an overview of how things really are, and then decide what to do.
Now, since Iām close to starting a commercial games studio, a thing that has gotten higher prioritization lately is the question āhow do I make a game that people want to buy and play?ā. Let me talk a bit about marketing.
Does anyone actually care about what Iām making?
First off: fuck social media. I have a strong dislike for software designed to get users / players addicted. But yea most of players are on tiktok, and I try to work with reality instead of what I wish reality was. Yes that is me defending using tiktok to you and to myself. Anyways, my first instinct was just to make a short clip of the game, and then publish that. However, after reading up a bit on what other developers have done that works, seeing that shitposts do very well and remembering the story about the pottery school, I tried to come up with as many ideas for tiktoks as possible. I ended up making 5 tiktoks (will probably make a few more, more chances to learn) that ended up doing 200-1000 views. Not horrible, not enough to make a living, but itās a start. Feed the kind is not a very visually attractive game, that will be something for me to work on. How to make games that people instantly can get that āI want to play itā feeling from. Itās gonna be a bumpy ride Iām sure. But I kinda like putting together silly and short videos, so itās not that bad. Now let me talk about streamers.
I actually managed to have 3 streamers playing the game within 24 hours and one who is planning on doing it within a week. I was really not expecting that, I was expecting radio silence from all of them. The way I did it was:
I found ~30 streamers to reach out to, managed to contact maybe 15 and got some sort of response from ~7 and 3 have played it so far. These were small streamers with 5-30 viewers, but it did prove to me someone might actually want to play it on stream.
The first streamer who played the game is called moths and I watched her stream the game. She was super sweet and really funny, here is the link: https://twitch.tv/dumbmoths
I think that with marketing my approach will be something like read up on marketing -> try a lot of different things -> think about how to improve -> repeat. That has been my most succesful way of improving so far, so I'm hoping it will work on this too. But I'll see.
The stuff you are supposed to say at the end.
Roughly how much time I spent doing what:
Initial idea: ~3 hours
First draft: ~5 hours
From first draft to playtest: ~14 hours
Other person playtesting: ~0.5 hours
Post playtest fixes: ~4 hours
Visual polish and audio: ~4 hours
Playing and rating: ~9 hours
TikTok: ~2 hours
Connecting with streamers: ~6 hours
Writing this: ~3 hours
Total time: ~55 hours
Feed the kind
You are dying. An undead gardener promises to stop your death. The catch? She wants your blood.
Status | Released |
Author | Wistpotion |
Genre | Survival |
Tags | 2D, Dark, Farming, Horror, Pixel Art |
Languages | English |
Accessibility | Configurable controls, Interactive tutorial |
Comments
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Haha youāre incredibly brave for having someone new to games playtest your game. Iām not sure Iād be able to handle watching my mom or dad play any of my games.
Itās always interesting to see what stuff got cut from a game; The sacrifice mechanic sounds pretty cool! But it also sounds like youāre glad you cut it, which makes sense. Cutting content always feels really bad, but I donāt think Iāve ever regretted cutting something either.
Really cool to hear about your process, I always enjoy hearing stuff like how people prioritize things and all the random time sinks that pop up. The āspent 2 hours on the eyesā thing definitely resonates with me. I canāt explain it, but sometimes there are small things that I simply must spend a disproportionate amount of time on, even if itās something the player will may not notice (i.e whatās the perfect number of dust particles to spawn when the player lands? let me spend an hour testing different values).
For what itās worth, the eyes stood out to me as very cool, especially the little jitter fx.
āDoes anyone actually care about what Iām making?ā
Goddamn this hits hard. That question pops into my head now and then and it always makes me feel so empty.
As someone who spent way too much time marketing last year, I think your āmarketing strategyā sounds solid. Finding influencers that enjoy your game seems like the main way to get actual ānon-gamedevā eyes on your stuff. Iād also recommend looking for a few smaller subreddits to post to as well, sometimes thatās helped me in the past (i.e if you havenāt already posted a gif of this game to /r/pico8, you def should try it, including a link to the itch page in the comments).
Itās been really cool playing your games for these past few years. I remember like 4 years ago we played each others GMTK jam games. I know art isnāt just about āimprovementā, but it feels like your work has come really far. Your games have style, and itās been cool to watch it evolve over the years.
Wall of text incoming!!
I think the timesinks sometimes come in as āpolish at the wrong timeā. The eyes were super important in the game for the player to feel unsettled. But I should just have done that later, when everything else is done. But like with the particles you talked about, I think you get a feel for what to spend your time on and not, but sometimes you just end up doing the right thing at the wrong time. Prioritization is fucking hard.
Iāll think about digging into Reddit for sure! If they still have the 1/10 post rule I might give up on that for the time being tho. Iād rather do a few thing that have a lot of impact that spread myself too thin. Thatās why I have TikTok (low effort shitposting, can get good visibility, low conversion tho) for the possibility of vitality, and then the influencers who are more safe. Like if I reach out to 100 I know Iāll get at least 1 playing the game. Also quite low effort.
And about evolving through the years: I think I finally have let go of the notion that āeverything I create has to come straight out of my brain and I can not be influenced by anything because then Iāll be a miserable unoriginal failureā and started to realize that I create my best stuff (and more importantly itās way more fun) when I liberally take inspiration from everywhere. Feed the kind is just a heavily modified Inscryption. Clamber is just slay the spire + signs of the sojourner + celeste (and a bit of creative person angst). The music and art Iāve been working on the last few days all have references, and I dig through both Pinterest and YouTube as Iām making stuff.
True innovation would be to create really good stuff without taking any ideas from anyone else. Your mind just creates these amazing things out of nothing. By the world doesnāt work like that, we have been building on what came before us since forever. What I was trying to do is kind of like if hunter gatherers were to see someone farming and being like āno we canāt do that, itās been done beforeā. Itās a great idea, use it. And then you see that the flowers grow better when thereās a small stream nearby, you start watering your farm. And then someone makes a really amazing drum groove, and you use that but with some fills that you heard in a different song. Do you see what Iām getting at?
Again, I create way better stuff when I feel like I have a direction. And I get that direction by snatching all the best ideas I can find and putting them together. And hell, thatās so much more fun than stumbling in darkness. And it would be a bit of waste to just ignore all the work smart persons have done just to feel original. So now Iām using ideas from everyone, and Iām very happy with it.
I really like this. The hunter-gatherer analogy is perfect. I feel like I do that a lot, where Iāll hear a piece of music and immediately pull my phone out and start writing down what I specifically want to take from it and where it would fit with other ideas.
I feel like if someone wanted to, they could guess what games I was playing / listening to during the development of each of my games.
Some of the best games Iāve played in a while have been reimaginings or distillations of ideas from other games. Whole-heartedly embracing āall art is derivativeā feels really good and freeing.
It sure is more fun! I think itās a good way to spread credit as well. When you subconsciously use ideas youāve picked up itās way harder to tell people where you got the ideas from. When you do it intentionally it becomes like a little appreciation message to the one you got the idea from, and you can credit them wherever you can! Also, a person who Iāve made some music with ended up having more samples Iāve made than I had myself, and was using them a fair bit. Talk about an ego boost. So as long as itās done tactfully I think building on what others have created before is a really good thing.
Very intriguing to read. I learned a lot and want to work on more games myself (maybe solo), but am intimidated by the variety of roles a dev has to cover. Especially the side of game mechanics and marathon of social media. Good luck and have fun along the way :)
Thanks! Iād say mechanics is a real beast to tackle, but insanely fun when it starts to get intuitive. You get to a point when you can start predicting how things will play out, and you learn that a lot actually emerges from just putting a few simple mechanics together and letting them interact. So solo is definitely fun, give it a shot for a gamejam!
Very great breakdown of how this project panned out and the overall process to get it to where it was!
Totally resonate with a lot of these points and, coming from more of a music background, absolutely understand the feeling of needing to have your hard work validated or at least viewed by others -- slowly starting to get past it but it does linger in the back of my mind.
Keep on rockin' cause I definitely enjoyed your game and can't wait to see what things you make next!
Thanks for reading! When it comes to validation, I think (a favorite artist of mine) Porter Robinson can be used as inspiration. He said something along the lines of āone of the most important things we do is to forget what we are doing is workā. In his best moments he has just let himself be driven by curiousity, and I think there is a lot to be learnt from that. While if you are going to do something for a living, you of course should check if what you will make is viable before spending half a year working on it, but I think it makes a big difference if it starts with curiosity, and after being validated is driven by curiosity. Making it possible to have it as a job, but also just letting it be fun and silly.
Your devlog is very rich, thank you for taking the time to write about your experience and your feelings.
We feel identified on many points; stopping on details without working first on the most important, not taking breaks, thinking a lot about whether the game will please ā¦ behind a creation there are often doubts, perhaps almost inevitable to feel.
In any case, for our part, weāre very happy with the constructive and kind feedback weāve received, which helps us to progressā¦
Thanks for reading! Interesting to see others having common experiences. If you want feedback on something sometime, feel free to reach out to me!
Very interesting !
Thanks!