Was Steam Next Fest worth it as a game developer?

Ойындар

🧲 Wishlist Mind Over Magnet on Steam! - store.steampowered.com/app/26... 🧲
Developing is an on-going KZread series, where I share the step-by-step process of making my first video game: Mind Over Magnet!
In this episode I get my game ready for the Steam Next Fest. How did I go about hiring people to help make the game? And how many people wishlisted the game during the event?
=== Sources and Resources ===
Get bonus content by supporting Game Maker’s Toolkit - gamemakerstoolkit.com/support/
=== Credits ===
Music provided by Epidemic Sound - www.epidemicsound.com/referra... (Referral Link)
=== Subtitles ===
Contribute translated subtitles - TBA

Пікірлер: 1 000

  • @honeyboyjones
    @honeyboyjones11 күн бұрын

    hey, zach here-thanks for the kind words! it's been a pleasure to work on the soundtrack and i'm excited for what's to come ◡̈

  • @julianlanty2066

    @julianlanty2066

    11 күн бұрын

    You passed the vibe check

  • @zackbuildit88

    @zackbuildit88

    11 күн бұрын

    Yayyyyyy nice person :]

  • @rodo1252

    @rodo1252

    11 күн бұрын

    How did smily?...witch?

  • @zackbuildit88

    @zackbuildit88

    11 күн бұрын

    @@honeyboyjones fellow Zack/Zach woaaaaaa

  • @HarambaeXelonmuskfans

    @HarambaeXelonmuskfans

    11 күн бұрын

    ⁠@@rodo1252Some people are given access to incredibly secret CIA technology which allows them to make new languages, symbols and metaphors on the fly. What you are seeing is the result of many powers each vying for control.

  • @pauvi0303
    @pauvi030311 күн бұрын

    I want the 3 hour contract video

  • @9sven6

    @9sven6

    11 күн бұрын

    I'm also strange enough to find contract(law) endlessly engaging.

  • @KeyBell

    @KeyBell

    11 күн бұрын

    Me 2

  • @NoNeedForRandomNumbers

    @NoNeedForRandomNumbers

    11 күн бұрын

    Contracts are an integral and key part of making games!

  • @Tr0ttingF0x

    @Tr0ttingF0x

    11 күн бұрын

    I would love to watch a video about an amateur writing up a contract like that.

  • @Truegear

    @Truegear

    11 күн бұрын

    Unironically that would be incredibly helpful to have around

  • @AmbreadBlob
    @AmbreadBlob11 күн бұрын

    I would 100% love a 3 hour spin off about writing a legal contract

  • @stray1239

    @stray1239

    11 күн бұрын

    I hereby sign this petition

  • @BenFletcher7530

    @BenFletcher7530

    11 күн бұрын

    seconded!

  • @saininsa98

    @saininsa98

    11 күн бұрын

    true!

  • @LuisSierra42

    @LuisSierra42

    11 күн бұрын

    The legal stuff is what I find the most tedious about any creative endeavor

  • @CyborusYT

    @CyborusYT

    11 күн бұрын

    it seems really important and I don't see many people talking through it. Something to turn to to learn from would be great (although obviously not really legal advice! just, experienced tips)

  • @fozzythealbino
    @fozzythealbino11 күн бұрын

    I absolutely want a spin-off video about the "...exhilarating fun of making a legal document."

  • @alex.g7317

    @alex.g7317

    11 күн бұрын

    I second this opinion

  • @ovencake523

    @ovencake523

    11 күн бұрын

    writing contracts is something worthwhile learning - why not make a video about it

  • @mrshmuga9

    @mrshmuga9

    11 күн бұрын

    Imagine it would be a Mad Libs sort of game.

  • @ExploreImagineDefineCreate

    @ExploreImagineDefineCreate

    11 күн бұрын

    I would too, but maybe not a three hour video unless it's really well paced and covered many subjects.

  • @fozzythealbino

    @fozzythealbino

    11 күн бұрын

    Agreed. I kind of assumed that 3 hours was an exaggeration.

  • @jackrabbidge6089
    @jackrabbidge608911 күн бұрын

    Mark, I am BEGGING you to make a video about writing up contracts for freelance artists working on a game. Also contractor fees. It’s something that desperately needs some good demystifying in the games space.

  • @FreakoNek

    @FreakoNek

    11 күн бұрын

    so true

  • @Stratelier

    @Stratelier

    11 күн бұрын

    Maybe get in touch with somebody like Richard Hoeg? He does contract law as a career.

  • @chainingsolid

    @chainingsolid

    11 күн бұрын

    Agreed, I'm soloing a game right now and have very little clue what to do on the I need to hire someone front, and my art skills are a lot worse than Marks...

  • @morrisstanforth3278

    @morrisstanforth3278

    11 күн бұрын

    I have always found that anything to do with money very mystified, and people should be more open about it

  • @nate567987

    @nate567987

    9 күн бұрын

    might be good to team up with a legal man

  • @crimsonhawk52
    @crimsonhawk5211 күн бұрын

    "Better than it actually is" is very telling, Mark lol You wouldn't believe how boring and hokey some of your favorite movies seem with the music stripped out. Doesn't mean they're secretly bad movies getting away with something. The music is an integral part of the experience! You don't judge the merits of an audio visual work without the audio!

  • @CyborusYT

    @CyborusYT

    11 күн бұрын

    Music isn't cheating! It is _part of the game,_ so having music doesn't "fake" being better, it really honestly does make it better

  • @sammoore2242

    @sammoore2242

    11 күн бұрын

    That 'Mummy returns' (iirc) trailer they released without half the soundtrack is still so, so funny all these years later.

  • @Stratelier

    @Stratelier

    11 күн бұрын

    In the DVD release of _Harry Potter 5_ (Order of the Phoenix), one of the bonuses was that you could play a few scenes from the film but with your own choice of background music, just to compare how different the result may feel.

  • @Muskar2

    @Muskar2

    11 күн бұрын

    @@CyborusYT FYI, applying YT comment italics around commas require you to include the comma in the block. E.g. _like this,_

  • @chucklebutt4470

    @chucklebutt4470

    11 күн бұрын

    @@sammoore2242 oh man just remembering this makes me giggle 😂 edit: THAT WAS 7 YEARS AGO WHAT

  • @noerd421427
    @noerd42142711 күн бұрын

    I mean, legal nonsense is important, and often not talked about, so absolutely do we want a video on that! Advice, pitfalls, feel, how to make it feel fair to yourself and whomever you're hiring.

  • @Vi_Renders

    @Vi_Renders

    11 күн бұрын

    Im with you there, I'm probably months away from releasing my own little project, but it would be nice to know all the boring stuff upfront, legal, publishing, how the hell do I do updates for games??? All that stuff. There's so many little things that I've never known I'd need to know about the responsibilities of a game developer, especially solo.

  • @DylonDylonDylon

    @DylonDylonDylon

    10 күн бұрын

    I agree. Please make a 3-hour video.

  • @soviut303
    @soviut30311 күн бұрын

    One very minor suggestion for repetative sounds like the nuts and bolts hitting surfaces, you should randomize the pitch of each one a bit so they don't run together. If you are randomizing the pitch already, crank it higher, because it wasn't obvious. The nuts and bolts sounded like high pitched bubble wrap when they could sound almost musical. Bonus points if you actually make them musical by pitching them to the scale of the music.

  • @diggory4ii385

    @diggory4ii385

    10 күн бұрын

    reply to boost this comment, very much agree

  • @emh8025

    @emh8025

    10 күн бұрын

    +

  • @marioprawirosudiro7301

    @marioprawirosudiro7301

    9 күн бұрын

    @@diggory4ii385 Up you go!

  • @Justjoshingyou13

    @Justjoshingyou13

    9 күн бұрын

    Yes yes yes as a musician this is a brilliant idea

  • @rge9992

    @rge9992

    9 күн бұрын

    +

  • @NotAbsolutelySure
    @NotAbsolutelySure11 күн бұрын

    The feedback about the nuts and bolts making sound is so spot on as one of those weird little things that does a lot. I love it when im playing a game and all the little bits and bobs make noise

  • @FaelumbreProject

    @FaelumbreProject

    11 күн бұрын

    The Oddly Satisfying internet trends exist for a reason. Sometimes a person will get bored and throw those nuts and bolts around just to make noise!

  • @_JustMonika

    @_JustMonika

    11 күн бұрын

    Reminds me of Hollow Knight's breakable environment. I can't imagine that game without it.

  • @duane6386

    @duane6386

    11 күн бұрын

    @@_JustMonikaThere are even several skips used in speedruns that wouldn’t exist without it

  • @ceegers

    @ceegers

    11 күн бұрын

    This is a big reason why a lot of people didn't like the Zoombinis remake - they didn't take care of the details.

  • @Beakerbite

    @Beakerbite

    11 күн бұрын

    They need a little more randomization in volume and pitch. Not a lot, but to really sell the idea of a lot of differently shaped bits scattering around.

  • @CHoustonify
    @CHoustonify11 күн бұрын

    I absolutely want a 3 hour video about legal contracts. That's part of the process, and just like marketing and money, will also be good for making sure burgeoning developers (and those who work for them) are behaving ethically.

  • @PasCorrect

    @PasCorrect

    11 күн бұрын

    Same. Would LOVE to see Mark's "diagram-y" explanation style applied to contracts. Like the ultimate Boss Keys episode haha

  • @Beakerbite

    @Beakerbite

    11 күн бұрын

    They may not even act intentionally wrong, but a lot of people misunderstand what contracts do. They view them as ugly, nasty pieces that accuse them of being a crook when that's the furthest thing from the truth. Yes there are abusive contracts but you don't have to participate like that. At their core, it's your chance to define the working relationship and remove anxiety over many possible unknowns. It sets the expectations so you know how the interaction will go and how work will progress. It clarifies your financial burdens and pay periods. And yes, it does settle who owns what and in what way, so when the job is done, you can both walk away happy with what you've produced.

  • @RaFaPilgrim
    @RaFaPilgrim11 күн бұрын

    As a Brazilian gamer & lawyer, I legitimately can't wait for that 3-hour-long breakdown of writing a dev contract.

  • @miachristensen5444
    @miachristensen544411 күн бұрын

    dude when the nuts and bolts made sound i went "oooohhhh yes" thats such a small detail that will stick out to everyone who plays it when they look back on the game

  • @TMtheScratcher

    @TMtheScratcher

    9 күн бұрын

    totally agree! Now they just have to rotate a bit whenever they collide with the ground and jump again into the air

  • @repker

    @repker

    8 күн бұрын

    Stuff like this is what separates out great games. I've always thought of it as "Nintendo" polish. Like even the smallest details are given attention to. When Mario hits a cactus, he gets a spike in his nose. It's just one of many little details that won't happen again. Nintendo could've just stuck to a generic damage animation, but they customized it for an otherwise trivial situation.

  • @dystopian255
    @dystopian25511 күн бұрын

    i want a three hour spinoff video about the exhilarating fun of writing a legal document

  • @Maxderdachs
    @Maxderdachs11 күн бұрын

    At 19:00, as a seasoned Game Dev I have to say this is a very advanced way to handle and keep track of feedback. It's important to keep your own opinion on certain matters, even if we usually see how Gamedevs "refuse to listen to us players". Keep up the good work and congrats for getting so much attention on your game.

  • @iout
    @iout11 күн бұрын

    If there’s one thing I’ve learned about this platform, it’s to never ask the audience if they’d watch a video idea unless you’re certain you’d be willing to make it, because no matter how niche or boring you think it is, your audience will absolutely, overwhelmingly agree to its development.

  • @balazslaczko2432
    @balazslaczko243211 күн бұрын

    I have say, the rejection messages from Valve are surprisingly helpful

  • @GGlitch.GGaming
    @GGlitch.GGaming11 күн бұрын

    ok for my explanations why the water and nuts/bolts were a common issue: water - while rotational motion is generally unnoticed at low framerates, translational motion is very noticed, and often disliked at low framerates. you can actually see this in the door open animation, as the wheel turning seems smooth, but you can tell when each frame starts when the door slides open nuts/bolts - mass interactivity needs sfx associated, or else it breaks immersion. grass and leaves are a good, common example.

  • @HuntehLaboratories
    @HuntehLaboratories11 күн бұрын

    Hey, Mark, I'm sure you've already heard this or found it out yourself, but you can test your Steam package before it is approved. It should already be in the library for your developer account. Once you're live, you can make a separate branch and do your testing from there. It's a really great way to make sure everything works before submitting to Steam or publishing for the world to see.

  • @Fesiug

    @Fesiug

    5 күн бұрын

    Yes, that stress during submitting to Steam constantly can be resolved simply by testing the app right from the Steam Client!!

  • @voltcorp
    @voltcorp11 күн бұрын

    I'd offer a third explanation for the feedback on "trivial" background stuff: this kind of polish really makes a difference, especially in contrast to the polished, forefront stuff. sometimes it's better to not have these kinds of things unless they're as polished as possible. I think of a fancy meal: the presentation around the plate may not seem "meaningful", but it's better to not do it then to do it in a way that clutters and distracts. of course, you now made it nice and satisfying so it should totally stay. but I think we shouldn't underestimate the impact that "trivial" things have on the perception of a piece.

  • @RyanSpargo
    @RyanSpargo11 күн бұрын

    Product Owner here! Your spreadsheet for feedback and bug reports is actually EXACTLY how we track bugs and feedback during software launches and beta testing. The QA team uses a document very similar to yours to know what the Product team views as effective feedback and priority of fixing. We'll even hide lines so that the Dev team only works on certain priority levels. Great job!

  • @DemLep

    @DemLep

    11 күн бұрын

    I worked with QA teams for a little bit and was going to say the same thing.

  • @patientallison

    @patientallison

    11 күн бұрын

    I work at a major tech company and it's pretty much exactly our ticketing system, with the only difference being that our severity numbers being reversed, like Defcon

  • @aaa303

    @aaa303

    11 күн бұрын

    There's an important distinction, though, between agreement with the feedback and priority or severity of the issue.

  • @vedaryan334
    @vedaryan33411 күн бұрын

    In terms of music's contribution to a game I always remember Jason Jones comment about Martin O'Donell , "Everything he does makes everything we do 50 percent better and he's the only one in the team with that much contribution "

  • @metrazol
    @metrazol11 күн бұрын

    This is the equivalent of, "I needed help figuring out this camera angle, so I called Steven Spielberg..." Austin Wintory is a delight.

  • @retinas2001
    @retinas200111 күн бұрын

    13:22 aren't his hands backwards?

  • @SZvenM

    @SZvenM

    11 күн бұрын

    Yes

  • @blandprix

    @blandprix

    11 күн бұрын

    100% backward.👀

  • @patricktalksalot427

    @patricktalksalot427

    11 күн бұрын

    Good catch

  • @Stringbats

    @Stringbats

    10 күн бұрын

    bro... he would have been happier not knowing, you know what kind of person he is, now hes going to redo the whole thing. -1 week

  • @Vallam23

    @Vallam23

    10 күн бұрын

    it's actually not that his hands are backwards, it's that they didn't twist around when raising his arms so he's holding the magnet with like, his knuckles. the model's hands face the right way when the arms are down. and the thing is, the in game sprite holds the magnet in the same way with the little thumb pixel going the wrong way, but it looks more natural because you can imagine it as like a robot clamp instead of a mitten hand

  • @soupremechickn
    @soupremechickn11 күн бұрын

    3 hour contract video is needed

  • @SerDerpish

    @SerDerpish

    10 күн бұрын

    *LegalEagle has entered the chat.*

  • @oxxn111

    @oxxn111

    10 күн бұрын

    i second this

  • @Soulessblur
    @Soulessblur11 күн бұрын

    Okay but hearing the nuts and bolts make noise when they fall actually was weirdly satisfying

  • @toekn33
    @toekn3311 күн бұрын

    A 3 hour video about the exhilarating fun of making a legal document sounds cool📚⚖️

  • @DUHRIZEO
    @DUHRIZEO11 күн бұрын

    Would love a deep dive into contracts and pricing. Thats a gritty but massively important detail most are stuck throwing themselves at blindly.

  • @InsomniacsAnonymous36
    @InsomniacsAnonymous3611 күн бұрын

    Me, a shackled and cursed Mac user: “there was a next fest?”

  • @thevoid5863

    @thevoid5863

    11 күн бұрын

    is it possible or feasible to dualboot windows? i did it as soon as i got my mac.

  • @azzy-551

    @azzy-551

    11 күн бұрын

    shackled and cursed sums up mac OS pretty well.

  • @agentgato9854

    @agentgato9854

    11 күн бұрын

    Simple answer steam deck

  • @SSukram_

    @SSukram_

    11 күн бұрын

    I think if you have an intel Mac you can ​@@thevoid5863

  • @ThePC007

    @ThePC007

    11 күн бұрын

    I completely stopped gaming when I switched to Mac. Thank God for the Steam Deck to come out a year later, lol.

  • @siliconvalleygirl6595
    @siliconvalleygirl659511 күн бұрын

    I... would like a 3hr video on the legal contract.....

  • @floschy_1
    @floschy_111 күн бұрын

    Im currently doing an internship at a software (not game) company and the guy who gives me tasks and stuff was talking about your videos and how he enjoys your analysis of good design and why certain things are good in the first place. Made me realize how some content intended/focused on one thing can have a big impacts on a whole range of areas. And also crazy to go full circle from Digital to real life besides friends. Love your videos!

  • @Lugmillord
    @Lugmillord11 күн бұрын

    2:37 Don't let the impostor syndrome get the better of you. Don't compare yourself to veterans of each of the fields. NOBODY can compare to the experts in each field. You are making a real game by yourself and wear a bunch of hats all at the same time. That's an achievement not many people reach. So pat yourself on the back and don't downplay what you did. ;)

  • @MarsJenkar

    @MarsJenkar

    11 күн бұрын

    "Jack of all trades, master of none, can oft be better than a master of one."

  • @dopaminecloud

    @dopaminecloud

    11 күн бұрын

    @@MarsJenkar Only if you have vision. This is the one thing to master if you go jack of all trades. Beyond that, specialization is king in collaborative art. (IMO Mark has not shown himself to have vision, but his very mission statement for this game wasn't compatible with vision to begin with so it remains to be seen until later projects.)

  • @SuperVoodude
    @SuperVoodude11 күн бұрын

    I'm reminded of when I contacted my old college professor about soliciting students to make music for my game. From the 8 students who responded, it was jarring how only 2 bothered commenting on my game (and shared music they thought would be fitting). Given I also didn't know what I was doing, I cared much more about seeking a good potential working relationship than having the best music and chose one of the two. So IMO if you really want to stand out, just show a little more care like Zach did. While sharing fitting music was nice, indicating that you even looked at the project (rather than just highlighting how great you are) might give you better odds than you'd expect.

  • @michaelleue7594
    @michaelleue759411 күн бұрын

    The stuff about the frame rate of the drop and the nuts and bolt is about immersion. It's easy to point to ways immersion is broken, so you can always expect lots of that kind of feedback. That said, I think there was room for more creative interpretation of the feedback you got. Making Uni move faster by default isn't nearly as satisfying as making his movement variable and letting players mess with it as part of the puzzle design, for example. Nearly every really awesome platformer gives players access to speed control in one form or another.

  • @c.codyflick2210
    @c.codyflick221011 күн бұрын

    On the subject of contracts and creative work, a talk by Mike Monterio titled "F*#$ You, Pay Me" is a must watch. I found out about it from Adam Savage's Tested channel. It's from a while ago and the context is web development, but it is 100% applicable to any freelance/gig work environment that uses contracts for services rendered. Great for anyone on either side of the contract.

  • @EyalBrown
    @EyalBrown11 күн бұрын

    About you saying the music makes the game "better than it actually is" - you can just as easily say that the combination of the game and the music is greater than the sum of its parts.

  • @SomethingUnnamed
    @SomethingUnnamed11 күн бұрын

    I really appreciate seeing these videos because it's refreshing to see someone go through the process and admit that it's not all just intuitive and straightforward. There are so many youtube channels out there, big and small, that thrive on explaining games post-hoc with an unwarranted authoritative voice. Thanks for doing this.

  • @bbqturtle
    @bbqturtle11 күн бұрын

    The music behind your game actually makes it from something I was only moderated in playing to something I really want to play. What a great soundtrack sample!

  • @Synest2
    @Synest211 күн бұрын

    I remember Yoko Taro (Nier game director) said that the way he approached Keiichi Okabe (the composer) about making music for the game was giving him a bunch of songs and saying "I want something like this", then he would listen and tell what he wanted changed... It is an odd approach but one that ended up working very very well

  • @elijahmorris3308
    @elijahmorris330811 күн бұрын

    it's a good day when you catch a GMTK video that's a minute old

  • @Eminence_023

    @Eminence_023

    11 күн бұрын

    It’s a good day when you catch a GMTK video that’s 10 minutes old.

  • @hydraxic

    @hydraxic

    11 күн бұрын

    ​@@Eminence_023It's a good day when you catch a GMTK video that's one hour old.

  • @caljam2476

    @caljam2476

    11 күн бұрын

    It’s a good day when you catch a GMTK video

  • @Joshua.Rogers
    @Joshua.Rogers11 күн бұрын

    Ideas: 1. Do a post launch video where you process reviews and response to the launch of your game. I feel like that’s part of the development process. 2. After you launch the PC version, do connsole ports so you can learn about that development process and show us what it’s like. I’m sure it’s very different and unique having to work within that environment.

  • @ShaunDreclin
    @ShaunDreclin10 күн бұрын

    I feel like a large part of the success you've found with this game has come from having an existing audience in your KZread channel. Without an existing audience, it doesn't feel like an up-and-coming indie developer has any chance of being noticed.

  • @an4r4k34
    @an4r4k3411 күн бұрын

    Who knows if you will see this, but I would just like to say that I appreciate the extra time that goes into the captioning of these videos. It might not seem like it's worth the effort to do (or the money you might spend on having another person do it), but high quality consistent captions is a sign that a creator cares about their audience, and that matters a lot to me :D

  • @NoVisAnima
    @NoVisAnima11 күн бұрын

    Only one more episode? What about the post release episode. The episode about the first patch to fix the bug that didn't come up during development which is game breaking for a larger part of the player base than you'd expected. The episode about how to write an apology tweet and finally an episode about how to handle your development studio being closed due to sales not meeting the inflated targets that your "publisher" set...

  • @GMTK

    @GMTK

    11 күн бұрын

    There will definitely be an episode after release, about how the game did!

  • @PatriciaGill-m3o
    @PatriciaGill-m3o11 күн бұрын

    I think pointing out also the small level stuff makes a lot of sense. While it makes sense to wish for a high level feedback, it is often the small little details that add up to a good game. And often that is something that is a surprisingly large detail while being very difficult to point out. It often feels something is a little of or could need a little polish, but no idea what that is - the sum of small things.

  • @mcMineoc

    @mcMineoc

    11 күн бұрын

    Bot. Comment content is copied from another comment.

  • @sssnowman5794
    @sssnowman579411 күн бұрын

    I can't believe Tommy Tallarico made all the music and sound effects for your game!

  • @Maturas
    @Maturas11 күн бұрын

    I've self-published my first indie game - Holy Stick! (a 2D multiplayer shooter with destructible limbs) on Steam last summer and was hoping that the Next Fest would boost my very low wishlist count. Unfortunately I was quite disappointed. The thing that infuriated me, is that the Next Fest's page was putting the already popular games (like "Lies of P") on top of the list, instead of randomizing things a bit. I ended up having just a couple hundred playthroughts of my demo and an insignificant boost to my wishlists. The release ended up being a total flop, with the game not even having enough reviews to get the Review Rating on the Store page.

  • @dalemonshateu6948

    @dalemonshateu6948

    11 күн бұрын

    Very subtle ad here, but that sounds really interesting, im definitely going to check it out!

  • @internetguy7319

    @internetguy7319

    11 күн бұрын

    This person's commented on this channel several times about other stuff so I doubt self promotion was the main motivation for commenting ​@@dalemonshateu6948

  • @yonjuunininjin

    @yonjuunininjin

    11 күн бұрын

    I like the graphics style of your game, but in my country I have to pay 14,79 Euro which is hella expensive, considering that Stick Fight is 5 Euro and 2 Euro on Sale.

  • @Lovyxia

    @Lovyxia

    11 күн бұрын

    I'm sorry it has been hard to get through the algorithm, it happens and it sucks, but it's out there now. Stay persistent and do your best with timing big updates/dlc/new games to use promotion boosts when there's downtime inbetween hyped releases and it'll get there!

  • @HuntehLaboratories

    @HuntehLaboratories

    11 күн бұрын

    Same thing happened to me two Next Fests ago. However, I was still able to get a decent number of wishlists (for a tiny game) by streaming on the first day. Steam says they feature the games that are streaming in a scheduled slot, and they really do. I also streamed again a few days before Next Fest ended, but Steam was already promoting another event (Yu-Gi-Oh, I believe) and de-prioritized Next Fest games. That was really frustrating! Still, streaming early was a good way to break through the noise.

  • @theejackalope
    @theejackalope11 күн бұрын

    Okay, that bolt dropping noise was extremely satisfying. I could see it possibly getting annoying. I don't know but maybe a button to turn it off or quite it down a bit? I think it adds to the atmosphere still tho.

  • @bamdad4927
    @bamdad492711 күн бұрын

    It's usually the very little missable details that make a game super good and cool. Keep up the good work mark looking forward to it.

  • @h.k654
    @h.k65411 күн бұрын

    Always a great day when Mark posts a video

  • @regal-27
    @regal-2711 күн бұрын

    I think this video really drove home how important it is to talk to people about games (or other projects) you make and build an audience.

  • @CanOfCrispis
    @CanOfCrispis11 күн бұрын

    Love this series - I'm not a game developer and probably never will be, but I get so much out of seeing someone demystify complex processes like this, and the fact that you take the time to talk about a lot of the more boring aspects of gamedev, like sending feedback emails to collaborators or the trail and error struggle of making your game launch properly through Steam, makes the whole thing come across as so grounded and approachable. I also love your approach to feedback. I'm a writer and have spent a lot of time in workshops, and I just lit up when I saw your little spreadsheet for feedback. It's pretty much exactly how I go about taking notes in a workshop setting. The most important thing is to take down pretty much everything that gets said, even if you don't think it will matter - this is why the little marker for how much you agreed with the feedback is such a good idea. That, on top of noting how often something comes up independently, can help you really see what catches people's eyes, and it gives you a relatively objective chronicle of feedback from which you can decide on what is and isn't worth changing. Maybe something you initially thought wasn't a big deal keeps coming up enough times that you have to change your mind on it! Similarly, I liked that you noticed the difference between feedback on things like pacing and structure versus feedback on things like little background details. In writing settings, there's a name for these categories: big-picture issues like plot, structure, themes, and general coherence are called Higher Order Concerns, while nitpicks about grammar and formatting are Lower Order Concerns. The way of thinking about this is that Higher Order Concerns should be addressed first, because, especially in writing, big changes tend to trickle down and make a lot of other little problems appear or disappear, so solving Lower Order Concerns early can be a waste of time when you move something big and get dust all over things anyway. Now, gamedev is very different from writing, so the order of operations for solving higher vs lower problems is probably not comparable, but it might help to add these categories to your toolbelt for sorting feedback. Part of learning in a workshop setting is learning who gives the best feedback about what, so maybe by tracking Higher and Lower Order Concerns, you can get a feel for who you should definitely be listening to when an issue about level speed comes up or who to check in with about nitpicks in the sound design. I think it's very telling that two wildly different mediums can have so much in common - art is art, after all! I'm glad that your videos can help show the ways that every artist needs to go about sorting through feedback in order to really polish their work. Keep it up, Mark! You're shedding a really interesting light on the realities of indie gamedev.

  • @escargoat8552
    @escargoat855211 күн бұрын

    21:23 I'm gonna feedback your feedback and say that this was actually a change for the worse. It draws more attention to the bolts than is really necessary, and more importantly, it's pretty annoying. I'm sure part of what makes it annoying is the sound itself (a quieter, clickier, more atonal sound would be better) but all in all I'd say cut it out or consider limiting how many of them can sound at a time so that it isn't a cacophony of noise. Just my two cents.

  • @Saltine3022
    @Saltine302211 күн бұрын

    from the user side, despite the overwhelming size of nextfests these days, I usually put an afternoon into collecting downloads, and a few afternoons into playing them, checking out aggregators' recommendations as I go. I can't overstate how many unbelievable, life-changing games I have discovered through nextfest. It has shifted my diet from like 60/40 AAA/indie to like easily 80/20 in indie's favor in just a couple years.

  • @chekote
    @chekote7 күн бұрын

    I noticed a trend with these videos: You tend to benefit from things like this, which gives you a kick-up of the backside and forces you to polish a part of the game you've been neglecting. Maybe that's a good takeaway as a reason to participate in things like this: motivation.

  • @trappist-x
    @trappist-x11 күн бұрын

    The nuts and bolts falling sound was extremely satisfying

  • @joezcool
    @joezcool11 күн бұрын

    i see a lot of comments about wanting the 3 hour contract video. Now, im not sure it'd really need to be 3 hours, but - yes Im sorry to say i agree with them. Give it to us! Nobody else would!

  • @thommekm
    @thommekm11 күн бұрын

    0:08 Jesse Pinkman: "MAGNETS!"

  • @RStarbuck13
    @RStarbuck1310 күн бұрын

    Getting to follow along with this journey has been really fun, and I'm glad to see everything starting to come together! Loved the iteration on the music, specifically, and the lesson that you've got to just expect that back and forth as part of that process. Looking forward to seeing more!

  • @JoeTheis
    @JoeTheis11 күн бұрын

    Great devlog as always. Timely for me as well, as I'm starting to get folks asking for a steam page for wishlists. This is gonna help me a lot as I try to figure that out. Cheers, Mark!

  • @Vettes86
    @Vettes8611 күн бұрын

    I wouldn’t say those things are trivial. More so they are the final little details of polish that take a game a step further.

  • @jessesheehan3063
    @jessesheehan306311 күн бұрын

    I’d be careful about editing artist’s work - at least, without their permission. I’m sure there was no issue with Mind Over Magnet, but some artists can take it personally when you edit their art, even if you commissioned and own it - it’s just good to let them know that you’ll be editing/adjusting their work.

  • @Camithol
    @Camithol8 күн бұрын

    this video helped me so much with my sound design work. I used austin's exact phrasing when asking my team what sound they wanted. they don't know sound, but they do know the story they're trying to tell, and just hearing their overall vision answered a lot of my questions and gave me so many ideas to get started.

  • @gmgames13
    @gmgames134 күн бұрын

    Great video! June steam fest was my first, and I was over the top with results! One thing helped me a lot was that my game showed up in so many categories, that brought me almost half of your steam fest wishlists, but my game was so bad and unpolished compared to yours! It was great looking at chalenges I also faced before and during fest (my game demo got aproved by steam after 3 rejections on last moment also), but explained with great knowledge and depth! Thanks a lot!

  • @JAMPLEYDEV
    @JAMPLEYDEV11 күн бұрын

    2:37 The game would not exist without you, that is your main contribution, that is why you exist.

  • @Choartle
    @Choartle11 күн бұрын

    three hour spinoff video please

  • @micka190
    @micka19011 күн бұрын

    On the topic of your changes to the water drop's frame rate and the bolts' sound effect: I think that's a good example of "game feel" and "juice". They're small things, and potentially meaningless from a gameplay point-of-view, but people still notice them.

  • @OandCoGames
    @OandCoGames11 күн бұрын

    Congrats on a successful NextFest! We've seen similar trends with feedback on our game as well... that is, a lot of people gravitate towards something we don't think is a huge deal. I think you nailed it by pointing out how players will choose something easy to provide feedback on. The water drop is one of the first things players see in the game. It takes little effort to notice it. At the same time, that's part of the critical first impression, so it's great to address it.

  • @FixTheWi-Fi
    @FixTheWi-Fi11 күн бұрын

    tbf alot of the people saying "it's too short" will be the type to expect a wholearse *game* for free so dw about them - when the biggest complaint is "wish there was more" that's good.

  • @Thyana-ig5no

    @Thyana-ig5no

    11 күн бұрын

    Demos have to be long enough to feel the vibe of the game. I prefer my demos somewhere between 2 and 5 hours

  • @FixTheWi-Fi

    @FixTheWi-Fi

    11 күн бұрын

    wouldn't be shocked if 5 hours is about the length of Mind Over Magnet.

  • @Thyana-ig5no

    @Thyana-ig5no

    11 күн бұрын

    i get that. Still, does a 15 min demo not feel like wasted time? Too short to make yourself familiar and comfortable with the game, and probably shorter than the time you spent browsing for the demo

  • @leebass7

    @leebass7

    11 күн бұрын

    @@Thyana-ig5noyou must not play a lot of indie games

  • @Thyana-ig5no

    @Thyana-ig5no

    11 күн бұрын

    @@leebass7 there are tons of indie games with 20h+ or 50h+ playtime or longer, and lots of long indie demos, no problem, thanks. I'm actually almost exclusively playing indies

  • @ultra_nerd
    @ultra_nerd11 күн бұрын

    Let me get that 3 hour spin off 🙏🏾🙏🏾🙏🏾

  • @ErykDwornicki
    @ErykDwornicki11 күн бұрын

    Another super cool video. Thank you!

  • @RainbowCornet
    @RainbowCornet11 күн бұрын

    I INSTANTLY knew he was talking about Austin Wintory. What a gem that man is.

  • @nightkobun
    @nightkobun11 күн бұрын

    Here's something worth considering: A super easy way to fix issues with the speed increase breaking puzzles is to add some form of environmental resistance to Uni's movement during those specific puzzles. Fans, conveyor belts, a stick substance on the floor, or even just more magnets would work. This is something I've learned when designing my own games; if you want to restrict the player's abilities to specific areas, make those abilities dependent on the environment. What's great about this approach is that you can also disable these when they are no longer needed to give back the player's freedom (such as turning off the power to these mechanics or washing away in the case of stick floors). This would still need to be tested to see if player are willing to tolerate a momentary hinderance, but I would explore this approach even if only briefly on the chance they end up being a better solution than reworking all the puzzles that suffer from a faster movement. It's also worth considering that players may naturally assume these environmental resistances to be a part of the puzzle; an obstacle that they would need to deal with in order to solve the rest. So if you do want these to be togglable for convenience's sake it would be best not to give players the impression that they have any control over it. Make it feel more like a 'convenient coincidence' rather than a result of the player's actions when they are no longer in effect.

  • @AkashWShah
    @AkashWShah10 күн бұрын

    "…pretty demoralizing to see my game hidden under a pile of hundreds and hundreds of amazing indie games." Sounds like someone's never submitted their game to the GMTK game jam lol

  • @Blue_Lighted
    @Blue_Lighted11 күн бұрын

    As someone who eventually wants to get into development myself, it's been very enjoyable watching your videos on the process of this game. Very excited to see the game launch!

  • @zacharywong483
    @zacharywong4838 күн бұрын

    Super fantastic and insightful video, as always!

  • @connorconnor1631
    @connorconnor163111 күн бұрын

    give us the 3 hour long legal video

  • @punchline1729
    @punchline172911 күн бұрын

    It would be awesome if you could make a video/tutorial on how to make a contract

  • @koenuffing4416
    @koenuffing441610 күн бұрын

    Really enjoy following this series!

  • @smashdriven1640
    @smashdriven164011 күн бұрын

    I’m so happy for you Mark keep up the great work. Your demo was a lot of fun!

  • @orbit_theworld
    @orbit_theworld11 күн бұрын

    This channel really does it all, entertaining for gamers and helpful for game devs, thank you and well done!

  • @phailupe2941
    @phailupe294111 күн бұрын

    My biggest complaint about the demo is it ENDED TO EARLY AHHHHHHHHHHH

  • @StanleyKubick1
    @StanleyKubick111 күн бұрын

    congrats! I can only imagine how proud you must feel about putting something out you've put so much effort into

  • @Thyana-ig5no
    @Thyana-ig5no11 күн бұрын

    Yes please for the legal document video

  • @Echolotl3
    @Echolotl311 күн бұрын

    always remember to add easter eggs to your game

  • @thomasmeslin8399
    @thomasmeslin839911 күн бұрын

    Congrats !! We want the 3h vidéo !

  • @Unit27
    @Unit2711 күн бұрын

    The music creation process as a process of translation and iteration is a great way to look at it. One of my harmony teachers was the band director for one of the most successful singer/songwriters ever, and he would tell us stories on how he was not good at all with music theory, but he would imagine an idea for a song arrangement, hum and describe it to the director, and his job was to translate it to sheet music that the band could play. It always turned out that his ideas would sound incredible once they were translated and performed.

  • @jgodden8022
    @jgodden802211 күн бұрын

    The quavers joke probably won't make sense to most US viewers.

  • @boaromayo

    @boaromayo

    11 күн бұрын

    I can hear Marceline from Adventure Time ask, "What's a quaver?"

  • @kevingriffith6011

    @kevingriffith6011

    11 күн бұрын

    I mean, he held up a bag of them when he said it so even as a US viewer I got it.

  • @jgodden8022

    @jgodden8022

    11 күн бұрын

    ​@@kevingriffith6011 It's not just that Quavers are a British snack, it's that musical quavers are called 8th notes in the US, so literally both parts of the play on words are foreign to you.

  • @Alexander_Grant
    @Alexander_Grant11 күн бұрын

    Man, 7 minutes in, and as someone who has been a musician for most of my life, if someone who didn't know how to talk music tried to tell me what tempo or key to create music in, I think I would lose it lmao. Imagine someone who had never looked at code trying to tell you what methods to use in what classes. Little further in and yeah, that's exactly how I'd want to be talked to.

  • @No.0.o.0

    @No.0.o.0

    11 күн бұрын

    You could learn a lot from not losing it working with not music people.

  • @scientificthesis

    @scientificthesis

    11 күн бұрын

    Mark probably gets these comments more often because this meant to be "I'm learning something I've never done before" series even though its been going on for years and Mark has gotten quite good at it!

  • @dopaminecloud

    @dopaminecloud

    11 күн бұрын

    @@No.0.o.0 The example he gives shows that no, no he would not. It'd turn into a class teaching the not-knower. That's not the point of the collaboration.

  • @Alexander_Grant

    @Alexander_Grant

    11 күн бұрын

    @@dopaminecloud Yeah, that's more of my point. You bring on an expert to tell them the vision you're looking for, not to micromanage what they do. You wouldn't bring your car into a mechanic and then tell him which of his tools to use and how to use them. For the very few times I've created music for someone, they didn't try to micromanage where notes went or how chord changes worked, but as Mark says, give me the vibe and I can go from there. Same thing with software development since that's what I do for a career, you want the person you're working with to give you requirements for the software, but not to come in and tell you how to write the code line by line. At that point, the person hiring you can do it themselves. Mark did it perfectly, and I think it was a good lesson in how to collaborate with experts. My point wasn't to say Mark did anything wrong, just giving an idea of how someone on the other side would feel if someone wanting to collaborate micromanaged you on a subject you're an expert in but they have no knowledge about.

  • @Maggai
    @Maggai10 күн бұрын

    Don't underestimate how important sound effects are to make things feel satisfying.

  • @puckered6036
    @puckered603611 күн бұрын

    it's weird because mind over magnet is a game that would have been free on newgrounds. It's a cool and strange time that indie devs charge so much for games that are equivalent to passion projects in the late 2000s

  • @dopaminecloud

    @dopaminecloud

    11 күн бұрын

    Difference between a student project (as most of those passion projects are) and an adult that needs to live.

  • @awintory
    @awintory10 күн бұрын

    Absolutely delighted to have been helpful in your development adventure, sir!!!

  • @Fgeitas1
    @Fgeitas111 күн бұрын

    First of all.. Thank you so much for sharing your experience with the audience. This is such a cool thing to see and it really demonstrates how daunting of a task this can be for a single person, as the audience often forgets that there's actual people working behind these games. Second. Yeah I want that contract video.

  • @benfisher4783
    @benfisher478310 күн бұрын

    This is the first video of yours I've ever seen. But I've wish listed this game and am keen to play it upon launch. Good luck!!

  • @MondayHopscotch
    @MondayHopscotch11 күн бұрын

    Great content, per usual. I've loved following this project and am super happy to get another installation of progress here! Tons of good insight here. One piece of small, trivial, easy feedback that caught my eye while watching this, and double checking against your steam page --- Uni's hands are on backwards in your blender render. The thumbs forward immediately caught my eye as looking bizarre. Just wanted to throw that out. Keep up the good work! I can't wait for the final release of this and being able to play the final product.

  • @adamprosser9904
    @adamprosser990411 күн бұрын

    I enjoyed your Demo and am looking forward for the full release!

  • @joelbarnett381
    @joelbarnett38110 күн бұрын

    I'd like a 15 minute contract video. I've not seen anything on KZread as informative as this in a while. Lovely video.

  • @game4us_Splatuber
    @game4us_Splatuber9 күн бұрын

    You should give the bolts a slight reverb effect and mute them slightly/add a low-pass effect to make it feel more satisfying and chill once they hit the ground.

  • @rbdriftin
    @rbdriftin11 күн бұрын

    It's been just lovely to see this progressing.

  • @Kynick-2501
    @Kynick-250111 күн бұрын

    I’ve been watching this from the start, you’re going to do great!

  • @sass2836
    @sass28365 күн бұрын

    Thank you for your insight, Mark, it was fascinating episode. When you mentioned composers, I thought, oh, if if only Mark could talk to Austin Wintory -- EEYY THERE'S AUSTIN. It was also incredible seeing Zach's suggested temp music go into the game and the immediate atmosphere it gave, along with the iterative process the both of you went through for the in-game tracks. Fantastic. The difference with the sound effects for the nuts and bolts was amazing, too. This episode really highlighted the importance of sound in a tangible way. Fantastic work, excited to see what's next for Mind Over Magnet in the upcoming months in the lead up to release. (Joining in the chorus of a wanting a three hour contract video!)

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