In my opinion, the game doesn't feel too challenging right now. Not having to reload definitely makes it easy to just run around and shoot everything you see without really paying attention to anything else (not a bad thing, just something I noticed). Other than that, the game feels balanced already, and the enemy variety alongside a possible reload/ammo mechanic could make for really good game feel.
M4tted
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Thank you for the response. And yea, that definitely seems like the way that I’ve seen indie game devs be able to do what they do full time. Luck plays a huge part in it all; I guess it boils down to that quote from the first chapter of Faith, and that I should have faith that I’m doing the right thing.
Thank you again for the advice!
Hey there! So I've been having a stressful time recently concerned about the release of my first game.
CONTEXT
For context, one of my last classes in college allowed me to start development on my first indie release. Originally, the plan was to release the demo on Itch, have a Kickstarter ready to go alongside that, and hopefully fund the rest of the release through those means (alongside a YouTube channel I only have one video on rn lmao). You know, taking a lot of that Thomas Brush advice to heart to release my first game. I still think it's a reasonable thing to do, but after a little more research, I'm not too sure.
See, the game that I'm inspired by gained popularity naturally, and the creator, using the hype that this first release created, was able to not only work in collaboration with other studios, but finish his series that he started just by releasing his first game. This would be the ideal situation for me as I'm not known everywhere in the indie game scene just like he was, but this is where it gets more confusing.
THE PROBLEM
Now I have no clue what route to take. I want to make indie games for a living, and I would do anything to achieve that. My two options at the moment are:
- Release the game as a demo, have a Kickstarter ready as well, and be able to work nonstop thanks to the funds raised, leading to a full-game release.
- PRO - possible good money to let me pay rent and finish the game on my own terms, people get the full finished product sooner.
- CON - if the game sucks, then my Kickstarter might subsequently fail, and the full-game release just doesn't happen.
- Release the game as "Chapter 1" on Itch, try to grow organically through the community that it creates, and use that hype to continue the rest of the chapters, possibly working on smaller side projects to fund it.
- PRO - it feels more like a passion project rather than work, less stress to complete it, and the possibility to work on other smaller projects alongside this.
- CON - it's possibly harder to make money this way, leaving me needing to work a separate job to make it work until I can hopefully do it full time.
I really could use some advice as well as some other points of view. Even if my games don't reach the level of Toby Fox or ConcernedApe levels of hype, being able to just make indie games for a living would be a dream.
Thank you!
Hello! My name is M4tted, and I am currently a senior about to start my last semester in school before I need to get a job.
I am completely self taught (which shows in the mastering, I'm working on it lmao) with a love for all types of music. For example, one of the albums that I have created, icanbenormal, was created due to a love of indie game music and jazz. Listen for yourself:
Right now, since I'm still in college without my portfolio class completed, I am willing to negotiate pay or no pay. Since I am also a college student, paid would be preferred of course, but I understand if the circumstances are a little bit harder for you. If that's the case, I'd love to work for free! (at first, if you're making bank and I'm not, fair play but come on.)Hit me up at @m4tted_music on Instagram, and I hope to talk to you soon!
- M4tted


