How NOT to make an indie game

2,002,839
0
Published 2020-09-05
Patch Quest is now available on Steam! (for PC)
store.steampowered.com/app/1347970/Patch_Quest/

For daily dev news, check out the Discord server:
discord.gg/patchquest

And you can follow development on Twitter, too:
twitter.com/PatchQuest

Music used in this video:
▶ Overworld - Super Mario Bros 2 (Qumu Remix)
▶ Jungle Theme - Patch Quest
▶ Overworld - Super Mario World
▶ Desert Theme - Patch Quest
▶ Bowser's Road - Super Mario 64
▶ Moth Mounting - Patch Quest
▶ Forest of Hope - Pikmin
▶ Ghetto Libretto - Streets of Rogue
▶ Green Hill Zone - Sonic the Hedgehod (Qumu Remix)
▶ Coastal Theme - Patch Quest
▶ Fish Mounting - Patch Quest


5 years ago, I started work on my first unity project with very little experience. I’d made some smaller hobbyist games in Game Maker Studio, but this was the first time working on something professional. And progress… was really slow. Beyond art and programming, I had to worry about a whole range of skills I hadn’t really considered - like music, sound design, user experience, marketing, and game design itself.

It’s no secret that game development takes a long time. But fast forward 5 years, and I now have a relatively complete game that I’m really happy with! It’s simple, juicy and fun. However, the path from there to here was very shaky, with a lot of setbacks and tough lessons. And halfway through, I even had to scrap development and start over from scratch!

But you know, these kinds of problems seem to happen to a lot of new developers - to varying degrees. And that’s why I’ve made this video, so that you can learn something from my mistakes.

All Comments (21)
  • @diliple
    this game is extremely visually appealing
  • @aaronspain3387
    So basically: "Core game loop needs to be fun, everything else is icing on the cake and comes from iteration". Difficulty in mastering will keep dedicated players coming back for more, and the core mechanics need to be easy to learn to make people stick around for at least one full iteration of the core game loop, so they get the best experience out of it.
  • @floydjay1361
    “I have not failed, I’ve just found 10,000 ways that won’t work” - Edison
  • @Tantandev
    Sneezing mechanic, now that is innovative!
  • @bitsoda7824
    "the first year was disheartening" me: you should be happy your character can even move
  • @teneesh3376
    Marketting is a really underatted process if a game's success. You have to make sure people know your game somehow. This video is a very creative way to market a game. Showing how awful the creation process was. But goddamn it works. Now I want to play your game
  • Patch Quest: How not to make an indie game YandereDev: How to not make an indie game
  • @nidgithm
    looking at the footage and seeing how finished the tests look, im thinking maybe using placeholders wouldve saved a lot of time haha
  • @Rikaisan
    "The only way to write good code is to write bad code first" I think this applies to everything: Playing games, writing, designing, making a game, making a movie, a sport, anything. I really enjoyed this video and your journey, thank you for sharing it with us!
  • @TheREALBOJACK
    Ah, it seems you fell for one of the classic blunders: Finishing assets before making sure the game is fun to play even with crappy, stand-in assets. Don't get me wrong, they looked awesome! And everybody wants to turn what they see in their heads into reality as soon as possible, and that's 90% visuals, MAYBE 10% gameplay, but a game with MS paint assets that is extremely polished gameplay-wise will always beat a beautiful, boring game. Really glad you got it all on track, though! Will definitely be keeping an eye out for this one. Best of luck!
  • @CodeMonkeyUnity
    Awesome video! Game Development is definitely very tricky and everyone has their own journey, that final version looks great! And all the time you spent iterating on all those ideas was definitely not lost! All of that experience gave you a ton of knowledge on what works and what doesn't. It will greatly benefit you for many years and many games to come. Btw the Steam link in the description is broken, it just goes to the Steam homepage.
  • “I have not failed. I’ve just found 10,000 ways that won’t work.” -Thomas Edison is exactly what I thought about when you talked about how those years weren’t wasted but actually helped at 20:22-20:42
  • @varovega3269
    I really love how you step back and were brave enough to critizice your own work in that way. If I realized my game isnt good after three years of work, I would just publish it as it is and cry for the rest of my life. Great and trully inspiring video.
  • @halowaffles
    19:16 "...most games can actually be described this way, as a twist on something that came before..." All of human creation and ingenuity can be described this way
  • @mexicanjojo6369
    So I take this as a "draw the eye before the eyebrow" type of mistake, except the eye is the concept and the eyebrow is the structure of the game and you drew a very nice eyebrow but oh god it's on his forehead
  • @PSPbrtag
    To be frank, i lowkey loved the idea of being an explorer on a strange and dangerous land having to figure out the way through dangerous terrain. It seems like that idea disappeared on the later development.
  • @daveknight3012
    The concept of Minimum Viable Product has really helped me when it comes to considering where to go with my projects. The idea is you strip your game down to its absolute most basic systems in order to function and then you consider "is this fun?" "Is this a concept people will have fun playing?" The reality is if you game isnt even fun in it's base form then whatever fun features you add to the game will be on the back of an unfun base
  • @munk00
    I love stories like this. I’m an aspiring game developer and it always gives me hope to see other indie devs finishing successful passion projects like this.