[HN Gopher] Show HN: I got laid off from Meta and created a mino...
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       Show HN: I got laid off from Meta and created a minor hit on Steam
        
       I was at FB/Meta from late 2013 to early 2023, mostly working in
       the compiler/runtime spaces. I got hit in the spring 2023 layoff
       wave. I immediately started making games in my newfound free time
       (a lifelong interest, and I even worked in AA(A?) back ca. ~2000),
       and in October 2023 I stumbled upon the idea of a roguelike
       pachinko/plinko game inspired by Luck Be A Landlord. Things
       snowballed quickly, I started talking to publishers, then worked
       like crazy through all of 2024, almost the hardest I've ever worked
       in my career, and launched the game in December 2024. It's sold
       ~200,000 units in its first 10 weeks on Steam. So it's no Balatro,
       but I'd still say it did very well :) AMA?  (my game is
       Ballionaire:
       https://store.steampowered.com/news/app/2667120/view/5264614...)
        
       Author : newobj
       Score  : 69 points
       Date   : 2025-02-26 18:19 UTC (4 hours ago)
        
       | billconan wrote:
       | Congratulations! The game looks amazing--its quality is truly
       | impressive.
       | 
       | I'm currently feeling burned out. I have an app idea and a
       | prototype that I believe could turn into a viable project to
       | support myself. However, I don't have the courage to quit my job
       | --I'm afraid of the anxiety that comes with paying rent and
       | insurance without a steady paycheck. I do have some savings to
       | sustain me for a while, but I'm unsure if taking a break to
       | recharge, learn new things, and build something I'm passionate
       | about (which could potentially become profitable) is a good idea?
       | I'm also worried about how a long gap on my resume might be
       | perceived when I look for a job in the future.
       | 
       | I'm also interested in making video games, but I often get
       | discouraged by the sheer amount of artwork required--something I
       | struggle to handle and afford. How did you manage the artwork
       | side of your project?
        
         | newobj wrote:
         | Thanks Bill :)
         | 
         | I can relate to the first thing you mentioned, and I never
         | really took action. Layoff was thrust upon me, with the
         | privilege of a severance, and I had been working for decades,
         | so I figured "why not try now?" I'm not sure if I ever would
         | have been brave enough to proactively try, but that's just me.
         | Video games in particular are brutal, economically, and not
         | something I would ever recommend someone take a risk on in
         | hopes of a payday.
         | 
         | Regarding art: don't get distracted by art. The original
         | prototype of Ballionaire was made using Twemoji -- you can see
         | a video of it here: https://www.youtube.com/watch?v=CwIwcGewZME
         | Later I switched from Twemoji to images sourced from
         | https://www.flaticon.com/ When I signed a publisher, I was
         | lucky enough for them to hook me up with an in-house artist. I
         | knew the style I wanted (the style you see in the game) and
         | luckily the artist Hanja absolutely nailed it.
         | 
         | I would recommend avoiding art as long as possible if it's not
         | your strength. You will go much further on making something
         | _feel_ really _fun_ then making art that 's one click above
         | terrible. If you get traction, the art can come later. For
         | future prototypes I am working on straight up text mode (or
         | near to it, in like stock Godot UI) right now.
        
         | newobj wrote:
         | btw this was the moodboard I put together for the artist --
         | https://www.canva.com/design/DAF1ZIStuTY/j66Hl6xPyMNU6cfRsw2...
         | 
         | imho even if you can't make art, it's good to have inspirations
         | for a coherent vision that hopefully you'll be able to
         | articulate to someone!
        
       | switz wrote:
       | 200,000 units is a far cry from just a 'minor hit' -
       | congratulations!
       | 
       | During the project, what was the biggest instinct you had that
       | was ultimately validated by its success, but still surprised you?
       | What was a lesson you learned that you didn't expect? How was
       | working with a publisher? What did they do right and what did
       | they do wrong?
        
       | bobsmooth wrote:
       | You do the art yourself or did you hire someone? How did that go?
        
         | newobj wrote:
         | I wish I could draw like that! The artist is Hanja Grgicevic
         | and she works for a sister dev company of the publisher Raw
         | Fury. I gave Hanja my mood board (https://www.canva.com/design/
         | DAF1ZIStuTY/j66Hl6xPyMNU6cfRsw2...) and we iterated from there.
         | I'm so happy with her work :)
        
       | fdlaks wrote:
       | Looks awesome, congrats on your success 200k sales is a huge
       | achievement!
       | 
       | What factors led you to seeking out a publisher, was it mostly
       | getting art for the game or did the publisher bring more to the
       | table that made you decide it was worth it?
       | 
       | What advice would you have given yourself just starting out
       | knowing what you do now?
       | 
       | What did you get stuck on the most when making the game? I know a
       | lot of people who have great ideas for games but a lot of the
       | ideas don't translate well into being able to realistically do
       | them in the game because of complexity. Did you ever have ideas
       | that you thought would be really cool to do but it ended up being
       | too hard / time consuming to do?
       | 
       | How close was the functionality of the game when you released it
       | to what you had envisioned at the start? Did you go through any
       | major design changes while developing it?
        
       | monideas wrote:
       | You should make a youtube series or a long series of blog posts
       | explaining your journey from a personal perspective, the
       | emotional ups and downs on working on this instead of getting a
       | new job, from a technical perspective, and from a business
       | perspective. What types of skills did you have to learn, what
       | were the technical challenges, what pieces of code are you
       | particularly proud of. What was your marketing strategy?
        
         | KaiserPro wrote:
         | That might be challenging as large companies tend to hit people
         | with strong NDAs which means that any reference to time at
         | $company would need to be approved by $company. IF you don't do
         | this then you might be rinsed by the court.
        
       | MrLeap wrote:
       | Damn nice. Love seeing indies make it! I hope for a small
       | fraction of your level of success when I finally ship Tentacle
       | Typer.
        
       | rustyspacecadet wrote:
       | what engine did you use? anything you would you have done
       | differently in hindsight?
        
         | newobj wrote:
         | Godot 4.2 with C#. Done differently? Hmm. It was an intense
         | duration of work and I set a firm deadline for myself of EOY
         | 2024 to avoid it dragging out into a longer-than-it-should-be
         | project. Gaining design skills along the way, I could make
         | better use of the same amount of time now, just by being a
         | better designer. But that's not hindsight. There were trade-
         | offs in that aggressive schedule, and a lot of triaging. One of
         | the things that probably could have used a little more time in
         | the oven, perhaps trading off against content, was the meta
         | progression. I wasn't in love with what shipped, and it seems
         | to be the main criticism of the game, besides RNG. It's
         | something I may still potentially address in a patch though.
        
       | posnet wrote:
       | I realise you can make games in any language/engine. But could
       | you explain the language/system/engine you used?
       | 
       | How did you go about validating the game is fun? Did you end up
       | having an intuitive sense for it, or did you need external
       | feedback to refine the mechanics?
       | 
       | My steam deck might as well be a billionaire/balatro machine.
        
       | knuppar wrote:
       | Congrats on the game! Did you ever do game jams at all with the
       | original idea or was this a larger project from the start?
       | 
       | And a more realistic-adult question lol: how did you handle not
       | having insurance from your workplace after severance?
        
         | newobj wrote:
         | Thank you! I absolutely suck at game jams. Like, really bad.
         | Ballionaire is the one time a gamejam
         | (https://itch.io/jam/eggjam-20) went right for me (good idea,
         | microscopic scope) - you can see a video from about ~10 days
         | into development here:
         | https://www.youtube.com/watch?v=CwIwcGewZME
         | 
         | Normally I either scope way too big, or scope small and lose
         | motivation because the idea is too itty bitty to maintain
         | motivation. I have no idea how to hit the sweet spot more
         | frequently. Some people are just really good at this, but not
         | me.
         | 
         | For insurance: private insurance via ACA/Obamacare. I had
         | savings.
        
       | rustyspacecadet wrote:
       | what engine did you use? what's the best advice if someone wants
       | to go down the same route?
        
         | pier25 wrote:
         | Godot
        
       | vishalontheline wrote:
       | Very cool!
       | 
       | - What choices did you make to give yourself more time to work on
       | this project?
       | 
       | - At what point did you begin getting feedback of some sort?
       | 
       | - Were there clearly things you wished to include in the game but
       | had to cut out in the interest of time? How did you decide what
       | would be "good enough"?
        
       | flunhat wrote:
       | Congratulations! How did you get the process started for
       | distributing your game? Were there any early channels for
       | marketing you found particularly effective?
        
       | tombert wrote:
       | Out of curiosity, what kind of margins do you get when you sell a
       | game on Steam? Like, what percentage of a sale ends up in your
       | bank account (pre-taxes). Also, how do Steam sales affect that?
       | 
       | Congrats on making a game to completion, and doubly so for making
       | something that gets fairly popular. Making a real game has been
       | on my bucket list for about as long as I've known how to program,
       | and I haven't completely given up on it, but I would need to make
       | friends with someone who knows how to do art and music.
        
         | brianwawok wrote:
         | [delayed]
        
       | pier25 wrote:
       | Congrats! This game looks amazing.
        
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       (page generated 2025-02-26 23:00 UTC)