[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  : 1488 points
       Date   : 2025-02-26 18:19 UTC (1 days 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.
        
           | billconan wrote:
           | Thank you for the helpful tips! How do you gain traction or
           | test an early prototype? Is finding a publisher more like job
           | hunting (where there is a standard application process) or
           | pitching to a VC (where you need to be social and build up
           | connections)?
        
         | 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!
        
           | billconan wrote:
           | Adventure Time! No wonder the art style feels familiar and
           | lovable.
        
           | ziddoap wrote:
           | Thanks for sharing this!
        
           | momojo wrote:
           | I haven't played the game haha but I was curious whats going
           | on in that last moodboard slide.
        
         | famahar wrote:
         | Have you considered switching careers rather than quiting. I
         | took a two year break from tech and did English teaching. The
         | pay was low but it sustained me with my savings and I had tons
         | of mental energy to work on my side projects. Any job that's
         | easy to clock in and clock out, where the work gets done on the
         | same day, no deadlines. Can do wonders for your mental energy.
         | 
         | When I returned to tech I had a pretty impressive portfolio of
         | projects. Turns out unsurprisingly that not coding all day for
         | work makes me want to code more for fun.
        
           | billconan wrote:
           | Thank you so much for the suggestion. I've thought about it,
           | but I don't feel like I have any strong skills outside of
           | coding. I can draw decently as an amateur, but not at a
           | professional level.
           | 
           | I genuinely love coding and often do it in my spare time. My
           | burnout isn't caused by coding itself but rather by poor
           | management and working on assignments that feel meaningless.
        
             | famahar wrote:
             | I get that. Honestly I never thought I was skilled enough
             | to teach until I tried it. There are a lot of jobs out
             | there that are easy to learn and adapt to.
             | 
             | Before teaching I did a cleaning job which was satisfying.
             | Headphones in and end my day with the satisfaction of a
             | clean office for the workers tomorrow. City gardening jobs
             | were also lovely. Being out in the sun does wonders for
             | mood. Impossible to get stressed doing the job.
             | 
             | But yeah, it's always scary that bad management can ruin a
             | good thing.
        
             | ascorbic wrote:
             | In that case, switching employers may be what's needed,
             | rather than switching careers (I know, easier said than
             | done but easier if you already have a job). But if you do
             | switch careers or have a career break, you can still code!
             | If you're not maintaining a big project, working on your
             | own side-projects is more like a hobby than work for most
             | coders I know, so it wouldn't necessarily be incompatible
             | with a break from the industry.
        
       | 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?
        
         | newobj wrote:
         | Honest answer? Dancing stick figure guy on the title screen. I
         | did it very early in the project, in a fugue state at 3am. It
         | lingered and lingered there, with ppl wondering "Is this real?
         | Is this the actual title screen?" and luckily by the end I
         | think everyone had drank enough psychedelic koolaid to agree -
         | stick figure man stays. The artist made some better art for his
         | hands/feet, and that was that. He's divisive, but everybody at
         | least remembers him :)
         | 
         | Lesson learned that I didn't expect - hmm. Ah, one good one: I
         | spent a _LOT_ of time worrying about stuff being  "OP" or
         | degenerately good. Well, turns out, people like OP stuff, or
         | degenerately good stuff, at least in single player score attack
         | games. My biggest lesson learned on the project: people
         | experience your game individually. If they find something
         | broken, in their head, _they_ are the one to have found
         | something broken, and it feels good. You don 't have to design
         | for the entire community at once. Don't over-balance your game.
         | Embrace the jank.
        
           | redeux wrote:
           | > Embrace the jank
           | 
           | Love this! I wish you would be been involved with the release
           | team for Helldivers II.
        
           | Waterluvian wrote:
           | The minute I read "dancing stick figure" I knew exactly what
           | game we're talking about.
           | 
           | I'm not a stoner and am not really into stoner culture but
           | I've watched that figure dance for like 10 mins once,
           | entranced by it. I dunno what exactly it is, but it's just an
           | absolute home run.
           | 
           | I'm not joking, I'd pay for an app that's literally just that
           | guy dancing to some music.
        
           | _ache_ wrote:
           | Did the dancing stick is Meta AI applied to some stick like
           | this research paper ?
           | 
           | https://ai.meta.com/blog/ai-dataset-animation-drawings/
        
             | newobj wrote:
             | It's a stock animation from mixamo :P
        
               | chefandy wrote:
               | Stock assets: the first "AI". Honestly still a better
               | option than AI for most anything in game dev with a few
               | workflow-oriented exceptions.
        
               | johnnyanmac wrote:
               | Stock assets were still made by humans, even if the
               | effects of a poopular stock asset remain similar.
        
               | pjc50 wrote:
               | Stock assets are nothing to do with AI?
        
               | immibis wrote:
               | They both let you have assets in your game without making
               | them.
        
               | malfist wrote:
               | That classification would mark things like libraries and
               | packages as AI. Hell, that'd make my house AI.
        
               | chefandy wrote:
               | It's a _metaphor_.
        
               | immibis wrote:
               | Code libraries and your house do not fall in the category
               | of "things that give you game assets without you having
               | to make them" because they do not give you game assets
               | without you having to make them. (Code is not considered
               | a game asset.)
               | 
               | Asset packages are in the category of "things that give
               | you game assets without you having to make them", because
               | they give you game assets without you having to make
               | them. The assets in the package are, by definition, stock
               | assets.
        
               | chefandy wrote:
               | Sure they do: stock assets are the most obvious market
               | that AI is taking direct aim at in games development, and
               | the AI tools on the game dev market were largely trained
               | on stock assets. If you need anything from a sound
               | library to a 3D model to an animation to an icon set to
               | background music to network gameplay code... sure you can
               | get it through stock asset marketplaces... but AI tool
               | vendors have ingested many of these stock assets and hope
               | game developers will buy their tools to generate assets
               | rather than buying the stock assets they built their
               | tools with.
        
           | usrusr wrote:
           | Balanced games feel like a chore: you just sit through them,
           | trying to avoid those mistakes that aren't balanced away and
           | there's never any hope for some positive discovery. Decisions
           | do not matter and the pro-balancing crowd even thinks that
           | this is a feature, not a bug.
           | 
           | Yes, discovering the city-per-tile problem in Civ would ruin
           | the game for you (I never did). That clearly is the bad kind
           | of overpowered. But sending that single chariot to the edge
           | of the known universe before it gets constrained by
           | phalanxes? Awesome.
        
             | paol wrote:
             | Agree. Over-balancing everything in single player games
             | sucks out the fun.
             | 
             | "Single-player" here is key - minutely perfect balancing is
             | often a necessity in multiplayer games, and I suspect
             | sometimes that mentality is carried over to single-player
             | experiences without stopping to question it.
        
               | pjc50 wrote:
               | The trouble with the internet is that it's hard to stop
               | competitive mentality leaking in; the game may be single
               | player, but there are lots of people playing it, and they
               | can watch each other and show off.
               | 
               | (this basically killed puzzle / mystery box games, which
               | survive only in a weird corner for not-very-online people
               | playing on mobile)
        
           | pjc50 wrote:
           | I think that's a great lesson about art: trying to polish
           | things into "objectively good" doesn't work, while human
           | connection and weirdness and jank stay in the memory.
        
           | Sohcahtoa82 wrote:
           | > Ah, one good one: I spent a LOT of time worrying about
           | stuff being "OP" or degenerately good. Well, turns out,
           | people like OP stuff, or degenerately good stuff, at least in
           | single player score attack games.
           | 
           | One of the greatest joys in score-attack games like
           | Ballionaire is discovering certain combos that feel brokenly
           | good.
           | 
           | During one of my early playthroughs, I got some combo that
           | would spawn a crazy number of balls on every drop. The game
           | would seriously lag for about half a second while the playing
           | field absolutely exploded with balls. It was incredibly
           | entertaining!
           | 
           | https://youtu.be/blHxSe9I9WQ
           | 
           | Some developers see this happen and will nerf things into the
           | ground to prevent them, but that's an absolute fun-destroying
           | choice. In a PVP game, yeah, absolutely you should prevent
           | broken builds like that. But a single-player score attack?
           | Nah. Leave that in.
        
           | kflgkans wrote:
           | Was it your intention that the dancing stick figure gives
           | people nightmares?
        
         | codetrotter wrote:
         | I suppose that when your previous employer has over 3B users
         | (FB alone, not even counting IG and WA and whatever else they
         | have going on), 200k might seem like a small number of people
         | :P
         | 
         | But I agree. OP, 200k is a hugely respectable number for a game
         | or any piece of software for that matter. I'd be happy if 200
         | people used any of mine, never mind the k :p Congrats! :)
        
           | kbenson wrote:
           | Hey, Meta has something like 67k employees for those 3.35
           | billion users (for simple stats I could find), and thats.
           | That's 50k users to an employee. I think this dev is doing
           | quite well by those standards. :)
        
           | johnnyanmac wrote:
           | even with a publisher, 200k copies at launch for a very small
           | indie team is easily on pace for the 1%.
           | 
           | https://intoindiegames.com/features/how-much-money-do-
           | steam-...
           | 
           | TBH I forgot the 1% was so high, even for an indie. But
           | network effects are crazy, so getting to 700k will eventually
           | be a thing.
        
             | Danieru wrote:
             | That article is 5 years old. Sadly the article lacks a
             | date, but you can tell because it claims Steam is 15 years
             | old, when it had its 22 anniversary last year.
             | 
             | Next that 7M number is for self-published games. Aka, games
             | where the dev is listed as the publisher. OP has Raw Fury
             | as his publisher. Next Raw Fury posted their contract
             | publically a while ago: it is a pretty harsh contract.
             | 50/50 split, but there is a profit ratio baked into the
             | recoup which is super odd. If OP had held off, did his own
             | marketing for a bit, then negotiated with publishers once
             | he had traction, he might have gotten a better deal.
             | 
             | The challenge for Indie devs with publishers is how the
             | good publishers ask a pretty high take. Meanwhile the good
             | deals come from new publishers with poor or no track
             | record. Personally we signed with Hooded Horse which
             | publically offers better deals and is highly effective. The
             | trade off being Hooded Horse is famously quite selective.
             | 
             | Thus honestly: self publishing is the default-best choice.
             | We did that for our last game and effectively replaced a
             | publisher by just spending a bunch on marketing.
        
               | johnnyanmac wrote:
               | Yeah I failed to find a date but figured it wouldn't be
               | severely out of date. If anything, that would mean the
               | thresholds would get lower and Steam games more games
               | being submitted. It's a
               | 
               | >Next that 7M number is for self-published games. Aka,
               | games where the dev is listed as the publisher.
               | 
               | That's fair, I can conflate "indie" in the colloquial
               | sense with "indie" in the traditional one. I suppose 1%
               | would be a sttretch if competing with any game with a
               | publisher (indie label or AAA).
               | 
               | >it is a pretty harsh contract. 50/50 split, but there is
               | a profit ratio baked into the recoup which is super odd.
               | If OP had held off, did his own marketing for a bit, then
               | negotiated with publishers once he had traction, he might
               | have gotten a better deal.
               | 
               | Yeah, I figured the article was referring to gross
               | revenue after steam's cut. Itd be nearly impossible to
               | truly guess at all the other cuts taken out from
               | publishers, tools, and labor. Money made =/= money in
               | your pocket.
               | 
               | >Thus honestly: self publishing is the default-best
               | choice. We did that for our last game and effectively
               | replaced a publisher by just spending a bunch on
               | marketing.
               | 
               | It's still a tough choice, and really comes down to the
               | person. There's a lot of technical and artistic people
               | out there that can make a high quality game but can't
               | sell water in a desert. If money is your primary goal, it
               | may still be worth giving up 50,70+% just so people know
               | your game exists to begin with. From there, the momentum
               | should either encourage to self-publish next time or lets
               | you seek a better deal. MArketing also tends to be one of
               | those areas where many people feel they can do it
               | themselves and then completely corner themselves in the
               | end (as a certain YC startup recently learned).
               | 
               | I think the true best choice is self-publish, but partner
               | up with someone who knows how to sell (assuming you're
               | getting great feedback on your game. Can't polish a
               | turd). A singular media marketer shouldn't ask anything
               | close to what a "good" publisher will offer.
        
               | WA wrote:
               | You are correct:
               | "datePublished":"2020-08-06T07:12:56+00:00"
               | 
               | If an article has no visible date, I often just check the
               | source of the document, because most of these blogs use a
               | generic CMS that puts the date in the code anyways.
        
               | lubesGordi wrote:
               | He mentioned the publisher got him the artist, which is a
               | very big component in the games success.
        
       | 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.
        
           | sarchertech wrote:
           | That's not a thing. I'm not sure where you heard that. Large
           | companies definitely don't try to prohibit you from telling
           | people you worked there.
        
             | devsda wrote:
             | > Large companies definitely don't try to prohibit you from
             | telling people you worked there.
             | 
             | They don't. But they do sometimes prohibit talking/writing
             | about their work, the nature of it or anything remotely
             | connected to it.
             | 
             | My current employer explicitly prohibits us from blogging
             | about technical topics, creating learning material or even
             | teaching anyone on technical subjects(e.g. on weekends at
             | nearby school) outside the job for free/money.
        
               | sarchertech wrote:
               | That's not very common either. I've never signed anything
               | like that in 20 years in the industry (worked everywhere
               | from tiny startups to very large tech companies).
               | 
               | In the case where your company does have a policy that
               | that prohibits you from discussing the nature of your
               | work, it's likely completely unenforceable beyond them
               | firing firing you.
               | 
               | The prohibition from teaching or blogging is definitely
               | unenforceable.
        
               | johnnyanmac wrote:
               | That starts to sound like a non-compete, and those were
               | recently ruled illegal unless you know some trade secrets
               | or something (very few people do)
               | 
               | https://www.whitecase.com/insight-tool/white-case-global-
               | non...
               | 
               | Of course, that was the FTC in 2024. Who knows what the
               | administration will change this year?
               | 
               | Sure, I can't talk much about company games I worked on
               | outside of "I worked on this", even after release. But
               | they sure as heck can't prevent me from making a tutorial
               | on C++ in my free time.
        
               | echoangle wrote:
               | Is that enforceable?
        
             | johnnyanmac wrote:
             | That's the only thing they tend t answer when background
             | calls come in. They will answer if you worked there and no
             | what dates unless it's your working under clearance. Even
             | then I thiink you can mention most companies in a vague
             | matter.
        
             | KaiserPro wrote:
             | > Large companies definitely don't try to prohibit you from
             | telling people you worked there.
             | 
             | no, thats not what I said.
             | 
             | Large companies that pay generous severance generally want
             | a non disparagement agreement in return. This means that
             | yes you can say you worked there, you might even be able to
             | say what department you worked in.
             | 
             | What you can't say is that you worked on x,y or z, your
             | opinion on the company direction or anything else that
             | might be related to the company or is actions.
             | 
             | If you even speak of this NDA/non disparagement agreement
             | to anyone other than the listed highly limited number of
             | people, you'll have to pay back all the severance, plus
             | legal costs.
             | 
             | So OP might want to tell you about their time, but they
             | don't want to because it'll cost them a house worth of
             | cash.
        
           | pjc50 wrote:
           | If I'm understanding this correctly, the game was nothing to
           | do with Meta, and done as a solo dev effort? So no NDA
           | applies.
           | 
           | A certain amount of talk about previous projects is routine
           | in interviews. As long as it doesn't get too detailed or
           | makes the previous employer look bad in public nobody will
           | complain.
        
         | newobj wrote:
         | Appreciate the thought but that's a full time job. I have to
         | conserve whatever energy I have to actually work on the game.
         | 
         | (Seriously, I think a lot of devs distract themselves with this
         | stuff. Just make your damn game.)
        
           | monideas wrote:
           | That type of content is extremely useful for younger
           | developers and the publicity probably has other benefits, but
           | it's not for everyone.
        
             | gessha wrote:
             | If you're looking for this type of content, have you heard
             | of the making of Prince of Persia [1]?
             | 
             | [1] https://press.stripe.com/the-making-of-prince-of-persia
        
             | makerdiety wrote:
             | [flagged]
        
               | titanomachy wrote:
               | [flagged]
        
               | shermantanktop wrote:
               | That's how you know wasn't an LLM.
        
               | makerdiety wrote:
               | Sarcasm?
        
               | johnnyanmac wrote:
               | >why should young developers matter at all?
               | 
               | Well you clearly don't care for society's survival, so
               | Let's put it selfishly: I want more good games. I'm not
               | going to make the next katamari or Baba is you or Papers
               | Please or Orba Dinn. I accepted I do not have that kind
               | of auteur mindset when I approach art.
               | 
               | But I do have technical skills and a lot of tech
               | discourages a lot of would be artists. If I can make
               | those parts easier, less buggy, and more performant while
               | bringing in more people to make games, that's a win-win.
        
               | makerdiety wrote:
               | Is apathy toward society--which is, really, only your
               | local community you're trying to defend and not something
               | that is universally significant or even objectively
               | capable of growth and sustainability--a dire crime I've
               | committed? Because I do not in fact care about the
               | "society" thing.
               | 
               | And claiming to have technical skill while also claiming
               | that technology is stopping you from creating is a
               | contradiction. An artist would have the technical skill
               | to make something, by definition of the concept of an
               | artist. If within your epistemology you're separating
               | technical skill from an artist's creativity, then you
               | have a perception of art and engineering that is tainted
               | by something unrefined and harmful like liberal
               | democratic society's lowest common denominator
               | preference. In other words, there should not be a
               | difference between an artist and a technical engineer.
               | 
               | Furthermore, it's strange that, with all the current
               | software out there, you said you are at an impasse when
               | it comes to game creation or game development. Everything
               | already is easy, not error prone, and performance
               | acceptable. What are you waiting for, exactly? An
               | artificial intelligence aid that will do all the work for
               | you?
               | 
               | And, lastly, an increase of the development population
               | does not necessarily mean a good thing. Because, why
               | should a bunch of people always be a good thing? Why not
               | cull away those that are unfit for some task too? Unless
               | realizing the philosophy of globalist liberal democracy
               | is what you're aiming for? In which case I can see why
               | you're repulsed at the idea of reality encroaching in on
               | your fantastic ideals. Ethno-genetic Malthusian filters
               | and reality should now be recognized as being synonymous
               | with each other, or two faces of the same coin.
        
               | johnnyanmac wrote:
               | >Is apathy toward society--which is, really, only your
               | local community you're trying to defend and not something
               | that is universally significant or even objectively
               | capable of growth and sustainability--a dire crime I've
               | committed?
               | 
               | Not particularly. You're free to interpret and navigate
               | as you see fit.
               | 
               | >And claiming to have technical skill while also claiming
               | that technology is stopping you from creating is a
               | contradiction
               | 
               | You misread my comment. I'm not held back by tech, I'm
               | held back by artistic creativity. It's a lot easier to
               | make tech more accessible to the creative than to figure
               | out how to expand my creativity to comjour novel ideas.
               | I'm helping the other with my knowledge.
               | 
               | >Everything already is easy, not error prone, and
               | performance acceptable.
               | 
               | You have not seen modern games if that's your
               | perspective. AAA games are buggier than ever (whom I'm
               | not interested in assisting), and there are still some
               | surprisingly unoptimal games. We're far from post-
               | scarcity performance.
               | 
               | >Because, why should a bunch of people always be a good
               | thing?
               | 
               | If you stagnate, you lose developers. If you lose
               | developers, the odds of good games decrease. I like good
               | games.
               | 
               | I'm not even convinced I'm making "more developers" so
               | much as trying to slow down the decrease of developers.
               | The youth of today are shifting from old media production
               | to being self-made content creators. Playing video games
               | is much more enjoyable than making them, after all. I've
               | long given up on the western AAA development, so I still
               | want to inspire future indies to potentially make more
               | Hollow Knights or subnauticas or even Balartro.
               | 
               | >In which case I can see why you're repulsed at the idea
               | of reality encroaching in on your fantastic ideals
               | 
               | Once again, you clearly misinterpreted something. I'm
               | still working on games and planning on making my own mid-
               | scale game. But making my own games is not my end goal,
               | and I highly doubt I'm going to make anything close to
               | profitable.
               | 
               | But making games is not the only way to succeed as a game
               | developer. Just ask Valve, Epic Games, or the Blender
               | Foundation.
        
         | markdown wrote:
         | Or even better, he should just come over to your place, crash
         | in your garage and spend his days teaching you how to make a
         | game, right?
        
       | 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.
        
         | newobj wrote:
         | Wishlisted! I love the premise and the look of your game! Good
         | luck!!
        
           | MrLeap wrote:
           | Thank you!
        
       | 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.
        
         | newobj wrote:
         | Godot 4.2 / C#. Godot is an amazing engine and I highly
         | recommend it for indie devs. The iteration cycle is a few
         | seconds. IMHO, using Unity will absolutely slow you down, as a
         | designer/programmer. I can't comment on the reality of a 3d
         | game with a complicated art pipeline, however. But for a game
         | like Ballionaire, Unity or Unreal would have been a mistake.
         | 
         | Ballionaire was fun by day 3, the first time a ball dropped and
         | hit a trigger that caused an effect. It was luck a bolt of
         | lightning to me. I am a VERY pessimistic person. So the fact
         | that it felt compelling that early, and like, anyone who saw it
         | could understand it and felt the fun, was a huge sign to me.
         | Unfortunately, not every game has a premise that allows for
         | that. I don't think you could hope for the same kind of feeling
         | while making a 4X for example.
         | 
         | But if you're making a game that ultimately should feel fun
         | from moment to moment, like these kind of quick-play games are,
         | well, I think you can get there quickly and with little work,
         | if the idea is solid. And if you can't get it to feel fun, I
         | would be wondering if the idea is solid, versus it needing more
         | time/polish etc.
        
           | protocolture wrote:
           | >I can't comment on the reality of a 3d game with a
           | complicated art pipeline, however. But for a game like
           | Ballionaire, Unity or Unreal would have been a mistake.
           | 
           | Going from Zero to Working 3d Game is very quick in Unity as
           | long as you do everything the Unity way.
           | 
           | Going from Zero to Working 3d Game if you need to create
           | functionality from scratch in Unity is a heartbreaker.
           | 
           | I am actually planning to take one of my old projects and
           | rebuild it from scratch in Godot, for exactly this reason.
        
           | havercosine wrote:
           | A fellow Godot enthusiast here. Love to see Godot being used
           | in commercially successful indie game like this. In 2021-22
           | time, I tried (unsuccessfully!) building educational video
           | games for maths using Godot and I have fond memories of being
           | in the flow state while working with Godot. IMO Godot fits
           | well with programmer's brain much better than Unity etc.
        
         | japhib wrote:
         | > I realise you can make games in any language/engine
         | 
         | It's actually a bit more constrained than people realize ...
         | Well, for desktop, you can literally use anything. But for
         | mobile it's a bit harder because of specific platform quirks,
         | i.e. on iOS you can't make a language that relies on a JIT
         | compiler, so for a Java/libGDX game the best option is
         | https://github.com/MobiVM/robovm which compiles the JVM
         | bytecode to LLVM IR and then to native machine code.
         | 
         | And then for consoles (switch/xbox/ps5) it's way worse because
         | you're relying on commercial stuff, and the only support you
         | get is from the engine makers themselves
         | (Nintendo/Microsoft/Sony) so there's a lot less open source
         | options. Basically you're stuck with C++ at that point (which
         | Unity actually compiles your C# to under the hood for non-
         | desktop platforms).
         | 
         | Not what you asked, but I found out this stuff a while back and
         | find it interesting, hopefully it's interesting to you too :)
        
           | neonsunset wrote:
           | Technically you can ship an FNA-based game with a commercial
           | fork of .NET's NativeAOT that works on Nintendo Switch:
           | https://viridiansoftware.com/blog/csharp-on-game-consoles Of
           | course Xbox can just ship C#-written game normally AFAIK. So
           | it's not like you're stuck with just C++ but yes, mobile
           | platforms usually are highly constraining.
        
       | 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"?
        
         | newobj wrote:
         | I very explicitly, with my family's support, set up the
         | expectation that the game was my #1 priority in 2024. I only
         | took one small vacation, during which I still worked. My wife
         | and I would watch one 30 minute tv show at night, and do the
         | crossword in the morning, and other than that, aside from meal
         | time, the expectation was that I would be working on the game
         | by default (not that I worked non-stop, just that the default
         | was "the game"). It was fully 7 days a week for like 30% of the
         | project. Involuntarily, I sacrificed exercise and diet too :( I
         | just couldn't manage the discipline. I also absolutely
         | annihilated the quality of my sleep.
         | 
         | I got feedback from my wife within a few days, the first time
         | she saw the game. Even she, a non-gamer, could tell that there
         | was something compelling about the idea. And if you look at an
         | above response, you'll see that I explained that the prototype,
         | about a month into dev, go streamed to thousands of people. The
         | feedback was VERY early and very positive. I wouldn't have been
         | brave enough to keep at it otherwise, knowing myself.
         | 
         | I wish meta progression was better, what shipped was a
         | compromise with respect to time. "Good enough" was just purely
         | just vibes and an editorial eye. No articulable criteria. Just
         | a lot of vibes and trusting my intuition (a skill I gained
         | verrrrrrry late in life)
        
       | 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:
         | Generic steam fee is 30%
        
         | echoangle wrote:
         | Steam takes 30% and the publisher (
         | https://rawfury.com/developer-resources/ ) takes 50%, so the
         | dev should end up with 35% of revenue (which then needs to be
         | taxed etc.).
        
           | stickfigure wrote:
           | Maybe a dumb question but... in the age of Steam, what does
           | the publisher do these days? Advance funding? What do those
           | numbers look like?
        
             | shakna wrote:
             | Most of the marketing will come from the publisher. It's
             | easy for a game not to be noticed, and to crater thanks to
             | no audience. The publisher runs the early and mid ad
             | campaigns.
        
             | teamonkey wrote:
             | Depends on the deal. Promotion and fronting of cash are the
             | big ones (usually). They can usually also offer various
             | development services (testing, translation, porting,
             | getting special deals with platform holders). They can also
             | act as a stakeholder for quality, advising on certain
             | things that should be improved (as an editor would in book
             | publishing).
        
             | joseda-hg wrote:
             | Really depends on the deal, but porting, marketing,
             | localization and cash advances are common ones (Porting for
             | the switch for example is known to be a big one, even for
             | experienced solo/indie devs)
        
           | sushidev wrote:
           | Who is the publisher? Isn't it steam or the author itself?
        
             | japhib wrote:
             | If you look on the Steam page it's Raw Fury.
             | 
             | Steam is just the storefront. A game publisher's role
             | varies a lot - sometimes they're just financing the
             | project, usually they handle stuff like PR and marketing,
             | and sometimes they help quite a bit more with the
             | development of the game (sounds like the case in this case
             | based on his other answers) as in
             | programming/art/sfx/whatever else.
        
           | SXX wrote:
           | You're right, but unfortunately you forgot that:
           | 
           | 1 - Before Steam take it's cut there are taxes and refunds,
           | 15-20% depend on geography of sales.
           | 
           | 2 - Publisher need to recouperate spendings agreed in
           | contract, but yeah then it's likely between 40 and 60%.
        
             | echoangle wrote:
             | For 1., I had the taxes afterwards and since every factor
             | is just multiplied, it doesn't matter for the end result.
             | And do refunds count into the final sales number?
             | 
             | For 2., I linked the page where you can find the document
             | where the publisher claims to take 50%, if I didn't miss
             | something while skimming it.
        
               | SXX wrote:
               | Unfortunately when selling games on Steam you pay taxes
               | twice. First of all Steam pay VAT all around the world.
               | It's not included in their 30% cut. And then you pay
               | corporate tax from your net profit after Steam or
               | publisher sent royalties your way.
               | 
               | Refunds on Steam can happen after a while so it's
               | important to keep them in mind. If you sold 100 copies of
               | your game 5-10% will be refunded.
               | 
               | > I linked the page where you can find the document where
               | the publisher claims to take 50%.
               | 
               | I havent worked with Raw Fury and wouldn't be able to
               | talk about it then anyway, but:
               | 
               | 1 - If a publisher funded your game they will recuperate
               | expenses by taking 70-100% of net profit. After that it
               | can be 50%
               | 
               | 2 - Some publishers also include localization, QA, LQA
               | and even marketing budget into recoup amount.
        
         | cornbread-mafia wrote:
         | Game Maker's Toolkit did a breakdown of publishing a game on
         | steam for a general view of the expenses.
         | 
         | Starting around 6:35
         | 
         | https://youtu.be/5ycSvC0ZM0k?si=DM1V06BZ1Zxbqrzh
        
         | newobj wrote:
         | Between returns, taxes, and other stuff, I think you can model
         | at ~55% of gross Steam sales. Then, whatever your split w/ your
         | publisher is, on top of that. So I think it's easy for ppl to
         | severely overestimate how much a dev is actually earning by
         | just multiplying units times price :)
         | 
         | I think in general the uptick of sales volume more than offsets
         | the discount during a Steam sale. There's a reason Steam sales
         | have a cooldown, they generate marketing emails to your
         | wishlists. So sales are always good, from what I can tell.
         | 
         | Thanks for the congrats, and all I can say is: don't give up,
         | I'm an old-ass man and made it happen. Don't get stuck on art
         | or music either, IMHO. Total distraction. You can make a game
         | fun without that stuff. At least, fun enough to be sure the
         | investment into the next stage is wise.
        
           | qq99 wrote:
           | What factors made you choose to go with a publisher vs. self-
           | publish?
        
             | zamalek wrote:
             | One major benefit of publishers is a salary while the game
             | is being developed. The other major benefit is marketing,
             | the linked Steam page is titled:
             | 
             | > 200K Ballionaires!
             | 
             | > Where do you all keep coming from?!
             | 
             | A good portion of those came from the publisher's efforts.
        
           | karaterobot wrote:
           | Related to this: is there any kind of contractual language
           | that keeps Steam creators from saying how much money they
           | made on the platform? Please note that I'm _not_ asking how
           | much you made on this game, that 's none of my business! Just
           | wondering if there's an NDA or something like that. I've been
           | curious about it for a while.
        
             | mkaic wrote:
             | I don't think there is such a legal obligation, because
             | videos like this one exist where devs do share the exact
             | financials of their Steam releases:
             | https://www.youtube.com/watch?v=mPMfcaUulYU
        
             | SXX wrote:
             | Steam dont do anything like that, but 99% of contracts with
             | game publishes will include NDA on financial information.
        
       | pier25 wrote:
       | Congrats! This game looks amazing.
        
         | newobj wrote:
         | Thank you! :)
        
       | dylanz wrote:
       | I haven't played your game but I've watched a ton of Real Civil
       | Engineer's videos on it. It looks like a blast and I love
       | watching his videos. How did you get into game development?
       | Congratulations on the success!
        
         | newobj wrote:
         | I started trying to make games as soon as I got an Apple //c
         | when I was like 9 years old. I went to MSFT out of college but
         | quit to work on games like a year into it. My first games job
         | was at Monolith (RIP as of yesterday) and was there for ~4
         | years, then I helped S2 Games ship "Savage: Battle for Newerth,
         | but then went into FAANG for like 20 years. I always wanted to
         | come back to gamedev. Glad I got the chance :)
        
       | leetrout wrote:
       | Oh neat! I wishlisted it when it came out but was heavy into
       | balatro, slay the spire and the diceomancer demo but I will pick
       | it up soon.
       | 
       | Curious if you would be up for recording a podcast about the
       | project? I love to pick people's brains about stuff like this. I
       | recorded one with Ange the Great about his creation of Engine
       | Simulator, for example.
        
         | newobj wrote:
         | Yeah, I'm open to podcasts! I did one with openindie already:
         | https://creators.spotify.com/pod/show/openindie/episodes/33-...
         | (dm me on bsky: https://bsky.app/profile/newobject.bsky.social)
        
       | WCSTombs wrote:
       | Congratulations! That's a huge accomplishment, and not something
       | I'd call "minor."
       | 
       | When I think about game development, these are the skills and
       | types of work that come to mind:
       | 
       | - software development
       | 
       | - game design
       | 
       | - graphical art
       | 
       | - musical composition
       | 
       | - writing
       | 
       | - marketing and promotion
       | 
       | and I'm sure there's more that I'm missing. I'd be very curious
       | to know how you navigated through all of that...like did you
       | start on one end, like with a game engine, and then fill in the
       | rest, or was it more of a holistic iterative process? I hope
       | that's not too broad of a question, but frankly I'd appreciate
       | any insights you can share.
        
       | compscistd wrote:
       | I had to stop playing for a while because the music really got
       | stuck in my head. What a fantastic game though, it really is so
       | fun. The "Woooow" at some upgrades always make me chuckle. I'll
       | definitely come back to it soon.
        
         | newobj wrote:
         | haha the "wooow" was very last second, and meant to kind of be
         | ... "snide" ... watching streamers play it and saw "wooow"
         | along with him every time absolutely delights me to no end.
        
       | pineapple_sauce wrote:
       | Why did you go with a publisher rather than publishing it
       | yourself?
        
       | isaacremuant wrote:
       | Congratulations. Looks fun and one of those "omg, I've spent so
       | much time on this" kind of game.
       | 
       | Can you expand in the part of talking to publishers. How did you
       | approach it, how much previous context did you have, how did you
       | evaluate what was good vs not. I know what mobile game publishers
       | ask for but not desktop/steam ones.
       | 
       | Any advice? (Not that I'm making games but just curious what form
       | it actually takes)
        
         | SXX wrote:
         | Not author, but fellow indie gamedev founder. Already answered
         | one similar question in comments, but here is usual process of
         | choosing publishers:                 1 - You need to decide
         | whatever you looking for a funding and how much you need. No
         | matter where you're located majority of indie publishers
         | operate with budgets under $300,000. AFAIK there is under 30-50
         | companies that can even provide funding over $1,000,000.
         | 2 - Even big publishers dont like to take risks. So if you're
         | self-funded or have investor your chances to sign publishing
         | agreement are much higher since then publisher risks almost
         | nothing.       3 - You go and check what games each publisher
         | release on Steam and check how much marketing there are for
         | their titles. "Good" publishers usually only release 1 game a
         | month or less since marketing is both time consuming and
         | costly. So obviously it's much harder to get selected.       4
         | - There are "spray and pray" publishers that can even give you
         | some money easier than others, but they sometimes release 3-10
         | titles a month and just look what sticks. They mostly dont do
         | marketing before release whatsoever so it's not exactly an
         | optimal choice unless you working on a games that can be built
         | cheap and under 6 month.       5 - When you start any
         | negotiations normal net revenue split after budget
         | recouperation is around 50/50 (with 40 / 60 both ways also
         | possible). So you can filter out those who try to pray on
         | inexperienced people.       6 - Also unless you getting serious
         | funding (not $300,000) publishers usually only get exclusive
         | distribution license on your specific title for 3-5 years, but
         | they dont get your IP. If some small publisher ask for full IP
         | transfer it's not a good deal.
         | 
         | And yeah to reach out you only need at playable and fun
         | prototype for 5-15 minutes of gameplay, but if your game is
         | closer to release it's will drastically increase your chances
         | for a deal. Everyone loves to publish games with no funding
         | needed and no one loves to fund development with risk it will
         | never be completed.
         | 
         | Getting published by likes of Raw Fury is a huge success
         | though, very small percent or projects get such a chance.
         | 
         | PS: If you wish feel free to reach me, will happily share my
         | experience.
        
       | Benjamin_Dobell wrote:
       | Congratulations! Looks fantastic. I'm curious about marketing and
       | your relationship with the publisher.
       | 
       | There's a LOT of games launching on Steam all the time, some
       | solid games go largely unnoticed. How did you get word out about
       | your game? Did you build an audience during development? How much
       | assistance did the publisher provide? Additionally, did you have
       | contacts that introduced you to publishers? If not, what got
       | their attention? Fanbase, demo, you personally?
        
       | japhib wrote:
       | Amazing work! Questions:
       | 
       | - How/why did you decide to talk to a publisher? When in the
       | process did you feel like you had a good enough prototype to do
       | that?
       | 
       | - What have been the pros/cons of working with a publisher? When,
       | in your opinion, should someone do that vs. self-publishing?
       | 
       | - What was your confidence level throughout various stages of the
       | project? Was there a point before releasing the game where you
       | maybe got a glimpse of the success you were going to have? (I
       | guess probably Steam wishlists?)
       | 
       | - What's next?
       | 
       | Congrats again on the hit!
        
         | newobj wrote:
         | I worked with a publisher for a few reasons: 1) I didn't know
         | what I didn't know, and didn't want to "find out" AND make the
         | game at the same time. I needed a partner for the
         | business/marketing end. 2) An advance (funding) helped de-risk
         | things for me. 3) I needed help to find an artist. I was having
         | no luck on my own. Even with the traction the game had!
         | 
         | Publishers actually came to me. In a weird coincidence, I
         | happened to show the game in a Discord where localthunk, the
         | Balatro dev, was hanging out, and he shared it with a few big
         | streamers. The prototype was streamed to thousands of people
         | like ~5 weeks into its development, and the publishers started
         | showing up immediately. Not normal. Very lucky.
         | 
         | I started very confident, and stayed relatively confident, for
         | myself, but there were some weird days where you'd get a
         | paranoid feeling: "Wait, all you do is drop a ball in this
         | game. Why do people like it? Are they just blowing smoke up my
         | ass? Am I having a manic break, thinking the gmae is good? It
         | really can't possibly be good enough, right? Making successful
         | indie games is something _other_ people do, not me. " Needless
         | to say the demo getting reception in October 2024 Steam
         | Nextfest (before being released in December) was hugely
         | validating and was like the "pinch" I needed to prove it wasn't
         | a dream.
         | 
         | Next is healing and recovery ... and supporting Ballionaire.
         | Working on a creative project intensely for a year at the
         | exclusion of almost everything else in your life, esp. at my
         | age -- doesn't leave you in a great state when it's over. It
         | was self-imposed crunch mode. It's not easy to be bounce back
         | creatively or energetically.
         | 
         | Thanks :)
        
           | rsanek wrote:
           | Appreciate your vulnerability. Awesome to hear your good
           | fortune along the way, receiving positive feedback. Working a
           | year heads-down even with that though does sound quite
           | difficult. I think about all the time how one doesn't have to
           | deal with these kinds of doubts when at FAANG-style jobs. I
           | think _that_ , moreso even than the EV on compensation, is
           | the reason FAANG can be so sticky.
        
           | japhib wrote:
           | Thanks for the in depth answer! Good luck with the recovery -
           | hopefully the game has left your financials in a good enough
           | spot that you don't have to worry about the next project for
           | a bit, at least.
        
       | delduca wrote:
       | Who did the art work? You?
       | 
       | Which engine have you used?
       | 
       | Also, congratulations!
        
         | newobj wrote:
         | Godot 4.2 w/ C#
         | 
         | The artist is Hanja Grgicevic.
         | 
         | Thanks!
        
       | eftychis wrote:
       | Congratulations!
       | 
       | This is a huge achievement and work -- although I do not know the
       | space.
       | 
       | What is the stack used? Did you end up substantially switching
       | things in the stack during your journey?
       | 
       | It would be great if you follow up later with experiences like
       | the maintenance journey post-launch. Also, what do you feel the
       | publisher provided besides the artist and guidance?
        
         | newobj wrote:
         | Thanks! Godot 4.2 w/ C#. I started with Godot 3 and C#, but
         | ported to Godot 4 a couple months into the project, because it
         | was my understanding that would help console portability in the
         | future. It was a bit of a pain, but not too bad. Maybe a week's
         | worth of work.
         | 
         | Raw Fury I think also did a great job w/ marketing and
         | promotion, e.g. connecting the game to streamers, and the
         | trailer knocked it out of the park IMHO :)
        
       | AndrewKemendo wrote:
       | The amount of genius talent that is being wasted making addictive
       | products for Meta is borderline criminal.
       | 
       | Congrats on shipping a huge hit
        
       | daedrdev wrote:
       | How much impact to you think internet influencers had on your
       | sales? I recall seeing it being played there first.
        
         | newobj wrote:
         | 100%, it was really the only form of promotion the game had,
         | besides the demo itself, and the trailer. Ballionaire was
         | accidentally designed to be verrrrrrrry streamable.
        
       | namuol wrote:
       | Good lord that Steam page and the trailer have a ton of appeal.
       | It's no wonder you've got a hit on your hands! Reviews are very
       | good too. Congratulations!
        
       | adastra22 wrote:
       | What does roguelike mean? I've played the original Rogue, but
       | haven't been a gamer for decades now. I'm not seeing how this is
       | connected?
       | 
       | Sorry, but you said ask anything lol.
        
         | Zebfross wrote:
         | My understanding is that roguelike means that when you die you
         | start over from the beginning.
        
         | newobj wrote:
         | There are a lot of interpretations, but it's roguelike in the
         | sense that:
         | 
         | 1) It's permadeath 2) It's random 3) It's systemic
         | 
         | The term is used quite broadly these days. Only the "Berlin
         | interpretation" is quite strict about the sense of it you might
         | be thinking of.
        
           | adastra22 wrote:
           | Thanks. TIL.
        
           | joemi wrote:
           | Is there a term that people who don't use the Berlin
           | interpretation call games that fit in the Berlin
           | interpretation? Or are they just called "Berlin
           | interpretation roguelikes"?
           | 
           | (I'm asking both out of curiosity and out of utility, since
           | I'm a fan of the Berlin interpretation roguelikes (and have
           | been since before the modern overly-broad interpretation came
           | into use), so I used to be able to count on "roguelike"
           | meaning it was one style of game, and I miss those days. I'd
           | like to be able to know how to specifically find those games
           | again.)
           | 
           | Also, congrats on the success of the game! I'm looking
           | forward to trying it out sometime. It's on my wishlist,
           | despite my quibbles with calling it a roguelike. :)
        
             | mijoharas wrote:
             | I think I've heard of "old school roguelike" or
             | "traditional roguelike" being used to refer to those games.
             | (googling seems to show that the latter naming seems to be
             | more common.)
        
             | jamesgeck0 wrote:
             | Hardcore players generally use "traditional roguelike" for
             | things that are like rogue and "roguelite" for everything
             | else.
             | 
             | As far as finding traditional roguelikes, a few big-name
             | commercial ones are Caves of Qud, Cogmind, Jupiter Hell,
             | and Rift Wizard. The r/roguelikes subreddit and discord can
             | point you at a bunch of other ones both paid and free.
        
       | ghfhghg wrote:
       | Wow congratulations. The game presentation is awesome.
       | 
       | When working on this how long did it take before the game felt
       | fun to you?
        
         | newobj wrote:
         | Honestly it felt fun on day 3, the first time you could drop a
         | ball and there were a couple triggers that did things. As a
         | verrrrrrry pessimistic person, the fact that I actually thought
         | it felt fun was like a huge flashing light above my head that
         | there was something to the idea.
        
       | bb88 wrote:
       | Hi, I enjoyed playing Ballionaire. I do like this style of rogue-
       | likes where things can maybe break the game itself (infinity,
       | slow down the game completely when too many eggs are spawned).
       | 
       | I was curious in your platform choice of windows only. Was this
       | due to the framework/programming language you're using? Or was
       | this more of a time savings of trying to support more than one
       | system at a time? Or maybe both?
        
         | newobj wrote:
         | FWIW, it works on the Steamdeck, natively, without Proton -- so
         | it's a native Linux game in other words. Apparently a lot of
         | folks are playing it on desktop Linux, as a result. It's just
         | not "officially supported".
         | 
         | I'm a one-man dev operation, so it's strictly a matter of
         | opportunity costs of my time. Linux and Mac are miniscule
         | gaming markets, like 1% of Windows, but could potentially
         | generate a significantly proportionately greater burden of
         | support. So I have to be careful there.
        
           | bb88 wrote:
           | I am playing it on the linux desktop. It's super nice.
           | 
           | I'm also curious about the changes required between linux and
           | windows, is it quite a bit? Or is that just abstracted mostly
           | by the framework?
        
           | timvdalen wrote:
           | How do you get it to run? The first time I clicked the [Play]
           | button it installed Vulkan shaders, but it doesn't do
           | anything on subsequent launches.
           | 
           | EDIT: Ah, a re-install fixed it!
        
           | TomK32 wrote:
           | Godot makes it easy to export to Linux and I'm sure it's
           | still true that feedback from Linux users is better even in
           | terms of finding bugs as mentioned in this interview with
           | Croteam in 2015:
           | 
           | > The feedback from Linux gamers is great - they seem really
           | happy that we're supporting the platform and they are a huge
           | help in finding bugs. Often, bugs that are initially reported
           | as Linux specific turn out to be issues in all version of the
           | game, it just sometimes happens that it's easier to reproduce
           | on some platforms. So, yeah - we'll definitely keep on
           | supporting Linux in the future.
           | 
           | [1] https://www.marcosbox.com/2015/02/13/interview-with-
           | croteam-...
        
         | pbronez wrote:
         | Here's the ProtonDB entry: https://www.protondb.com/app/2667120
        
       | mrsofty wrote:
       | Outstanding!!! Spent some time in the valley in the 90's. Tom
       | Perkins was our Chairman and Ceo so I learnt a LOT. One of the
       | takeaways was that innovation starts with an itch you want to
       | scratch, to KNOW that your idea is better than the others.
       | Doesn't matter if you are delusional, the market will set you
       | right either way. WELL DONE!!! taking this step and I wish you
       | all the best for the future. I'll pass the message onto my chums.
        
       | deelowe wrote:
       | I bought it day one. The marketing was great and I had I ton of
       | fun with the game! Congrats on the success.
        
       | uejfiweun wrote:
       | Congrats on your success! Making games is what got me into
       | programming and while I'm currently doing the same big tech stuff
       | you were, I would love to become an indie game dev after this
       | phase of my career ends.
       | 
       | The biggest challenge I've had in my various personal projects is
       | the art, for sure. I may have programming skills but I certainly
       | have no art or animation skills. How did you get over this
       | hurdle? I've made so many cool prototypes for games that I end up
       | having to shelve due to hitting a progress wall when it comes to
       | art or 3d modeling.
        
       | xetrics wrote:
       | I bought ballionaire a couple weeks back. So funny that I see the
       | creator on HN. Congrats on your win!
        
       | kurokawad wrote:
       | The trailer is hell good!! I love it!!
        
       | bodegajed wrote:
       | So I'm here practicing writing small apps in 40 mins, leetcoding
       | medium and hard. I think I should rethink my next plans.
        
       | thehodge wrote:
       | I've seen this game played on YouTube a LOT and really want to
       | give it a go.. Any chance of a Mac port?
        
         | newobj wrote:
         | "There's always a chance" ..
         | 
         | People have had luck playing it via Whiskey/WINE, but I would
         | hate for you to spend money and find out it's not a great
         | solution, so I can't encourage it.
        
       | axus wrote:
       | Did you like Peglin?
        
       | mips_avatar wrote:
       | How did you structure your work in the first year? Did you set
       | specific goals or just follow what felt right? Where did your
       | motivation and energy come from, and how did you keep momentum?
        
         | newobj wrote:
         | The game took one year to make and I am a severe workaholic,
         | so, I found it easy to just put the pedal to the floor for
         | exactly one year (and then simply die afterwards, lol)
        
           | mips_avatar wrote:
           | but like it's a creative thing, you must have had moments
           | where you weren't sure?
        
       | mattigames wrote:
       | What is your opinion about the top bad review on Steam? Have you
       | addressed those issues or perhaps you disagree with them? Posted
       | here for reference
       | 
       | > Really fun game at first, and it has a lot of potential.
       | Unfortunately you are very strongly incentivized to NOT UNLOCK
       | ANYTHING (i.e. the meta-progression).... because after you unlock
       | many additional items and get to the higher difficulties, the
       | vast majority of runs become impossible since there are way, way
       | too many items in the pool and way, way too few rerolls (and no
       | ban feature for some reason), so you end up with random unrelated
       | crap almost every run and auto-lose because of it, as strong
       | synergies are mandatory to win on the higher difficulties. It
       | feels really bad having to fish RNG over and over again just to
       | get a run that's actually winnable. They could easily fix this
       | with many solutions, like: stronger reroll tag affinities, more
       | choices per round, item bans, 10x the amount of rerolls,
       | builds/profiles with more limited pools, map-specific limited
       | pools, etc. etc. If they fix this massive roadblock then this
       | game has the potential to be a amazingly fun.
        
         | newobj wrote:
         | It was intentional that the game got harder by broadening the
         | pool of drafts. The design goal was that you need to develop
         | your skill to build more flexible boards, that don't rely on
         | just forcing a single synergy to materialize.
         | 
         | Unfortunately, I don't think the game communicates this goal
         | well, AND prevailing design trends (rogueli _T_ e, which this
         | game is NOT) I think have trained players to expect that games
         | should get artificially EASIER over time by increasing the
         | player's power level.
         | 
         | It's a point of the design I'm willing to concede, so it's
         | something I do hope to address. But not increasing the power
         | level as in a roguelite, just by preserving the density of
         | drafts and taming dilution a bit.
        
           | martinmakesgame wrote:
           | The widening of the pool of drafts doesn't work because it is
           | not fun. When you find something that works you want to use
           | it as much as possible because as the player all I want to
           | see is the numbers get higher and higher. This is where the
           | fun is. Most of the additional drafts aren't fun. Some I
           | never use. When I play I don't even care about the forces
           | that make it harder at the start anymore because most of the
           | gameplay comes from what cards show which is heavy random
           | number generator. There should be a continue play button when
           | you fail the run though just so you can keep playing and see
           | the numbers go higher and higher.
        
             | windward wrote:
             | From my experience of messing around with cheats in other
             | games, things like this are a great way to permanently ruin
             | the fun for yourself.
        
       | burgerquizz wrote:
       | I love the animated stickman!
       | 
       | building myself html games myself[1] with my own game engine.
       | Getting players is really hard. I was betting on SEO, but results
       | will take a long time. do you think getting a publisher worth it?
       | I was reluctant putting the game on steam too since I think the
       | target players wont be there
       | 
       | Happy to hear recommendations!
       | 
       | https://pixelbrawlgames.com/game/blast
        
         | optymizer wrote:
         | 1v1.lol is fun! The mouse movement gets janky at times but I
         | had a blast
        
       | npinsker wrote:
       | No questions but congratulations on your game and success! It's a
       | great idea.
        
       | hoten wrote:
       | This reminds me of the high quality, addicting PopCap games. Very
       | nice!
        
       | napierzaza wrote:
       | I am also working on a project after being laid off, though I got
       | hired elsewhere. Any suggestions on how to promote your work? I
       | am fairly far away from that but it will be a harder thing for me
       | I think
        
       | prashp wrote:
       | Congrats, great to hear a success story. I wish I had the time to
       | do this too. How did you pitch to the publisher so they would
       | find you during development? How did you find a publisher?
        
       | jmcgough wrote:
       | Congrats, I've seen a few people playing this lately :)
        
       | RheingoldRiver wrote:
       | We had someone request a wiki on wiki.gg for Ballionaire, and
       | it's at https://ballionaire.wiki.gg/wiki/Ballionaire_Wiki.
       | Assuming you have structured data easily accessible, you can
       | pretty easily use the MediaWiki API to create some automated
       | pages for each of the items and any other entities that should
       | have pages. Example repo:
       | https://github.com/RheingoldRiver/sorcerer-update That repo is
       | assuming that some "infobox" templates already exist, which you
       | can find documentation about here:
       | https://support.wiki.gg/wiki/DRUID_infoboxes or feel free to
       | email me (address in bio) if you'd want to create the pages
       | assuming that the infobox template already exists and have me
       | make said template for you!
        
         | genewitch wrote:
         | Thank you for saying what game everyone is talking about.
         | 
         | I have it on my wishlist already.
        
         | Pikamander2 wrote:
         | There's also a small subreddit for it if anyone is interested:
         | https://www.reddit.com/r/Ballionaire
        
         | Ragnarork wrote:
         | Bit of a tangent but nice seeing you here and offering support.
         | I remember your name from my time when I admin'd one of
         | Liquipedia's wikis (IIRC you were going through some hardship
         | with one wiki provider or something at the time), happy to see
         | you're still kicking in that area!
        
       | Lucasoato wrote:
       | How did you reach publishers? Did you have any previous
       | contact/connection to get to them?
        
       | jeffchien wrote:
       | Congratulations, that is a roaring success I daydream about all
       | the time!
       | 
       | I think you've already answered a lot about your development
       | journey, so I want to ask about the post-release experience.
       | 
       | - How were the weeks immediately after release? Hectically
       | shipping out patches 3 times a day?
       | 
       | - Now that we're months out after release, what are you doing
       | now? Are you still spending a lot of time on this game (ports,
       | updates), or are you thinking of another game or returning to
       | office work?
       | 
       | Frankly I bought it on release but couldn't get into it because
       | the meta progression (unlocking triggers that dilute the trigger
       | pool for little perceivable gain) didn't feel as good as Luck be
       | a Landlord or Balatro. I hope later updates address that.
        
       | kevinmchugh wrote:
       | My friend Joe from the Anime Sickos podcast talked Ballionaire up
       | a lot and I'm looking forward to playing it, which would happen
       | sooner if it were available on switch. Congrats on your success!
        
       | tastyface wrote:
       | Congratulations! I saw Yahtzee playing this a few weeks ago --
       | seems like a fun time. The market is notoriously saturated right
       | now, any wisdom on how you broke through with marketing/outreach?
       | (Or was that entirely on the publisher?)
        
         | newobj wrote:
         | I crunched myself to get the game out by the end of 2024 before
         | the saturation I knew was coming took place. I think the simple
         | premise, watchability, humor, and presentation of the game
         | helped it stand out.
         | 
         | My advice: Have a super solid hook, that's marketing.
         | Everything else is promotion and is far less effective.
        
       | yapyap wrote:
       | My god, you're the creator of Ballionaire!!
       | 
       | I dont know what I was expecting clicking on this article but it
       | wasn't that.
       | 
       | Magnificent game, I watched Northernlion play this after he beat
       | Balatro.
        
       | kbenson wrote:
       | Strong Peggle[1] vibes from the video on the store page, which is
       | a good thing IMO, since I enjoyed Peggle quite a bit. Maybe I'll
       | take a look at this.
       | 
       | 1: https://store.steampowered.com/app/3480/Peggle_Deluxe/
        
       | gennarro wrote:
       | Oh yes, I've played that actually. The mechanics weren't my jam,
       | but the art and level of polish are great.
        
       | Conan_Kudo wrote:
       | Congratulations on the game! It looks great and I kinda want it.
       | :)
       | 
       | I'm going to be that guy... Native Linux build when? I assume
       | your game stack supports exporting native Linux builds. :)
        
       | mupuff1234 wrote:
       | I still don't really get the appeal of roguelike games, to me it
       | always just comes off either repetitive/boring/frustrating/etc.
       | Could someone explain why they prefer it over just a "normal"
       | game progression?
        
         | sky2224 wrote:
         | Maybe this will help a bit. I'm a drummer. Drums are literally
         | all about doing the exact same thing for hours and hours on
         | end, but with the goal of perfection. What's perfection? That's
         | all in the eyes of the player. Been doing it 15+ years and
         | don't plan on stopping.
         | 
         | I can do repetitive stuff like that for hours on end. A
         | roguelike takes that and makes it a game with some slight
         | variation to keep it interesting (kind of how a drum beat is
         | the same thing, and then you change it to add some variation).
        
           | mupuff1234 wrote:
           | I definitely get wanting to perfect something, but for me
           | it's frustrating because a roguelite forces you to do so vs
           | just you deciding to redo something to perfect it.
        
       | mantovanidaniel wrote:
       | I just bought your game :)
        
       | winrid wrote:
       | One of the OG devs from Netpanzer in the late 90s went on to do
       | AAA games and then compiler stuff at FAANG, is that you?
        
         | newobj wrote:
         | Not me
        
       | guywithahat wrote:
       | Not to get too personal, but how did working on a video game
       | affect your personal life? If you worked from home, do you have a
       | wife/kids? Was anyone upset or disappointed you were working on a
       | game and not getting another job at a big tech company?
       | 
       | I don't mean to be critical, but I've always faced pushback
       | working on startups/side projects, and I'm wondering how that was
       | for you?
        
         | newobj wrote:
         | It was discussed with my family (wife/kid) that this was going
         | to be my near singular focus for a year, and it basically was.
         | Luckily everyone was supportive because they knew how long I'd
         | wanted to do this, and the fact that I already had a "good
         | idea" with some proof on my hands certainly made it easier.
         | Having traction helped convinced everyone, myself included,
         | that it would be a worthwhile investment of time, and not just
         | "fucking around in the basement." No one was disappointed that
         | I was not getting another big tech job. I'd just spent 20 years
         | in FAANG.
        
           | Nition wrote:
           | Honestly very impressive to plan a one-year game project and
           | have it take one year!
           | 
           | How many planned features did you have to cut? ;)
        
             | newobj wrote:
             | None. What I delivered is what was in the contract.
        
               | Nition wrote:
               | Awesome!
        
               | em3rgent0rdr wrote:
               | What a concept. Like back in the cartridge game system
               | era, where what the developers burned onto the ROM was
               | the final game.
        
               | p1necone wrote:
               | I think people doing gamedev who have/had a day job
               | writing business software have a tendency to eschew all
               | the boring scope/time management/actually shipping stuff
               | because being able to just write the code you want and
               | spend however long you want polishing it is so freeing.
               | 
               | Seeing someone come from the corporate world to gamedev
               | and seemingly carry over all the right lessons and keep
               | the discipline is pretty awesome, kudos.
        
               | johnnyanmac wrote:
               | It's really hard even with coporate experience. But given
               | that OP:
               | 
               | 1. already had gamedev experience on top of tech
               | experience
               | 
               | 2. kept his technical scope very low for his assumed
               | skill level (2d game, Godot engine for fast iterations,
               | full-time focus and scheduling)
               | 
               | 3. Was relatively stress-free in terms of his personal
               | situation
               | 
               | I can understand a pretty smooth development period.
        
         | GlacierFox wrote:
         | Your partner stops you from working on startups and side
         | projects? Come join the other 99% of us not working at a big
         | tech company, life is still fulfilling, honest!
        
           | ascorbic wrote:
           | I've mostly worked in startups and on side-projects since I
           | met my partner, so I'm fine there, but I think in many
           | situaitons it's perfectly reasonable for a partner to push
           | back on it. If your family relies on your income (and you
           | don't have a decade of FAANG earnings saved) then it needs to
           | be a family decision. Likewise if you have kids then anything
           | that involves extremely long hours that prevents you from
           | doing your share of childcare is also something that isn't an
           | automatic yes.
        
           | williamdclt wrote:
           | There's a world between "big tech" and "startup", and between
           | "startup" and "solo project that won't bring any money for a
           | year (if ever)". What the OP did is much more less usual than
           | working at big tech.
        
         | XCSme wrote:
         | The most pushback you get while building it if there is no
         | money coming in. They see you working a lot, being stressed,
         | but still struggling financially, so from their side it's hard
         | to see the benefit of doing it.
        
           | guywithahat wrote:
           | I mean video games are notoriously competitive, and very
           | little money comes in until it launches after a year of
           | building. It was not impossible OP was going to launch to
           | 4000 customers.
           | 
           | I think OP's story is inspiring, and I'm happy to hear he had
           | support, but I could also see a wife being upset her
           | previously highly paid husband is working on a video game,
           | and presumably a low salary from a publisher (if any).
           | 
           | When I was working on my previous startup we had a couple
           | customers and a small investment, but I got intense pushback
           | from a female friend who would often come and live with me.
           | She couldn't stand the fact I was passing on a high salary to
           | work on something I cared about, and we weren't even dating.
           | The 1.5 years+ she referred to me as unemployed lol
           | 
           | Again though I don't mean to be critical of OP or his dream,
           | I was just curious about the social dynamic he encountered.
        
             | yieldcrv wrote:
             | he worked at facebook for 10 years, so there is a lack of
             | distraction in relationships that don't have financial
             | stress if this was managed only moderately well in those 10
             | years
             | 
             | A facebook compensation package for 10 years + the pandemic
             | rally. any trade and speculation with a 6 figure account
             | would be multiple seven figures
             | 
             | its important to put these things into perspective
             | 
             | although there are a lot of risk averse people in big tech,
             | irrationally afraid of not having corporate salary coming
             | in, there are far fewer partners that base their identity
             | on their partner being employed when the partner is wealthy
             | already
        
             | johnnyanmac wrote:
             | >It was not impossible OP was going to launch to 4000
             | customers.
             | 
             | Having a publisher helps a lot. But 4000 copies for many
             | indies would be a rousing success (albeit, not a financial
             | success). It is simply that competitive.
             | 
             | >I could also see a wife being upset her previously highly
             | paid husband is working on a video game, and presumably a
             | low salary from a publisher (if any).
             | 
             | Very true for 99.99% of indie devs. But I figure that OP's
             | savings and RSU's (almost a deacade's worth) would easily
             | put them in a situation everyone else can only dream of.
             | 
             | >When I was working on my previous startup...
             | 
             | I know startups are risky, but I really don't get this
             | attitude. It might just be lack of knowledge, but once you
             | can get a startup off its feet, the VC money from seeds
             | easily makes up for that downtime. And unless you're the
             | founder or are a near-founder being paid with future
             | equity, startups can still pay very respectably. It's the
             | time committment that you need to worry about.
        
               | jlokier wrote:
               | > once you can get a startup off its feet, the VC money
               | from seeds easily makes up for that downtime
               | 
               | The depends a lot on the startup. Many startups don't
               | take VC money.
               | 
               | Of those that do, in my experience as first non-founder
               | employee, the founders were paid very little compared
               | with employees, on the hope of future success with their
               | equity instead, even after the startup got decent pre-
               | seed and seed investment. Both rounds of investment were
               | enough to pay some key employees well, but not to pay
               | everyone well for long enough. So the founders felt they
               | has to continue with low pay for themselves.
        
         | peterkelly wrote:
         | Sounds like you need a better partner
        
           | somenameforme wrote:
           | Saying the quiet part out loud, but yeah this is a very weird
           | relationship where you have a partner who wouldn't be
           | outright enthusiastic about you pursuing something you really
           | want to, so long as your family can still live comfortably.
        
             | protonbob wrote:
             | Being a good father/husband requires a lot more than
             | putting food on the table.
        
           | JohnnyMarcone wrote:
           | You shouldn't jump to judgement without knowing any of the
           | details.
        
         | hijinks wrote:
         | if op was working at Meta for 10 years and they started at 2013
         | they probably have more then enough money stashed away to not
         | worry about bills for a few years.
        
           | n9com wrote:
           | highly likely they have millions from the stock alone,
           | assuming they didnt sell
        
         | raincole wrote:
         | > but I've always faced pushback working on startups/side
         | projects
         | 
         | You mean from your SO?
         | 
         | I think most sane people don't have issues with their SOs' side
         | projects, but they have issues with that their SOs 1) not
         | spending enough time with family and 2) being the main income
         | source of the family but not making enough money.
        
       | keyle wrote:
       | Nice one! Looks like peggle on mushrooms instead of coke.
       | 
       | I've done many games myself, including PS4 exclusive, and I
       | haven't been able to afford anything else than 2 mins noodles for
       | my effort. So I applaud you on "making it."
       | 
       | I should really talk to publishers. I don't really know how, how
       | did you approach them? How did that initial aspect go?
        
       | mmastrac wrote:
       | Hey Brian, so happy to see this! I always knew you'd knock it out
       | of the park with one of your games!
        
         | newobj wrote:
         | Oh hey Matt! Thanks!!!
        
       | randfish wrote:
       | Incredible work, Brian! I'm in awe of what you've done in such a
       | short amount of time. I started an indie game company (still
       | working on our first title) and had a few related questions if
       | that's OK?
       | 
       | 1) If you didn't need a salary or marketing help, would you still
       | have signed a publishing deal? My sense is most of the publisher
       | value lies in getting paid before the game launches, and with
       | marketing around launch, but curious if those are wrong
       | assumptions?
       | 
       | 2) Early Access vs. Straight Launch - any insights about why you
       | chose to do a full launch vs. an early access beforehand? Was it
       | something you and the publisher discussed in detail?
       | 
       | 3) Outside of Steam's ecosystem, how much marketing, promotion,
       | social media, YouTube, Discord, etc. stuff did you (or the
       | publisher) do? Do you think that pre-launch work had a sizable
       | impact on the launch and post-launch success? Or would you say
       | it's mostly the Steam algo making the game more visible to the
       | right buyers as the positive reviews rolled in?
       | 
       | Truly kind of you to share so openly here. Already sent some of
       | your other replies to our game team
        
         | XCSme wrote:
         | > My sense is most of the publisher value lies in getting paid
         | before the game launches, and with marketing around launch, but
         | curious if those are wrong assumptions?
         | 
         | Don't publishers pay you a cut AFTER sales start coming in?
        
           | jotson wrote:
           | Yes and some provide funding during development which they
           | recoup later. Every deal is different. Raw Fury provides
           | funding in advance for some.
        
         | newobj wrote:
         | Thanks Rand!
         | 
         | 1) It obviously varies w/ each dev's situation, but I think
         | your sense of the value prop is a fair default one w/o context.
         | In my case, there were four reasons: 1) having a partner to
         | help with (to me) "the unknown unknowns" (i'm only a dev and a
         | novice designer, literally anything else would be my first time
         | doing it, so i figured having an experienced partner there
         | would be wise) 2) the advance was nice just from a "bird in the
         | hand" mindset 3) they helped me connect with a really good
         | artist (critical to the project's success imho) 4) having a big
         | name behind you can't hurt, and bigger publishers do have more
         | relationships with the ecosystem (streamers, platforms, etc) to
         | help your game succeed.
         | 
         | 2) EA is appropriate for certain kinds of games. But I knew
         | exactly what Ballionaire was going to be, and felt it could be
         | achieved in a year. I knew that this mechanical space was going
         | to be rapidly saturated, once all the games inspired by LBAL
         | (including Balatro!) started appearing. So I was determined to
         | get the game out before that happened, which set a certain
         | scope and pace, obviating EA.
         | 
         | 3) The trailers were a really good promotional tool, very
         | effective. But most of the paid promotion was sponsored
         | streams, not traditional "marketing" (ads). I think the game
         | has a natural tendency for organic spread, due to its
         | fun/simple premise, watchability/streamability, low price
         | point, and so on. It's just an easy game to see, and say "ooh,
         | I wanna try!" because it's instantly understood how to play,
         | and IMHO is very inviting aesthetically.
         | 
         | My takeaway: Make sure your hook is glowingly radioactively
         | good. Don't overbalance. Leave in some jank. Scope down and
         | finish quickly. And avoid tropes. Stand out. (Of course this
         | only works for a certain kind of game!)
        
           | Apofis wrote:
           | How far were you into building the game before you began to
           | approach publishers? YC speaks frequently about investing in
           | the founders, and not the idea---but then dives right into
           | well you need to have revenue and/or users and it's a bit of
           | a double-standard---so I'm curious what stage you were at
           | when you started talking to publishers and what state your
           | product was in when you finally signed a deal.
        
             | gcheong wrote:
             | I'm curious about this as well so I took a look at the
             | publisher's site and found some info:
             | https://rawfury.com/talk/ under "Game Pitches". Would still
             | like to hear from OP on any specifics though.
        
           | randfish wrote:
           | "Make sure your hook is glowingly radioactively good. Don't
           | overbalance. Leave in some jank. Scope down and finish
           | quickly. And avoid tropes. Stand out."
           | 
           | Sounds like outstanding advice. I hope we can follow in your
           | footsteps! (and thanks for the kind and comprehensive answer)
        
             | mikeshi42 wrote:
             | Honestly sounds like good advice for almost anything
             | new/creative :)
        
           | JansjoFromIkea wrote:
           | RE: "Make sure your hook is glowingly radioactively good.
           | Don't overbalance. Leave in some jank. Scope down and finish
           | quickly. And avoid tropes. Stand out."
           | 
           | For games with a limited run time is it possible to balance
           | this against Steam's 2 hour return policy? Feel like we're
           | now trapped in a position where you can make short little
           | proof of concepts on itch but when it comes to trying to make
           | something professional you have to bloat it in a way to
           | minimise people abusing that.
        
             | pc86 wrote:
             | This is very much personal opinion but if you can blast
             | through all of a games content within 2 hours of purchase
             | it wasn't finished / big enough to justify a financial
             | transaction in the first place.
        
               | wjnc wrote:
               | Two hours is about movie or novella worth of content.
               | Both are priced at about the same rate. Not all games
               | have to have 10s or 100s of hours of content. Today, I
               | expect a big(ger) part of gamers are like me: older
               | people who like games, but can only game a few hours a
               | week. Last non-4X game I fully played was CoD2. That was
               | 2005.
        
               | mikepurvis wrote:
               | Honestly, that could go both ways. Like I'll happily pay
               | cost-of-small-game to watch a movie that will be over in
               | two hours, and there's a whole category now of single-
               | sitting games like Journey, Minit, A Short Hike, etc,
               | that are easily able to be completed in that timeframe
               | but are obviously worth their modest purchase price.
               | 
               | To some of us adult gamers with actual lives and
               | commitments, having something that can be completed in
               | 1-4 sittings is a huge boon, like okay this is a thing I
               | can do without abandoning my family for the next two
               | weeks.
        
               | michaelgburton wrote:
               | I literally started a company on that thesis. It failed,
               | but I still believe in that mission.
        
               | mikepurvis wrote:
               | Were you trying to make short games or offer some kind of
               | abridging service?
               | 
               | Because I've wondered about that too. Like, right now
               | there's a pretty big dichotomy between "purchase and play
               | a game myself" and "watch someone else play it on
               | youtube/twitch". But it would be interesting if there was
               | a market for a kind of interactive guided tour, like for
               | $10 let me play the best 4-6 hours of AC:Odyssey, and
               | that's delivered as a mod that just trims all the fat,
               | levels me up quickly enough to hustle through the main
               | story beats and see the good boss encounters and action
               | set pieces.
               | 
               | (Ubisoft themselves sort of do this with their paid XP
               | boosters, but that doesn't actually cut content, it just
               | lets you skip a few hours of grinding over what is
               | otherwise still a 40hr+ experience for most people)
        
               | albumen wrote:
               | I love this idea; I can no longer justify 40-100 hour
               | playthroughs. Lots of people rave about Elden Ring but
               | the time investment is just really offputting. I'd buy a
               | version of it at half the price and one quarter of the
               | playtime.
               | 
               | That said, I'd imagine a fair chunk of the impact of
               | major set pieces and end bosses is that you've spent many
               | hours to get to that point. An abridged version would
               | have to leave bough in to allow emotional investment in
               | the story. This is still possible.
               | 
               | Gamers Digest? (For those of you who remember Reader's
               | Digest).
        
               | Sohcahtoa82 wrote:
               | I'll happily spend $5 on a 2 hour game. That's a better
               | return than a movie theater ticket.
        
             | tristor wrote:
             | My PM perspective on this is that games are dominating the
             | media market primarily because they are a good value
             | proposition in our tightening economy. I think a good thing
             | to shoot for is around 2 hours of game play per dollar
             | spent, e.g. make it so that it's an absolute no-brainer for
             | a customer to buy your game vs going to a movie.
             | Replayability is a major aspect of this, look at how many
             | hours people spent on LBAL and Vampire Survivors despite
             | both having relatively simple mechanics.
        
             | xvector wrote:
             | How many people really would abuse the return policy like
             | that? I can't imagine it's that many.
        
               | JansjoFromIkea wrote:
               | I can't find the source now but I recall reading about
               | some game that was heavily impacted by it. I don't think
               | it was this one but here's an example I found just now
               | https://kotaku.com/steams-two-hour-refund-policy-forces-
               | horr...
               | 
               | A big part of the issue is that a lot of people do not
               | consider it abuse. The value of games is so heavily
               | burned into a lot of people's minds as being a dollars to
               | hours ratio and Steam having this blanket policy could be
               | perceived to be endorsing that perspective.
        
           | acomms wrote:
           | In your case, what do you think your glowing hook was?
        
           | TomK32 wrote:
           | "Don't overbalance" is an invitation for Spiffing Brit to
           | play yet another perfectly balanced game :-)
        
         | theanonymousone wrote:
         | > most of the publisher value lies in getting paid before the
         | game launches, and with marketing around launch
         | 
         | Reading this, I'm wondering if there is something like a
         | publisher for other types of Software than games? Looks a
         | decent deal. No?
        
           | thatguy0900 wrote:
           | Isn't that exactly what vcs do?
        
         | butler14 wrote:
         | Funny that, of all the questions to ask, you of all people ask
         | marketing questions, Rand :)
        
       | 29athrowaway wrote:
       | You need to put this on the Nintendo Switch
        
       | davidczech wrote:
       | The main menu is awesome
        
       | greenheadedduck wrote:
       | Did your work at meta help a lot with this project. Tell us about
       | it if so!
        
       | ttt444 wrote:
       | How much is left after steam takes their cut, taxes, etc?
       | 
       | Heard it's about 30-40% which is really demoralizing
        
         | rrr_oh_man wrote:
         | Then ask yourself this: How much in sales do you lose if you
         | don't launch on Steam?
        
         | SXX wrote:
         | If your game funded by publisher your company will get like
         | 30%.
         | 
         | Then it's depend on location of company, corporate tax, etc.
         | 
         | So 25-30% of net profit for game development studio.
        
       | dartharva wrote:
       | I first saw it on Second Wind's "Bytesized" review and it looked
       | so good I instantly wishlisted it. Will try it out soon.
       | 
       | Congratulations!
        
       | danielhanchen wrote:
       | Love the red tomato and balloon faces :)
        
       | mattfrommars wrote:
       | I'm been fascinated to make games but never truly jumped into it.
       | I'd love to pick it as a hobby but quiet unable to balance this
       | hobby when always worrying about to put time into 'doing
       | certification' or doing 'LC'. To get an idea on your situation
       | and compare it with mine,
       | 
       | 1) did you have any formal game development experience in the
       | past? say in school? 2) since you made it into FAANG, did you LC
       | before or time during FAANG to find another FAANG job? 3) does
       | anyone in your personal circle does game development? 4) so
       | instead of first developing the game, you already were in talking
       | with publishers? what kind of background did you have for
       | publisher to 'ok' you which i'm guessing supported you
       | financially?
        
       | pfisch wrote:
       | Use every sale period available to you and not as weekly sales.
       | Make custom 14 day sales.
       | 
       | Add steam cards to the game asap. You should start doing this
       | right after reading this comment really.
       | 
       | Also you should lobby steam for a daily deal sometime next month.
       | If they say yes you should set that daily deal for the day the
       | summer sale ends if you can.
       | 
       | Also you should push raw fury to do a publisher sale, those can
       | really generate a lot of money.
       | 
       | I've been managing games on Steam for a long time and doing stuff
       | like what I said will have a very large impact on your long tail
       | revenue. I'm the game director of Kingmakers.
       | 
       | Also you should really have some kind of DLC asap, even if it is
       | small or like an art book even. You are just leaving money on the
       | table because there are gamers with lots of money on steam who
       | just buy all the dlc when they buy games.
        
         | rrr_oh_man wrote:
         | You, sir, are the devil. :)
         | 
         | Just kidding, or maybe not.
        
       | zer0zzz wrote:
       | I wonder if I worked with you. I was a compiler guy myself.
        
       | telcal wrote:
       | Congratulations! As a non-gamer I have absolutely zero idea what
       | this game is about or how to play it, but you've got a big
       | audience!
        
       | crazypyro wrote:
       | Love your game.
       | 
       | Is there any plans for expansions? I find the different maps to
       | be less interesting. I want some kind of harder progression,
       | higher levels of difficulties and of course more of everything
       | that exists.
       | 
       | I found myself out of stuff to do at ~20 hours (which is awesome
       | and beats a lot of games I've tried to buy.).
        
       | jaydeegee wrote:
       | Myself and my 6yo son watch a youtube channel Real Civil Engineer
       | as he plays cool games like this. We saw the Ballionaire video
       | and instantly got it we play it a lot.
        
       | mentos wrote:
       | Love the quality of the marketing videos did you produce those or
       | work with another entity?
        
       | joez wrote:
       | Omg! the creator of Ballionaire is a laidoff metamate?! That's so
       | inspirational. I'm sure this will make it on Meta blind sometime.
       | 
       | I'm at Meta still and working on my own take on the roguelike
       | game inspired by Balatro/Luck be a landlord and Ballionaire too.
       | Any advice for myself and others on how to balance
       | work/life/game?
       | 
       | If you're interested, I bet people would love to have you back
       | for a tech talk. I think we should at least link this to your
       | badge post haha.
       | 
       | How much time did you spend on tweaking the tutorial?
       | 
       | Do you use analytics to balance your game? (So Meta right?)
        
       | coderunner wrote:
       | First of all congrats on the success of your game. I've been
       | mulling over taking a break from my corporate engineering job and
       | making a game. Would it be possible to send you an email in about
       | two weeks or so with some retrospective questions of your game
       | dev journey? I'm currently in a crunch mode for a work trip then
       | going to be with limited internet access while on the trip so
       | wanted a chance to get my thoughts/questions together before
       | asking.
       | 
       | If you don't have time, totally understand and congrats on all
       | your success.
        
       | somenameforme wrote:
       | Beautiful and really appropriate artwork. You mentioned in
       | another thread that the publisher connected you with an artist.
       | Can you share, in vagaries if contractually necessary, the
       | literal cost of this? Was it percent of revenue, fixed rate, a
       | mix. Substantial (given you two would be _the_ team), or more
       | like a typical contracting affair?
        
       | xyst wrote:
       | Now that you have some reputation, and insight into what the
       | publisher does to get your game out there.
       | 
       | Do you think your next game will be managed completely on your
       | own and reap all of the profits (--steam cut)? Do you still see
       | value of using current or another publisher?
        
       | somenameforme wrote:
       | How did you go about choosing a publisher? What stood out about
       | Raw Fury? If you were making another game now do you think you
       | would go with a publisher again?
        
       | ILikeCats321 wrote:
       | Congrats on the game! Saw the trailer and instantly brought it on
       | steam :D
        
       | ponderchan wrote:
       | keep it up brain! great game tho
        
       | docmars wrote:
       | This is an amazing story, nice work, and congrats on the hit!
       | Looks like a lot of fun. I've always wanted to buckle down and
       | make the RPG of my dreams, but working full-time just doesn't
       | make that feasible, and I care very deeply about balance (i.e.
       | not "working" outside of work) unless I have an idea that's
       | achievable in a short amount of time and won't burn me out.
       | 
       | Looks like the hard work paid off for you! Maybe if I can retire
       | early I'll finally realize a similar dream.
        
       | dustbunny wrote:
       | How was the process of talking to a publisher? Did they find the
       | development? How did they help? What was the pitch process like?
        
       | Buttons840 wrote:
       | Do you think "diamond in the rough" games exist?
       | 
       | Some claim that there are games that are hidden gems that haven't
       | received the recognition they deserve.
       | 
       | Other claim they have never seen a generally good game that
       | didn't have generally good success.
       | 
       | What is your view?
       | 
       | I think some games are good within their niche, but their niche
       | sucks. Something like a hardcore roguelike with ASCII graphics.
       | Within the hardcore roguelike niche, the ASCII game might be
       | "good" and have some interesting new mechanics, good execution,
       | etc; but within the entire gaming industry, classic roguelikes
       | with ASCII graphics are outdated, they "suck". Some will say the
       | ASCII roguelike is underappreciated, but only because they over-
       | appreciate the niche.
       | 
       | I'd like to believe that a generally good game guarantees at
       | least some success.
        
         | ChadNauseam wrote:
         | I'm not sure if it counts, but I had a great time playing
         | screencheat but it never really seemed to be very popular. I
         | think part of the problem may be that it's only fun to play
         | with friends, so you kind of had to buy copies for yourself and
         | your friends which added a ton of friction.
        
         | SXX wrote:
         | Around 19,000 games are released on Steam in 2024 and platform
         | itself give very little traction. You can't sell bad game with
         | all marking in the world, but good games flop without
         | marketing.
         | 
         | > I'd like to believe that a generally good game guarantees at
         | least some success.
         | 
         | Many "good" games werent "good" in very beginning during early
         | access or first release. If game dont get any traction at all
         | there simply no resources for developer to keep refining it.
        
         | teamonkey wrote:
         | There are many, many, many great games that fail, while many
         | mediocre games succeed. There's some correlation with fun, art
         | style and polish, but more often it's down to marketing,
         | exposure and luck.
         | 
         | I've heard it said that a fun game is the baseline, though. The
         | game should be doing the heavy lifting, not the marketing.
         | Marketing a bad game doesn't automatically lead to success, for
         | sure.
         | 
         | Many breakaway hits are simply lucky by hitting the zeitgeist.
         | Among Us is an example - without the covid hangover and some
         | bored streamers randomly deciding to play it one day, you can
         | imagine it not being the massive success that it is.
        
         | partomniscient wrote:
         | I've even played a version of the original Rogue. Nethack and
         | Brogue are my preferred rogue-likes. The term rougelike has
         | been watered down so much it means many different things to
         | many different people.
         | 
         | I do however have a hard time nostalging over old games I used
         | to love - mainly for screen resolution issues. Once you get the
         | new space/bling its hard to go back. I do like some of the
         | remasters though, but some have been done so poorly or so
         | identically they're almost meaningless.
         | 
         | Its a bit of a quandry. I played the Command and Conquer
         | remaster for a bit, and it looked nice/resized nice and played
         | well until you realised it had the same @#%ing pathfinding bugs
         | - which is authentic to the original, but to me an opportunity
         | to improve so missed it made me lose interest in continuing
         | playing the remaster.
         | 
         | I can't even comprehend how young people would view old games,
         | there'd be a few hipster types into the equivalent of
         | cassettes, but for the most part old games are the equivalent
         | of phones that can only be used if they're attached to the wall
         | of the house, though they are a few exceptions to this that
         | seem universal such as Tetris.
         | 
         | I think there are some great games out there that aren't
         | successful, and a lot of games that are more succesful than
         | they deserve to be. A lot of longer lasting franchises from
         | Diablo, to Call of Duty and recently Civilization are averaging
         | down, not up.
         | 
         | As a 50+ year old, the OG posters pachinko type game has no
         | attraction and seems way to ADHD for me to deal with, let alone
         | associating it with rogue/rouge-likes.
         | 
         | I also tried to like Dwarf Fortress, but there's too much
         | complexity too early (same is true for a lot of games coming
         | out now). I miss the era of well designed tutorial levels that
         | introduce and build on previous levels before you get to 'open,
         | anything goes' levels of complexity. Even minecraft has (had?)
         | this built-in by design originally.
         | 
         | The original rouge/rogue-like games all worked well because of
         | the difficulty curve ramping up so nicely as you progress to
         | deeper dungeon levels, although reading the source or
         | alt.nethack was kind of spoilerish.
         | 
         | The world is different now. Because we're so connected, we
         | follow online 'recipes' on how to play the game so we don't get
         | 'left behind' rather than immerse our individual selves via
         | experimentation.
         | 
         | Also what makes a game great is going to vary from individual
         | to individual. Some love puzzle games, some hate them. Some
         | like twitchy FPS games, some like strategical slow-play FPS
         | games etc. etc.
        
           | Sohcahtoa82 wrote:
           | > it had the same @#%ing pathfinding bugs - which is
           | authentic to the original, but to me an opportunity to
           | improve so missed it made me lose interest in continuing
           | playing the remaster.
           | 
           | Remasters/Remakes are often a "damned if you do, damned if
           | you don't" situation for the developers.
           | 
           | If they make the game function exactly like the old one, just
           | with an updated skin, people complain that it's all they did.
           | 
           | If they fix bugs and update mechanics for a modern audience,
           | people complain that it isn't the same game at all, just a
           | similar story being told through a different game.
        
             | Buttons840 wrote:
             | Especially with RTS games, some like the simulation, some
             | like the interface to the simulation.
             | 
             | I never understood StarCraft 2. I thought "you know you can
             | zoom out further in other games, and other games have
             | better controls--you StarCraft players do know this,
             | right?"
             | 
             | I now understand that StarCraft 2 is a game about
             | interacting with an interface, and it's good at it, the
             | interface feels good. It was never about the largest
             | battles or the widest camera angle.
        
       | tanujsh979 wrote:
       | Wow, what an inspiring journey!
        
       | iam_saurabh wrote:
       | You mentioned that 2024 was one of the hardest years of your
       | life. What kept you going during the toughest moments? Were there
       | times you felt like giving up?
        
       | rrr_oh_man wrote:
       | Apologies for my ignorance, and I'm asking this because no one in
       | this thread has done this:
       | 
       | This looks basically like a slot machine
        
         | 27theo wrote:
         | Asking what?
        
       | msephton wrote:
       | How and when did you hook up with Raw Fury?
        
       | MrDresden wrote:
       | Congratulations on both the launch and the success!
       | 
       | Never having been in the video game industry, nor knowing anyone
       | that has, I've never really understood what the role of a
       | publisher is now that games are distributed digitally.
       | 
       | What were the benefits for you of having a publisher, could you
       | have gone without one and maybe finally how does one go about
       | finding a publisher?
        
       | parkerhiggins wrote:
       | Been following this game! Congrats! Please bring us an MacOS
       | port!
        
       | helsinki wrote:
       | How much of a cut does the publisher and steam take from a $20
       | purchase?
        
         | SXX wrote:
         | In gamedev we usually count it like this:
         | 
         | * Refunds and VAT 16% overall
         | 
         | * Steam cut 30% below $10,000,000 sales
         | 
         | * Publisher cut from net profit after recouperation is around
         | 50%
         | 
         | So developer get around $5.88, but obviously for some countries
         | it's can be better because there is no VAT or lower VAT, but
         | price there would be like $5-15.
         | 
         | PS: And yeah from $5.88 you still owe some corporate tax.
        
           | helsinki wrote:
           | Damn! Thank you very much for the info. Quite interesting -
           | and unfortunately, more of a cut than I expected.
        
             | SXX wrote:
             | Unfortunately games that did not succeed never make it to
             | the point where publisher recouperated it's investments so
             | it's actually worse. If the publisher fully funded the game
             | they will take 80%, 90% or everything.
        
           | CptFribble wrote:
           | why are refunds so commonly counted against sales in this
           | way? Wouldn't a refund cost essentially nothing?
        
             | SXX wrote:
             | To be honest it's just a thing from financial models inside
             | industry. When you plan how much copies you suppose to sell
             | to turn profit you must consider refund rate as well.
             | 
             | Another reason is that games on Steam can and are often
             | refunded after quite long time has passed. E.g people buy
             | lots of games on holidays or sales and then refund them
             | when they decide not to play it. Sometimes refunds can
             | happen even after a year if e.g player can't get your game
             | to run on their device, etc.
             | 
             | But yeah it make sense not to include it in math for single
             | sale that was not refunded.
        
       | jeffwass wrote:
       | What kind of up-skilling did you have to do when you started?
        
       | kbar13 wrote:
       | congrats to the author!
       | 
       | i haven't had (enough?) opportunities to say this but - being
       | laid off from a company that i thought was probably the best
       | place to work at was actually likely the best thing to happen to
       | my career. while things were real cushy at this job, my career
       | was not going anywhere, and there was no way i would have taken
       | the opportunities that have presented themselves after i was
       | ejected.
       | 
       | so, while being laid off is never a good feeling, i hope that
       | other folks affected by the tough market can find the silver
       | lining and motivation that i did
        
       | kleiba wrote:
       | How hard was it to get in touch with publishers? I've always
       | imagined that without prior contacts, cold calling a game
       | publisher is as promising as sending your screenplay to
       | Hollywood.
        
         | SXX wrote:
         | Not author, but fellow indie gamedev company founder. Getting
         | in touch is not hard at all and there are several avenues:
         | 
         | 1 - Majority of publishers do have public submission forms and
         | they do look though what you send. There is a few existing
         | lists that you can use [1].
         | 
         | 2 - Industry is generally very friendly so often you can also
         | reach out to publisher game scouts on Linkedin and even ask for
         | what kind of projects they looking for.
         | 
         | 3 - And obviously there are industry events where again it's
         | totally okay to pitch to people, get their contacts, etc. If
         | you're good at followups you'll easily be able to reach right
         | people.
         | 
         | 4 - Also fellow gamedevs will happily made an introduction if
         | you have worthy project.
         | 
         | There of course some requirement what you need at very least
         | is:
         | 
         | * Prototype for 5-15 minutes of gameplay. Prototype must be
         | playable and fun, not just tech demo. There is no way to make
         | any deal without one.
         | 
         | * Short and very juicy gif or video representing core loop that
         | sells.
         | 
         | * Pitch deck. The farther your build is from final game the
         | better pitch you must have. There are some examples of game
         | pitches you can find on internet, but if you curious reach me
         | I'll share ours.
         | 
         | Whatever you will actually sign with publisher will depend
         | heavily on how close is your game to release. If it's something
         | nearly complete you'll have more chances than with prototype.
         | 
         | Actually getting funded though can be very tough and for small
         | game it's hard to find budget over $300,000. Yes you read this
         | right - whole games are being made by teams with only publisher
         | budget of one FAANG SWE annual salary.                 [1] http
         | s://docs.google.com/spreadsheets/d/15AN1I1mB67AJkpMuUUfM5ZUALkQ
         | mrvrznnPYO5QbqD0/edit?usp=sharing
        
           | kleiba wrote:
           | Thanks for this, mate. This is very informative!
        
       | myl wrote:
       | I never felt more like a grandpa developer since having to google
       | every word in the description of what this game is :)
        
         | autoexec wrote:
         | These days grandpa developers (and many grandpas in general)
         | grew up playing rogue/roguelikes and watching plinko played on
         | TV while being reminded to help control the pet population by
         | having their pets spayed or neutered. I don't know how popular
         | pachinko is outside of japan though. All the pachinko video
         | games I've played to date were old and intended for a Japanese
         | audience.
        
           | genewitch wrote:
           | My favorite is pachincremental but I have an unnatural
           | affinity for those games. Number go up.
           | 
           | Someone called doom and quake boomer-shooters and that's
           | funny to me.
        
             | rgreasons wrote:
             | This comment introduced me to pachinkremental. Thank you /
             | goddamn you.
        
               | genewitch wrote:
               | You're welcome and thank you ;-)
        
       | saejox wrote:
       | Great work! My game has some features inspired by Ballionaire. I
       | also used Godot, i need to dissect your pck file to see how you
       | organized things.
       | https://store.steampowered.com/app/3499470/Rogue_Bricks_Demo...
       | 
       | Although i should caution poeple, most indie games fail. They
       | fail hard. #1 tip: your game must be good looking to sell copies.
        
         | kod wrote:
         | > your game must be good looking to sell copies
         | 
         | Nah, vampire survivors and balatro look like crap by modern
         | standards, yet are breakout hits.
        
       | ViolentTurkey wrote:
       | Thank you so much! Me and my friend played your Beta, and we
       | found it to be a really fun and a good lecture game: a game to
       | play during boring lectures. I also love the animations and the
       | satisfying feel of it, really cool!!
        
       | Simon_O_Rourke wrote:
       | Well done Brian! What would you say to Zuck if you met him on the
       | street now?
        
       | alok-g wrote:
       | What would be good resources for me to learn about the (digital)
       | gaming world from an entrepreneur's perspective? I am a general
       | developer, otherwise am a complete newbie to gaming (played Mario
       | once with my son). Thanks.
        
       | jz10 wrote:
       | Can you get it out on Geforce NOW too please so us mac users can
       | also partake? (Also curious on the process behind enabling it on
       | Geforce NOW actually)
        
       | butler14 wrote:
       | Played the demo of this a few months back on our living room tv +
       | controller and my u5 y/o kids were quite taken with it.
       | 
       | Congrats!
        
       | Tade0 wrote:
       | Is the music in the first clip on Steam inspired by _I Love You
       | So_ by Junko Ohashi?
        
       | kleiba wrote:
       | What did you like/dislike about Godot?
       | 
       | How did you find your graphics artist? Sound?
       | 
       | In hindsight (or for your next game), what would you do
       | differently?
        
       | oscord wrote:
       | Congrats!
        
       | igleria wrote:
       | Congratulations! Given the results, I'd say your time was well
       | invested.
       | 
       | Did the project start as a hobby or did you intend it to be a
       | source of income eventually?
       | 
       | Again, well done!
        
       | cwiz wrote:
       | Animations and artworks is what make this game special. Thanks
       | for inspiration.
        
       | itzami wrote:
       | 1. What are your plans now? 2. Your style seems unique, and even
       | your mood board that you shared with the designer has a
       | particular style; did you always gravitate towards that type of
       | art? If not, how did you come upon it?
        
       | dominicrose wrote:
       | I guess Meta did you a service since you're a creator and the
       | company stopped creating. I barely used FB at all since the
       | beginning, but I like rogue games.
        
       | lynguist wrote:
       | Can you compile your game to target Mac? Why/why not? (Like is it
       | a technical or business decision?)
        
         | pbronez wrote:
         | Yes, curious about this. Looks like Mac and Linux support are
         | available with Godot...
        
         | nosrepa wrote:
         | Not op, but: .https://youtu.be/qRQX9fgrI4s
        
       | eigenvalue wrote:
       | I don't really play any games but the game play demo video looked
       | like something that might entertain my 4 and 1 year olds for a
       | few minutes at least (just watching, I doubt they could really
       | play it), so I bought it. Congrats on your success. Sometimes
       | getting laid off can be a blessing, but only if you handle it
       | constructively like you did.
        
       | drumhead wrote:
       | Congratulations, I've heard so many good things about your game.
        
       | onemandevteam wrote:
       | Congratulations! I've been working on a browser-based MMORPG
       | inspired by OSRS (https://news.reconquer.online/)
       | 
       | What method did you use to reach out to streamers for
       | sponsorship? Was it through email or through some other platform?
        
       | davedx wrote:
       | How is it roguelike?
        
       | napolux wrote:
       | woooo when is this coming to console?
        
       | gentleman11 wrote:
       | My question is: how did you manage all that the refined art in
       | such a small amount of time? I can see the coding but I always
       | assume art takes forever unless you have a partner who handles
       | the art
        
         | 27theo wrote:
         | OP has mentioned that they worked with an artist in other
         | threads
        
       | zug_zug wrote:
       | Wow, I think you've just become iconic to dozens of us (self
       | included). Congrats on taking life's lemons and turning them into
       | sweet victory.
       | 
       | I saw in another comment you were able to make yourself work with
       | complete focus (8 hour+ days 7 days a week). I have two questions
       | --
       | 
       | In hindsight, if you had only worked 5 hour days for twice as
       | many months do you think the project still could have succeeded?
       | Or do you feel that there's some momentum or other factor at play
       | here?
       | 
       | Nextly, are there any discords or other networking resources that
       | you found crucial to the process? I saw you mentioned a
       | publisher. Personally I'm more motivated when I have people
       | depending on me (or eager to see what I'm making for example).
        
       | Clubber wrote:
       | Good for you. I've always thought one of the reasons the tech
       | companies would hoard talent is so that talent won't become a
       | disruptive competitor. Though there is a lot of pain involved, I
       | hope the silver lining is that we get more tech innovation from
       | people who aren't vested in the status quo, like the tech
       | companies.
        
       | deadly_syn wrote:
       | I bought your game a few weeks ago; and out of everything I've
       | fired up on my bravia...
       | 
       | I had the biggest smile watching all those smooth vibrant
       | animations roll around like a dopamine factory.
        
       | megamix wrote:
       | Hi
       | 
       | Thanks for sharing this, I was first struck by the fact being
       | laid off from Meta, I mean 10yrs of service and then laid off.
       | I'm glad you did well and recovered after that.
       | 
       | I'm curious to know about the technology behind, did you use a
       | framework?
        
         | c0wb0yc0d3r wrote:
         | This article has a link to the steam page, at the end.
         | https://godotengine.org/article/2024-cherry-picks/
         | 
         | So my guess is Godot.
        
       | vjerancrnjak wrote:
       | rouguelike is such a fun genre, congratulations
       | 
       | the only genre that made gaming fun for me after my childhood
       | attachment faded.
        
       | cheshire137 wrote:
       | Looks like a fun game, I love the art style and that it's
       | Verified on Steam Deck. Just bought a copy to try it out!
        
       | for1nner wrote:
       | from itchio to 200K+ on steam. Fantastic work. I have loved every
       | minute of playing, and am astounded by the amount of work you've
       | put into the game. Wild to see it a year+ ago vs today. But also
       | still rage inducing when a drop misses every one of my triggers
       | (gg). <3
        
       | Uptrenda wrote:
       | Your game reminds me of a ketamine trip. So many symbols, emoji
       | things, spites. It's so colorful and creative. Maybe it was a
       | good thing Meta laid you off.
        
       | failrate wrote:
       | Billionaire is great.
        
       | c0wb0yc0d3r wrote:
       | How did you determine the price of the game?
        
         | SXX wrote:
         | Since this game both have a publisher and at least partially
         | funded by them (by author comments here) most likely it was
         | publisher decision on pricing.
        
       | ozarkerD wrote:
       | Dude I love your game. Been playing it on steam deck, thanks for
       | putting good controller support in!
        
       | coef2 wrote:
       | We should thank Meta for laying off a talented engineer.
        
       | throwme0827349 wrote:
       | I'm helping an enthusiastic young adult family member write an
       | indie game in a similar space. I'm a professional software
       | engineer in the full stack/security space but I don't have much
       | experience in graphics or games. We would be thrilled just to get
       | it implemented, and we're close, on steam, and get a couple real
       | players. Currently it's running in the browser and on android.
       | 
       | I think he has very good taste in games, and is learning to code
       | very quickly, so I'm acting in a supporting technical role.
       | 
       | -- What are the crucial skills, technical or otherwise, that I
       | should learn to be effective in this space?
       | 
       | -- We're currently using the Godot environment, which feels a bit
       | limiting to me (easy to start but: IDE is just ok, config feels
       | GUI dependent/doesn't facilitate committing atomic deployment or
       | other project changes...) Is there a different stack, or other
       | complimentary tools I could learn that might be a better fit for
       | a more professional dev workflow?
       | 
       | Thank you for the inspiration. :)
        
         | japhib wrote:
         | Unity is kind of the default, worth trying out at least. I've
         | been using it for 6+ years for money-making hobby projects.
         | It's not without its problems, but there are a lot of perks to
         | using the same engine that all the pro gamedevs are using.
        
       | Fokamul wrote:
       | Good trick is also sell steam keys in bulk. But you need a reason
       | for steam support :)
        
       | smugma wrote:
       | Have you considered porting to mobile? Looks like it could do
       | well, either independent or part of something like Apple Arcade
       | or Netflix Games.
        
       | kraig911 wrote:
       | Man I bought this game for me and my kids are we love it. I am
       | also trying to make a game/app on the side for my kids. Your
       | story is inspiring!
        
       | stets wrote:
       | Great work! I picked Ballionaire up during the winter sale I
       | think? Hope it keeps crushing
        
       | TomK32 wrote:
       | Oh god, I love watching RCE playing it. I'll steer clear off it
       | though, pachinko games are a bad idea for my ADHD :-)
       | Congratulations on the success.
        
       | SeeManDo wrote:
       | Just put in a request for a cheat on WeMod :)
        
       | pabna wrote:
       | inspiring story. thanks for sharing
        
       | yoeven wrote:
       | Cool stuff!
        
       | serial_dev wrote:
       | I'm sorry I don't have any questions about the game. to me the
       | most shocking part of your post is how you were let go after 10
       | years at the company.
       | 
       | Do you know why Facebook let you and/or your team go?
        
       | cantSpellSober wrote:
       | > I even worked in AA(A?) back ca. ~2000
       | 
       | Cool, can you say what titles? Just curious. (congrats! they
       | clearly laid off the wrong person :)
        
       | rochacon wrote:
       | Congrats on the launch and success so far!! The game seems really
       | cool and I relate a lot to the desire of working with gamedev.
       | 
       | I think local prices/discounts can get you another 200k+
       | purchases worldwide. In Brazil current prices shows as ~R$42,
       | which is quite a lot for a game for a big chunk of brazilians.
       | Thor from PirateSoftware has some good tips on this.
        
       | mk89 wrote:
       | Absolutely not my type of game. But man, kudos to you! I wish you
       | at least 2x the sales you got until now!
        
       | WickyNilliams wrote:
       | I've been eyeing up this game. Looks fantastic. The trailers are
       | very well done, really capture the vibe. 200k units is a huge
       | success. No questions, just want to say congrats. I'd love to try
       | making a game one day!
        
       | awilks wrote:
       | Very inspiring story! Thanks for posting.
        
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