Categories
Game Development Marketing/Business Personal Development Politics/Government

2024 Wasn’t Great, but Perhaps 2025 Can Be Better?

I’ve taken some time at the end of December to look back on the previous year and think about what I want for the coming year.

In 2024, I wanted to build upon the success of 2023, a year that saw me hitting a sales goal for the first time.

One sale per month is barely pizza money, but it is a start, especially since I had never earned that many sales before in the years I’ve been trying to run my indie game development business.

However, I decided that metrics like the number of sales isn’t really an actionable goal. It is more of a lagging metric.

So for 2024, I have the following outcomes I am aiming for:

Increase my newsletter audience from 30 to at least 42 subscribers by December 31st
Earn at least 2 sales per month by December 31st

As for actionable goals:

Release at least 2 Freshly Squeezed Entertainment games by December 31st
Perform at least 2 SEO activities per month by December 31st

My thoughts were that if I make and publish games AND do things to make my website more effective and easier for people to find what they want, then I can increase my audience and my sales.

So, how did I do?

My Goals

Published Freshly Squeezed Entertainment Games (Target: 2) — 0

Two games a year for someone to work on alone very, very part-time is technically doable, but I haven’t been able to do it yet.

In fact, I didn’t do it last year, either:

That’s two years in a row in which I did not publish a new game.

Much of my current business strategy depends on releasing games in my Freshly Squeezed Entertainment line, which are polished, playable prototypes that provide complete entertainment experiences and are given away for free. The general idea is that the games are supposed to be quick to develop and have a low barrier to entry so that they are more likely to find an audience. I hope to get feedback from that audience, and if enough interest exists, I can always create a “deluxe” version of the game that I can sell.

So not releasing a game isn’t great, because there cannot be an audience for a game that doesn’t exist.

At the end of 2023, I had put in a year of game development effort into a family-friendly, non-violent party-based role-playing game called The Dungeon Under My House, and it wasn’t anywhere near done yet. I didn’t have any reason to be optimistic that I could complete it within six months of 2024, but I moved forward as if I could.

About 20 months into the six month project, I decided to put it on hold. I finally sat down and scoped out what I thought the rest of the project looked like, and an optimistic estimate said I still had at least another year of development. Oof.

So I made the hard decision to put the project on hold. I published a post-mortem for The Dungeon Under My House, and I hope one day to publish a second one after I return to the project and truly finish it.

For now, I started work on a project with a much smaller scope. I normally try not to plan everything upfront and instead let the project build up in iterations.

This approach works fine. I’ve built and published games this way. But it clashed with my goal of releasing games quickly. I had to recognize that there was a difference between publishing a game eventually and publishing a game on a more or less predictable schedule, and that only the latter was going to help me satisfy my business goals.

Thanks to some advice I got from Dora Breckinridge (you should hire Dora, by the way), I decided to try to truly capture as much of the scope of my new project as I could, plan on working on features and technical infrastructure for only part of the project’s schedule, and leave the lion’s share of the schedule for leveraging what I had built to fill in the content of the game.

As of this writing, I am finishing up the first phase of work, and thanks to a realization I had about how to arrange the work in a more Agile way, I am incredibly confident that I will ship this project in six months easily, mainly because the project will always be in a shippable state long before then.

Basically, I went from a project with no end in sight to a project that could potentially be done early if I really want it to be.

However, it won’t be released in 2024. I can’t work miracles.

Perform at least 2 SEO activities per month by December 31st (Target: 24) – 2

Ok, so I abandoned this one fairly quickly. SEO felt like a solution that might not make sense in a world where search engines are getting less useful and almost actively hostile towards websites that aren’t in the top results, plus a world where genAI is allowing people to churn out garbage so cheaply that the search results are polluted anyway.

Also, my website barely gets any traffic. Not like it used to when I had more time to blog more frequently about a variety of topics, anyway. Much of that existing traffic is from game developers interested in my blog posts about project management and copyright for indies, and so not necessarily people who would be in the target audience for my games.

But just having this goal, even if I did give up on it, did get me to make some important changes.

I felt like I didn’t have a good baseline to know if my SEO was actually doing anything positive. I didn’t want to make a bunch of changes without any concern about how effective they were. A change could produce a negative outcome, and I would want to revert that change right away. But how would I know?

So I started creating automated metrics reports from my website, plus I started grabbing page visit and download data from the various app stores my games are in and throwing them in a combined spreadsheet. It’s a bit more manual of an effort, but it is worth it to know this data, and I can probably figure out how to automate some of it.

These metrics came in handy when I decided to experiment with ads for part of the year, giving me a good insight into whether or not a particular ad was moving the needle for my games in any particular app store.

I think I might revisit this goal for 2025, not because I want to improve my search engine rankings but because there are things I could do to make my website look and feel better to people who actually visit it. If I optimize the site for real people and their goals as opposed to trying to appease some search engine algorithm, I think things will work out better for everyone.

My Outcomes

GBGames Curiosities Newsletter subscribers net increase (Target: 12) — net 4

My current business strategy has my GBGames Curiosities Newsletter at its core. I want to cultivate an audience of people who specifically said that they wanted to hear from me and are fans of the kinds of games I make.

I don’t have many subscribers yet, and this is the second year in a row in which I was aiming for a net increase of one subscriber per month and didn’t make it.

Unfortunately, I didn’t do anything specifically to try to grow the list, so any efforts to do so were one-offs and not consistent at all. Still, I gained 4 subscribers and lost 0, which is a positive trajectory.

Clearly if I want this number to be higher, something needs to change in terms of my approach.

Earn at least 2 sales per month by December 31st (Target: 24) – 16

Last year I sold 13 copies of my games, beating my 1 sale per month goal by one. I was sure that doubling the goal was both ambitious and doable, especially if I kept up my promotion efforts.

Unfortunately I did not, as I spent much of my capacity trying to make progress on game development.

Now you might think that at least 16 sales is more than 13 sales. And it is true.

But the reason most of those sales appeared is because I spent money on Facebook ads, and unfortunately I spent more on ads than I earned in sales income.

On top of that, this is the first year I have put my game Toytles: Leaf Raking on sale. I was experimenting with the price to see if it might encourage more purchases at a lower price point, or if the act of being on sale made it show up more easily in various app stores. In the end, I think it just served to earn me less money for each sale.

To compare, in 2023 I sold 13 copies of my games and made a total of $103, much of it because of people contributing more than the minimum amount on itch.io. Despite selling 16 copies of my games in 2024, I only made $76 from those sales, and 0 came from itch.io.

Analysis

I sold more copies of my games but made less money, as I said above.

I didn’t take advantage of itch.io sales as much as I maybe should have. I think I was disappointed in the amount of work I put into some sales at the end of the previous year that resulted in nothing, and I am also wondering why I don’t always get advance notice from itch.io about joining an upcoming sale so I can prepare.

But frankly, most of my effort went into game development and not promotion, and so it is no wonder I didn’t see more success in terms of sales.

Last year, I said that my megaphone is tiny, and it still is.

My website has very little organic traffic, and my social media accounts all have limited ability to get awareness out.

I said then:

Basically, the more I rely on social media to promote my game, the more effort and/or money I need to expend for at best a temporary boost in potential traffic.

Focusing on social media isn’t sustainable, and it is partly why I wanted to focus on SEO. However, I worry that the days of useful search engines and a useful Internet in general are behind us.

So should I focus on advertising some more? Maybe. In my experiments this year, I basically proved to myself that if I could get my game in front of the right people that some of those people do, in fact, purchase the game.

That’s good!

But ads are too expensive to run for one-time sales, and I don’t have enough of a backlog of games to cross-sell and make it worth it.

However, if I focused on promoting my mailing list rather than any one particular game, then perhaps the calculus changes significantly. One purchase of a game today doesn’t necessarily mean more purchases in the future, but one mailing list signup today means being able to promote my games indefinitely.

On the other hand, it is entirely possible that people are finding that their inboxes are getting more and more useless the same way that search engines and the Internet as a whole are getting worse. Maybe all the data about how mailing lists are still very effective isn’t accurate anymore?

Or maybe they are, but most game developers are so tied to the app stores and Steam that they don’t find mailing lists useful for THEIR business models.

And I think my target audience doesn’t necessarily even know what Steam is, let alone uses it for finding and playing games.

Relying on Apple and Google to sell my games is therefore a bit risky because I have no way to contact the players who play my games unless they specifically sign up for my mailing list.

Some numbers

I did a total of 359 hours of game development for the year.

For comparison, a full-time game developer working 40-hour weeks would have accomplished that number in a little over 2 months.

I did 62 hours of writing and published 59 blog posts and 12 newsletters.

I did 23.75 hours of video development and published 12 videos.

The above mostly represents a weekly development log, plus the occasional video update, as well as some one-off blog posts and sale announcements.

I originally continued the weekly devlog videos, but the amount of work that went into each video took away from development work. After a couple of months of this pace, I decided to release videos once a month or so. It meant more details in each video, making them more compelling for viewers, plus an easier work schedule for me.

I wanted to focus on my health. In 2022 I had horrible back pain due to an unknown reason, and I think my regular morning exercises are keeping me strong enough to keep it at bay, but I felt like missing a day of exercises was enough to make day to day living feel risky.

So I started doing more exercises meant to help build up strength and stability. I used to do yoga, but I think I was doing something to cause problems. Instead, I started doing weight/resistance exercises.

Unfortunately, I couldn’t keep things up. My knees were hurting until I stopped doing squats only a couple of months after I started doing them, which is too bad because they were supposed to be a great all-around exercise. I did 780 squats total.

Also, my wrists were bothering me from doing push-ups. I stopped doing them in May, so I ended the year with only 1,230 push-ups.

The good news is that I added regular walking, slowly building up from 10 minutes a day to 25 minutes a day and from 2 mph to now warming up at 2.4 mph and increasing to 3.2 mph before cooling down at 2.4 mph again. I have done about 50 hours of walking for the year.

As for losing weight, I didn’t want to count calories or anything too onerous, so I simply cut snacks. I now eat three meals a day and if I have a snack it is once in awhile. I probably still have dessert too often. But I ended the year down a few pounds, despite heading into the holidays to potentially gain them all back.

I read a total of 60 books, of which 26 were audiobooks. Some favorites include:

  • Creativity Inc by Ed Catmull and Amy Wallace
  • The Impact of Iwata by Lucas M. Thomas
  • Secret Iowa by Megan Bannister
  • Black AF History by Michael Harriot
  • What I Talk About When I Talk About Running by Haruki Murakami
  • One Day in the Life of Ivan Denisovich by Alexander Solzhenitsyn (first time reading it since it was assigned reading in high school)
  • Useful Delusions by Shankar Vedantam
  • Killing Commandatore by Haruki Murakami
  • Hunter by Val Gale
  • Natural Beauty by Ling Ling Huang
  • Procedural Generation in Game Design by Tanya X. Short and Tarn Adams
  • Tomorrow and Tomorrow and Tomorrow by Gabrielle Zevin
  • LAN Party by Merritt K
  • Braiding Sweetgrass by Robin Wall Kimmerer
  • Zero by Charles Seife
  • Finna by Nino Cipri
  • This Is What It Sounds Like by Susan Rogers and Ogi Ogas
  • To Sleep in a Sea of Stars by Christopher Paolini
  • Mindful Games by Susan Kaiser Greenland

I was playing Minecraft heavily in the beginning of the year. I played in Hardcore mode, but each time I died, I would create a new world with the same seed and play again. It was like Groundhog Day in that I can’t keep anything I made except the memory of where resources and landmarks were located, and I found it quite compelling.

But otherwise I wasn’t playing games regularly. Steam says I only played 3 games, but most of the games I do play tend to be through GOG or Humble or itch so that’s not representative.

I found out that Flatspace, a game I reviewed a long time ago for GameTunnel.com, is available on Steam, so I played that game quite a bit. I played a little Tooth and Tail as well as Gods Will Be Watching. None are recent games.

More recent games included Once Upon a Jester, which I really enjoyed.

But the game I probably played even more was Kitsune Tails, a fun Super Mario Bros 3-inspired platformer, which did release in 2024, so I’m still hip and with it.

Goals for 2025

Once again, my goals will focus on game development efforts and promotion efforts.

I ended the year feeling very positive about being able to ship my next game in a few months, and I think it has given me confidence that I can repeat this feat.

But I also want to revisit Toytles: Leaf Raking, partly to improve it, which I know will take up some time. While I’m proud of the game and think it is still a good one, I can tell that it is rough around the edges and might not appeal to more people because of it, especially from screenshots.

So two actionable goals are:

  • Publish at least 1 free game by June 30th
  • Publish major Toytles:Leaf Raking quality improvement update (including demo) by December 31st

I think I’ll easily accomplish the first one early. I already have almost two of months of effort in, so I should be able to finish this six month project by the end of April. Still, I’m one person and very, very part-time at that. I could get sick, my day job could take up more of my time, or there might be family emergencies. So between April and June, expect my next Freshly Squeezed Entertainment game.

Meanwhile, I clearly need to do something more proactive and consistent in terms of getting my games in front of people.

I don’t know if I can capture it in a goal by quantifying specific activities such as SEO or ad campaigns, though.

In fact, those are tactics, and while they might be useful and important, I find that I struggle because I don’t have an overarching strategy for them to fit into. I’ve put the cart before the horse.

There are some fundamentals to marketing and selling a particular game, but I also want to promote GBGames as a whole.

Specifically, I want more people to think of GBGames when they think of compelling entertainment that encourages curiosity and supports creativity. I want people to think of GBGames when they think about family-friendly, LGBTQ+-affirming entertainment. I want people to think of GBGames when they want to play games that respect their time and their privacy.

And I’m still figuring out the how for making it happen.

Happy New Year!

Thanks for reading, and stay curious!

Want to learn about future Freshly Squeezed games I am creating? Sign up for the GBGames Curiosities newsletter, and download the full color Player’s Guides to my existing and future games for free!

Categories
Game Design Game Development Geek / Technical Personal Development Post-mortem

Freshly Squeezed Post-mortem Presentation: The Dungeon Under My House

Recently I conducted a post-mortem of The Dungeon Under My House, my unfinished non-violent, first-person dungeon crawler that was meant to be the next Freshly Squeezed Entertainment project.

Now I’ve created a presentation based on that post-mortem, so if you prefer videos, you’re welcome:

Want to learn when I release updates to Toytles: Leaf Raking, Toy Factory Fixer, or about future Freshly Squeezed games I am creating? Sign up for the GBGames Curiosities newsletter, and get full color PDFs of the Toytles: Leaf Raking and Toy Factory Fixer Player’s Guides for free!

Categories
Game Design Game Development Geek / Technical Personal Development Post-mortem

Freshly Squeezed Post-mortem: The Dungeon Under My House

After 20 months of development, I’ve decided to put on hold further work on my non-violent, first-person role-playing game The Dungeon Under My House, what was supposed to be my second Freshly Squeezed Entertainment project.

The Dungeon Under My House

It’s a decision that makes me both sad and glad. I really liked this project and I enjoyed working on it and the idea of what it could become when it is finished, but as a solo indie game developer who is working very, very part-time, it is taking me too long, and from my very rough estimates that are probably very optimistic, I’d have at least a year of work left.

That’s a long time, and I need to be more prolific if I want to succeed. Maybe in the future if my capacity increases, I’ll return to it. I hope so. I think it was going to be a neat game.

Still, just because the project isn’t going to be finished and released (for now), it doesn’t mean there aren’t lessons that could be learned from it, which is why I’ve decided to write this post-mortem for it!

I hope one day in the not-too-distant future a second post-mortem of the project links back to this one.

EDIT: I have also created a presentation version of the post-mortem.

Information about the Project

The Dungeon Under My House started out as just an idea that I had at the end of October 2022. Now, ideas are a dime a dozen and all, but this idea wouldn’t let me go. I got excited about making a non-violent Wizardry-like first-person dungeon crawler in which you are a child hanging out with friends in your modern day home, only to discover a secret door in your basement that leads to a multilevel dungeon. It turns out that your family comes from a long line of explorers and adventurers.

So each day after school, you pick a subset of your friends (with unique strengths/weaknesses) to go into the dungeon for adventures. Adventures might take multiple days (you are children with bedtimes, after all, so you can only explore for so long), and you can prepare for adventures by raiding the house for supplies.

Encounters require you to use your skills and tools to distract, befriend, scare away, bribe, help, etc the creatures, monsters, or other adventurers you find in the dungeons.

In my head, The Dungeon Under My House would be a cross between Wizardry and The Goonies, in which your friends and your friendships play a huge role. It would also be a Freshly Squeezed Entertainment project, which as a reminder are games meant to be quickly created and given away for free.

The idea behind giving away free games is that I want my games to have as little friction finding their audience as possible, and if enough demand exists for a particular game, perhaps I will create a “deluxe” version for sale. In other words, rather than guess at what random strangers might want based on trends and fads, I’m trying to find and get faster feedback from the people who would be interested in playing the kinds of games I am creating.

I started working on the project in earnest in November of 2022, with the hope that it would be a six month project, but anticipating that it might take me as long as a year.

Ha. Haha.

I don’t know why I was so optimistic. This was a big project, and I’ve never worked on and completed an RPG before, nor did I sit down to scope out the project to figure out how to fit it all within six to 12 months. But more on that later.

What Went Right

  1. Creating a design document gave the project a North Star

    Obviously I’m not a believer in creating 1,000 page tomes as a game design document, but I found that not creating a game design document at all for Toy Factory Fixer resulted in a lot of wasted time.

    So I created a document that is mostly based off of Rosa Carbó-Mascarell’s Game Design template, which you can find here: https://rosacarbo.notion.site/Game-design-template-0132383574dd4c2dbff5d14e3a90761c

    I found it very helpful to identify the core design pillars, the theme and mood I was looking for, and general activities the player would participate in.

    I anticipated that the design might change a bit. For instance, I originally thought the idea of designing your own adventure plans and then executing them was going to be a key part of the game play. I envisioned being at the titular house marking up the map with objectives, then entering the dungeon trying to achieve those objectives. As the project progressed, I could drop this set of features easily as it wasn’t strictly core to what the game needed to be.

    But other things stayed the same. The game was always set in a sleepy modern-day suburb, so I never had to waste any time wondering about medieval or fantasy themes fitting in.

    And the core pillar of non-violence helped me steer away from having any sense of a threat to the physical safety of the characters in the game. In my document, I wrote:

    There should be no attacking or threat of attacks, no abuse, no physical or psychological danger, and no killing.
    – So can there be threats that aren’t related to physical/bodily harm?

    And then I listed out ideas of threats to property (theft, vandalism, etc), relationships (break-ups, loneliness, hurt feelings), and information (secrets, lies, incomplete knowledge).

    The document got updated periodically as I needed to jot down parts of the design I hadn’t anticipated, so it wasn’t like I wrote the design once and forgot about it or pretended that I needed to stick strictly to it. It was a living document that I kept open on my computer any time I was working on the game.

    And having all of my design notes and decisions in one place definitely helped me know what forward progress looked like.

  2. Creating cheap prototypes and mock-ups sped up decision-making

    The beginning of a project is always exciting, when anything and everything can be possible, but at some point I need to make decisions that take the project in a certain direction and necessarily cut off other options.

    The design doc helped make some decisions quite easy as mentioned above, but other decisions involved choices that weren’t necessarily right or wrong for the project.

    For instance, knowing that I wanted the game to have a 1st-person view in the dungeon, the question came up: what angle should the camera be at?

    A simple solution is: centered! It would be simple, but it might look boring and uninteresting. Having the imaginary camera higher up and looking down more would show more of the current dungeon tile while also giving the impression that the ceiling is lower or that the player is taller. And having the camera lower would maybe be a more appropriate vantage point for the young children who would be the main characters in the game, but it might prevent the player from being able to see as much.

    At the time, I was planning on using old-style tiles to simulate the three-dimensionality of the dungeon, so creating mock-up art for each angle sounded quite tedious.

    Instead, I used a physical prototype. I took an old shoe box, printed out some dungeon wall image and taped it to the back of the box, then placed some wooden figures in it. Then I took pictures from various angles to get a sense of how it would feel.

    The Dungeon Under My House - cheap and fast prototyping

    The Dungeon Under My House - cheap and fast prototyping

    The Dungeon Under My House - cheap and fast prototyping

    It took me only a few minutes to create, and I learned right away which one I liked best.

    There were also many ways I could show things on the screen, and even if I didn’t know what might be eventually on the screen in the end, I could at least start somewhere. So I created this mockup:

    The Dungeon Under My House - preproduction mock-up

    And I found that doing so helped me figure out where I thought some UI elements would work best. The downside is that I realized very quickly that my mock-up didn’t anticipate the on-screen controls that would be necessary for the mobile version, so I tried another mock-up:

    The Dungeon Under My House - preproduction mock-up

    The latest actual in-game shot shows that I tried a combination approach in the end:

    The Dungeon Under My House - latest dungeon view

    One of the next features I would have worked on would have been the in-game map on the HUD, and so I was already anticipating needing to rearrange and resize various controls, but I know exactly where I want that map to live.

  3. Looking for reference art helped me create a cohesive, “real” world.

    I knew I wanted the game to feel light-hearted and family-friendly. I wanted to have stylized, cartoony art, so photorealistic art wasn’t what I wanted at all, nor did I want a gritty and dark theme.

    I’m primarily a software developer, but I know enough about art that having good reference material helps a lot.

    So I spent time looking into dungeons, sewers, caves, coal mines, and all sorts of things that could act as a dungeon hidden under a sleepy suburb.

    I was disappointed to learn that most real world dungeons were not much more than pits to keep prisoners in, but I was delighted to learn that the Paris has a sewer museum! I even learned that here in Iowa the Wastewater Reclamation Authority has a website that describes how their facilities work AND THAT YOU CAN REQUEST A TOUR!

    And I was very interested to learn of Derinkuyu, Türkiye’s underground city that was rediscovered when someone found a tunnel behind a wall in his home a few decades ago.

    Meanwhile, the other part of the game would take place in the house, so I tried finding art related to various rooms: bathrooms, dining rooms, living rooms. A website about the living rooms of various 90s television sitcoms helped. The living room in my game has a staircase leading up because of course it did: that’s how the rooms on TV look!

    When I found a neat cross-view of a house that had a dollhouse look to it, I knew that I wanted that look for my game.

    Simple house view

    Besides looking for environment art references, I also spent time looking for character art references. Various cartoons, comics, anime, video games, and even clipart examples of children that I thought seemed promising ended up in a large document. I even had some animals, because I hadn’t quite figured out whether or not all of the characters in the game would be human.

    And with a game featuring people, I needed them to look distinct. Clothing store websites feature all sorts of child models, so I found quite a few neat looking outfits, which helped inform the clothing customization options that I added to the game.

    Now, I could have done whatever I wanted. The existence of games featuring sprawling dungeons despite the lack of a real-world equivalent means that it is already OK not to stick to reality. But having a basis for the “reality” of my game’s environments and characters helps sell the reality better than if I used my untrained artistic abilities to freehand everything with no good rhyme or reason.

    Something non-artists might not know: it’s not cheating to use references to inform your art. Use them!

  4. Planning only one thing upfront to work on each week

    This one is kind of a mental health thing for me, but it is a deliberate change from how I ran my previous projects that I think worked out well.

    I ran my project on a weekly cadence. Each Sunday, I would write a blog post about the previous week as a development update, then I would plan the coming week’s sprint.

    In the past, I would kind of mix up my sprint plan with my larger planning, and so I would pick a collection of features to work on, usually features that I think go well together. That is, once all of these are done, I would feel like a significant piece of the game would be done.

    The problem was that sometimes one of those features big quite a lot to work on. Breaking it down into tasks, I’d maybe get a small subset of the tasks done.

    So when I would write my weekly devlog blog post, I would report my progress by saying something like the following from the Freshly Squeezed report of Sprint 42 of Toy Factory Fixer:

    Sprint 42: Training levels

    Planned and Completed:

    • Make sewing worker unique

    Planned and Incomplete:

    • Show tooltips during game based on triggers
    • Create floor training levels/tutorial

    Imagine weeks of saying “I planned to do X, Y, and Z, and I only did X” and you can see why I said it was kind of a mental health thing for me.

    Even if I didn’t mean to say I would get all of these things done in a single week, it still looked like I wasn’t getting things done, and it can be demoralizing.

    And of course, it is hard to predict when things would get done if I kept lying to myself. Not finishing these items means I can’t start working on the next items, and if I do this for weeks in a row, then if I was hoping to get the next item after Z finished by a certain date, well, I can’t even promise I’ll have capacity to start it by then.

    So for this project, I made sure to only plan one feature. Then, I either finish the feature and start unplanned work next before the end of the sprint, or I have only the planned work that is incomplete.

    By and large, it felt better. I no longer felt like I was behind, which is weird because I am my own boss and the feeling came from the accidental promise I was making by listing a bunch of planned work that I wasn’t actually trying to meet. It also helped me avoid deluding myself that a bunch of work would suddenly occur in a single week.

  5. Creating devlog videos to attract more potential fans

    I’ve always written about my game development. This blog started in 2005, after all.

    But sharing my weekly devlog blog posts on social media only gets so much traction these days. Adding devlog videos might increase the likelihood that someone finds out about the games I am working on. It’s another opportunity for someone to discover GBGames and TDUMH.

    So I started making a weekly devlog video. Here’s my first one, published on October 3rd of 2023:

    Oh, that’s rough. You don’t have to watch it.

    YouTube said it has 20 views total.

    In fact, for the next few months, my videos would get about 6 to 35 views each. That’s not a lot, but you know, YouTube is very algorithm-heavy, there’s a lot of other videos being made continuously, my own videos don’t have amazing production values, etc.

    So I spent some time looking into best practices. I started creating custom thumbnails instead of using a random frame from the video that YouTube chose, and I even bought a new microphone to replace the ancient one I’ve had since forever (I think I got it when Windows 95 was the latest thing).

    With catchier thumbnails (I refuse to do a “stupid YouTube face” thumbnail no matter how effective) and a less tinny, much sexier voice, my videos started getting a couple hundred views as well as regular comments.

    Creating the videos each and every week was hard work, even with the low production values. I would write a script, create some video clips of various new features or progress I’ve made on the project, then record myself talking through the update. In the end, I would produce a video that is only a few minutes long.

    While I always tracked how long it took to write a blog post, one day I decided to track how long it took me to create a video from start to end, and I realized that it could take me about 1.5 hours.

    Remember how I said that I am working very, very part-time? I don’t have 1.5 hours to create a video each week! It eats into the time to actually make something for me to show off in the video in the first place!

    So I cut back to only creating a video once a month or two. One benefit is that I have more to show in a given video. Here’s the most recent one that I published at the beginning of this month, and you can tell that is definitely smoother, as I have gotten into a groove creating them in a consistent way:

    And another benefit is that while it takes me longer to make each new video, I feel more comfortable with batching all of that time together once in awhile.

    Obviously the videos are not bringing in thousands of customers, but I do think that it has helped me to increase awareness with a few people about what I am doing, much more than my blog and social media posts alone. As a bonus, it gives me practice with using tools such as OBS Studio, and I can also create animated GIFs more easily.

What Went Wrong

  1. Not creating a real schedule resulted in a non-stop treadmill of development.

    Definitely my biggest mistake was not creating a schedule for this project.

    When I made Toytles: Leaf Raking, I created a road map. It was an optimistic road map in that I anticipated creating the initial release of the game in three months but the actual release didn’t occur until the eighth month of development.

    But the road map was still helpful to create as it helped me nail down as much of the project as I could upfront. I knew that estimates are likely to be way off, but I don’t think I appreciated knowing as much as I did about my project.

    When I worked on Toy Factory Fixer, I didn’t create a road map. I think I had read something about how road maps are awkward in modern development because it implies being able to believe in accurate estimates and also believing that you could know exactly what a project would look like at the end from the beginning.

    In Agile software development, you expect to be able to adapt to changing market conditions, changing stakeholder demands, and changing realities. The road map is a relic of old-style plans that presume you can nail down requirements up front.

    So I skipped the roadmap, and that project lasted a year. What I remember was that it was supposed to be a one month project, and each month I “hoped” that I would finally be finished with it.

    In hindsight, I don’t know why I ever expected to be finished each month because I do not remember doing any work to figure out the full scope of the project until near the end. Maybe it was because I believed my feature backlog was exhaustive and was always surprised as I added to it?

    For TDUMH, I once again skipped the road map, and I didn’t even pretend my backlog was complete. I basically came up with what I thought was a good first pass, and I fully expected that I would learn about the nature of the project as I worked on it.

    I could be responsive, changing and updating my plan regularly.

    And frankly? This works just fine. I could work on the project at the pace I am at indefinitely, and eventually the game would be finished.

    At the same time, I did nothing to try to figure out how to fit this project into a six month period, which is what I wanted it to be. But merely wanting Toy Factory Fixer to be a one month project wasn’t enough, either.

    So I had a conflict that I wasn’t addressing: my business expected me to release games more frequently, and my management of the project had me working as if I could take forever to release the project if I wanted to.

    At some point in the last few months I realized that I needed to figure out how much work was left on the project, and with my very rough estimates, I’ve decided what was left was way too long.

    And I think if I knew it upfront, I might have tried to make a smaller version of the game.

  2. Not prioritizing the work well wasted my time.

    Even early on I knew that by making the game non-violent, I would need to replace all of the compelling combat-related mechanics such as health, weapons, armor, attacks, etc with something equally or more compelling. My goal was to emphasize conversation and knowledge-acquisition.

    The thing is, I didn’t know what it would look like.

    A branching dialogue tree wasn’t going to cut it. I didn’t want to make a rigid story or a visual novel. I wanted something more dynamic and flexible, that required the player to make more interesting decisions than choosing between a handful of pre-written options.

    In short, I wanted the conversations to BE the main game play.

    And yet, instead of spending time prototyping conversation systems and UIs and researching existing games that do interesting things with conversation mechanics, I worked on character customization.

    The Dungeon Under My House - new character customization

    The Dungeon Under My House - character customization

    I justified it to myself. I really, really wanted the player to feel like they could see their friends and family, or maybe a fantasy version of who they wish their friends and family were, in the game. It seemed important at the time.

    And I worked on creating the first person dungeon view, first by trying to create tiles, and then creating a raycasting renderer, and then profiling it and debugging it to see if I can get it to be performant each time I made a change that slowed it down.

    In hindsight, I should have realized that the first-person aspect of the game, as nice a thrown-back as it was to the kinds of old-school RPGs I wanted to remind the player of, was not necessary or fundamental. A top-down overhead view would have been faster and easier to implement. Character customization turned out to be tedious work, which I didn’t anticipate when I started, and perhaps for this project I should have created concrete, unchangeable characters if only because it would have been faster.

    And the main reason I wish I had done those parts of the game so much faster is so I could focus the bulk of my time on the more interesting game play that I was trying to create with conversations and personalities and knowledge acquisition. Instead, after 20 months, the systems in place feel clunky and limited, and I knew I still needed to expect to spend considerable time on experimenting and figuring out this core part of the game.

    It would be one thing if I spent only a little time on non-core things. Spending 20 months on a project might have been more palatable if I had spent a large amount of that time coming up with new game play, but as it is, I feel like I could have used my time better.

  3. Not quitting earlier meant missing opportunities to publish more frequently.

    This one is kind of related to the previous points. If my goal is to release a game in six months, I should hear alarm bells in my head when I hit the six month point and not have a game anywhere near finished.

    In fact, those alarm bells should have been heard long before six months passed, because I should have an idea how much of the game was finished versus how much is left to do and be able to figure out how confident I felt about getting the remainder of the work completed in the time left.

    Instead, as I said before, I could work indefinitely on my project, inspecting and adapting as I go, and given my limited capacity, I wasn’t investing time to inspect the health of the project as a whole. I did not treat the six month deadline as a real deadline so much as a soft suggestion, which didn’t help give me a sense of urgency or a reason to worry.

    Toy Factory Fixer’s initial release was in 2021. I didn’t start TDUMH until 2022 with an expectation that I would release it in 2023. Even if I had succeeded, that is already a long time between game releases, at least for my business goals. Taking longer than six months means even more delays for accomplishing those goals.

    Maybe if I would have put the project on hold or canceled it in 2023, I could have used the time since then to figure out a smaller scoped game. Maybe by now I would have released at least one, perhaps two or even three more games.

    Better late than never, but I should be more protective of my time. I am getting too old too fast, so it isn’t just my business goals I’m worried about.

  4. Waiting so long to use freely available UI elements made my game look amateurish

    When I started working on the project, I slapped art together to get something on the screen as quickly as possible.

    The main menu’s buttons, for instance, looked like this:

    Freshly Squeezed Entertainment game #2's title screen mock-up

    Just colored rectangles. They are functional and easy to create.

    I also tried to add a little bit of detail to them to make them better, but it was still very basic:

    The Dungeon Under My House - old title screen with placeholder buttons

    Between taking screenshots and making videos, I had a lot of footage of the game with these placeholder UI elements.

    Which is unfortunate, because the entire point of publishing footage of the game was to get people interested, and I was basically saying, “Here’s this ugly amateur thing for you to not waste your time with.”

    It was only recently that I decided to use buttons from the free Kenney UI Pack, and after adjusting some font colors and sizes, the buttons on the screen looked way better.

    The Dungeon Under My House - title screen with new buttons

    What’s weird is that I had no problem using existing UI art. I already used icons from Game-icons.net in various places, and I already knew about free assets from Kenney.

    So I’m not sure what took me so long to get around to it other than a sense that other things were more important to work on.

Lessons Learned

  1. I should take advantage of good art assets earlier.

    I should definitely start my next project with great looking icons and buttons, especially if they are going to be displayed on the screen a lot and they’ll be some of the first things seen in screenshots and videos.

    While I still like providing my own art in general, and I don’t think I should fill my game entirely with free sprites and icons, using fantastic, ready-made resources such the Kenney UI Pack makes the game look way better than I could on my own and in a much faster time period. I should really need to justify not using them rather than the other way around.

    And if game UI icons and assets make sense to bring in early, what about sound effects and music? I usually leave those until late in the project, and perhaps it makes sense to have placeholder audio at least.

  2. If I want to release more frequently, then I need to make a schedule.

    Open ended projects are a luxury I can’t afford.

    As I said above, it isn’t as if I couldn’t keep working on my project the way I have been. I know each week I make a little progress, I can inspect and adapt as I go, and one day I’ll work on the last bit of progress and call it done.

    But my business strategy ostensibly requires me to release my games much, much more quickly. Until I can increase my capacity to work on my projects, my projects will need to be scoped much, much smaller so that I can get them done in a reasonable time.

    I still expect that I’ll need to inspect and adapt, that I can’t possibly anticipate everything, but I’ll have a better idea of what needs to go into a project plan for a small game than a big one.

    So simultaneously knowing as much about a project as I can will help me create a realistic schedule, and a schedule with deadlines should help me limit how much a project can be.

  3. With my limited capacity, I need to ruthlessly prioritize the work.

    I like to be purposeful, which means that each project I work on isn’t just a random collection of cool-sounding features. When I create a game, I like to identify some core part of it that is the reason it needs to exist now instead of some other project.

    For TDUMH, I wanted to make a non-violent dungeon crawler, and what I should have done was figure out exactly what I needed to focus on to make it work. I already mentioned above that not having combat in the game isn’t enough, as I needed some compelling game play to replace it.

    If I were to start again today, I think I would realize that I need to prioritize prototypes related to conversation and knowledge-acquisition mechanics as early as I could. Maybe I could have decided then that a party-based RPG would be too big of a project, but what if I applied the same focus on conversation and knowledge-acquisition to a game that consisted of nothing but a small room and two or three people, and maybe a few objects?

    I might have been able to put together a game in a much shorter period of time, and I could always use it as a building block for my next project.

    Since I instead worked on things that shouldn’t have been prioritized, I still need to figure out compelling game play because right now I just have customizable characters and a dungeon to traverse but not a whole lot else.

    Even if I had more capacity, I still would want to prioritize my time much better, if only to make sure that I am releasing games sooner than later.

    For the early stages of my next project, I should spend time trying to identify the dependencies between different features and systems. I did a light list for TDUMH, in fact, but it wasn’t something I paid much attention to, and well, here I am wishing I had done more.

  4. I should continue to seek out opportunities to promote my work.

    People have asked me why I still try to sell Toytles: Leaf Raking after all these years. Why don’t I just drop it and forget it and move on?

    And my main objection to that reasoning is that it isn’t as if lots of people saw the game and thought, “Nah.”

    So I try to promote it and sell it because people by and large haven’t had a chance to reject it yet.

    Like most indies, obscurity is my main obstacle to success.

    For TDUMH, I found that sharing screenshots, posting weekly progress reports, and publishing videos means I am giving more potential fans a chance to find out that my games exist.

    Some of those people become fans who start to ask about details, but I don’t know where the next fan will come from. Maybe they’ll find my blog post because someone shared it. Maybe they will be perusing YouTube and the algorithms will manage to place my video in their feed at the right time. Maybe they’ll see one of my screenshots posted on social media.

    Most of my time is spent on game development, but it doesn’t take much time at all to capture in-development screenshots that I can then easily use in blog posts, videos, and posts on social media. There’s no excuse to not tell people what I am working on more frequently and in more ways.

    Plus, making games with an audience is a bit more motivating than listening to crickets.

  5. It’s easy for me to keep my nose to the grindstone.

    Each week, I plan the work for the next sprint, and then each day I succeed more often than not to make steady progress.

    On average last year I worked about 7.5 hours per week, and this year I’ve been trying to hit 7 hours per week as well.

    As much as I would love to make more time for development, given my life priorities and obligations, this pace is doable for me. I rarely find myself exhausted or burnt out by it.

    Maybe that sounds silly, but the hours add up, and each hour I work on my game is an hour I’m not spending time with my family. Until I quit my day job and free up a significant source of hours, this pace is my reality.

    That said, I have shown that if I set myself in a direction, I can continue plodding along until I’m finished. I stick with things, and I can keep focused on the same task. These are good things!

    The challenge is to make sure I check in on myself to ensure that direction is still a good one and course-correct as needed.

    I’m used to focusing on the current sprint’s tasks, then planning the next sprint. I’ll need to start looking at any given sprint as part of a whole, asking myself how far along do I think I am and how much more is there to do. And I’ll need to be honest. If I already have X tasks to do in Y weeks, and I discover an X+1th task, it very likely means I’m working for more than Y weeks if I think it needs to be done. Which means I’ll need to be sure that it is something that “needs” to be done and not just a really appealing nice-to-have.

    These frequent project health check-ins should help me lift my nose up from the grindstone periodically, mainly to make sure I’m using the right grindstone.

Conclusion

As excited as I was about The Dungeon Under My House, it ended up being too big of a project for me at this time.

I’m not new to game development. I’ve been creating games for many years. Still, this project reminded me of my limits, and if I am honest, it humbled me a bit.

I do believe that if I kept going the way I had been going, the game would eventually be finished, but it would take me way too long to get there. At least, too long for my overall business goals.

The opportunity cost is too great when I could be releasing smaller games and building an audience during that same time. So as painful as it might be to have to part ways with this project for now (and potentially forever? I hope not), it’s not a hard decision to make.

After 20 months of development, even though I won’t be shipping this project, I am glad I can take stock and glean some insights from it.

I know this analysis will help me greatly with my next project. If I could sum up the lessons, it would be that it isn’t enough to keep moving forward because I also need to ensure the destination isn’t too far away.

I hope this post-mortem helps you, too. Let me know if it did!

Stay curious!

Want to learn when I release updates to Toytles: Leaf Raking, Toy Factory Fixer, or about future Freshly Squeezed games I am creating? Sign up for the GBGames Curiosities newsletter, and get full color PDFs of the Toytles: Leaf Raking and Toy Factory Fixer Player’s Guides for free!

Categories
Game Design Game Development Games Geek / Technical Personal Development Post-mortem

Toy Factory Fixer Post-mortem: Game Development in an Hour a Day!

In 2020, despite having a day job and having limited time to work on game development, I set out to make a game in a month.

A year later, my first Freshly Squeezed Entertainment project, Toy Factory Fixer, got published.

How did I do it? Slowly but surely in an hour a day! Watch this video to learn more about it.

Also, here’s a link to the blog post of the Toy Factory Fixer post-mortem with more details about the game project itself: Freshly Squeezed Post-mortem #1: Toy Factory Fixer https://www.gbgames.com/2022/01/11/freshly-squeezed-post-mortem-1-toy-factory-fixer/

Want to learn about future Freshly Squeezed games I am creating? Sign up for the GBGames Curiosities newsletter, and download the full color Player’s Guides to Toy Factory Fixer and other games for free!

Categories
Games Personal Development

Books I’ve Read: The Beauty of Games

I don’t remember how I came across this book’s existence, but I put in a request for it at my local library at some point, and then one day I got notification that my book was ready to be picked up.

And it was a delight to read!

The Beauty of Games by Frank Lantz

The Beauty of Games by Frank Lantz, part of the Playful Thinking series from MIT, starts out by ignoring the “Are games art?” question, but then the argument being put forth is still a large undertaking: a grand unified theory of what games are and how they are important.

Lantz argues that games are an aesthetic form, on par with other aesthetic forms such as music, film, and literature. He argues that while “art” implies certain claims, “aesthetic” merely describes. “The aesthetic is a domain, not of a certain kind of objects but of a certain type of activity, an ongoing process of dialogue and discussion, a series of conversations in which we ask ourselves and each other – what is interesting? What is beautiful? What is meaningful? What is important?”

By talking about games as an aesthetic, Lantz avoids needing to worry about needing to define which kinds of games might be considered art, where the borders are. He makes the claim that all games, not just modern computer games or a subset of them, including chess and tennis, belong in the domain of aesthetics.

I’m no academic, and so I wasn’t familiar with any similar arguments about painting, sculpture, dance, music, literature, film, etc. So perhaps The Beauty of Games was a nice intro to the concept of aesthetics, the idea that an aesthetic experience is for its own sake. Lantz compares the work of looking, the need we have to identify threats in the world, recognize familiar people and locations, and notice changes, to the activity of looking at a painting. We don’t need to look at a painting. We don’t look at paintings in service of some other goal. We do it because the purpose of looking at a painting is looking at a painting.

I loved this concept: that an activity, such as looking or listening, that often has a real-world, beneficial purpose, gets applied for its own sake in certain contexts. We do these activities to better understand these activities.

Looking at artworks. Hearing music. Moving our bodies in the form of a dance.

And playing games, which Lantz argues is about thinking and doing for their own sake.

The turn of phrase that I particularly loved was the idea that “games are thought made visible to itself.” Most of our life, we spend it by thinking in order to accomplish something. We think to earn money, we plan our groceries so we can eat during the week, we win arguments, we budget, we schedule our time. But with games, our thinking and our awareness of our thinking is done for its own sake, and it can be entertaining, and it can also be insightful.

I liked that Lantz focused on not just what games could aspire to but also what they currently are. He compared games such as Go and poker, QWOP and Wipeout, and pointed out that these games already help us see the world differently, help us navigate our own minds with new appreciation for how we do it.

It never occurred to me that the probabilistic thinking of poker was so tied to game theory and to contributing to how someone might understand something like quantum mechanics better, but also to understanding how to model the day to day world we navigate.

At one point, Lantz talked about what impact games could have, specifically in terms of systems literacy. Games are very closely related to systems and to software, and so they can help us understand complex systems that exist in our real world.

Systems are dynamic, and they sometimes have side-effects, which are sometimes unintended. Our criminal justice systems, or our political systems, or our economic systems, all need nuanced understanding.

Playing games is about understanding complex systems. Knowing how to balance all of the mechanics in a farming sim doesn’t mean you know how to work on a real farm, but it might help you to understand a little better how the economy works.

Sounds good, but then he points out that if it is true, and if all games have this capacity, then we should already see these kinds of benefits in the world. Instead, he highlights how “in its most prominent forms, gamer culture often seems to demonstrate exactly the opposite – a way of engaging with the world that is stridently anti-intellectual, stubbornly literal-minded, completely inflexible, combining extreme naivete with massive over-confidence, and willfully deaf to the subtleties of systems thinking even as it exhibits a highly effective practical mastery of actual, real-world networked systems.”

It’s a sober passage about how, even if games COULD have so much potential to help us navigate the complex systems in our lives, so far we haven’t taken advantage of them in that way.

And of course, games don’t NEED to teach us. They are for their own sake, after all. But it definitely feels like a miss for our society if we have this amazing capacity to help improve society, to improve our creativity around approaching our society’s various and interlocking systems, and instead we acted like games are only meant to be frivolous (see how the mainstream media treated Willis Gibson after his amazing accomplishment of doing what was once thought of as impossible, getting the killscreen in Tetris) and so our society’s systems are also treated simplistically and suboptimally, that “the most advanced forms of systems literacy in games are ones being applied by product managers and marketing engineers to maximize engagement and not the kind we would want players to develop for themselves.”

Lantz points out evidence of gamer intelligence, ways that games change how we think, can be positive. Game players learn about randomness and statistics not in a classroom but by actually practicing it when they participate in MMO raids and when choosing how to bet before the river is revealed in Texas Hold ’em. They can understand the concept of state machines when they kite an AI-controlled enemy or need to lay low to avoid the cops for awhile in Grand Theft Auto games. I especially loved the passage about how game theory came about due to John von Neumann’s fascination with poker’s uncertainty in the face of multiple players all trying to anticipate each other’s moves.

Game theory, while it had far reaching impact, also led to the concept of Mutually Assured Destruction, the idea that nuclear powers probably don’t want to launch a nuclear strike first because opposing sides will have enough retaliation capability that everyone suffers unacceptable losses. Lantz points out that the film Dr. Strangelove pokes fun at the idea of game theory, its disconnection from reality and sensibility.

But then he says one of my favorite parts of the book, “But consider for a moment that the opposite might be true. It is possible that, without the cognitive toolset of game theory and its capacity to coldly calculate the unthinkable, humans might have destroyed the planet with nuclear weapons.

Maybe, just maybe, a field of knowledge that came out of a close analysis of Poker saved the world.”

I’m happy that I had access to this book thanks to my local library (did you know you can often request new books, and they will sometimes get them for you?), but I’m sad that the book is due back. I want to add this one to my collection.

Categories
Game Development Marketing/Business Personal Development Politics/Government

Planning 2024: Building on the Successes of 2023

It is time for my annual review of the previous year and preview of the coming year!

How did 2023 go for me?

Well, it was a mixed bag, but I am very excited about my successes.

Last year, I wrote in “Reviewing an Underwhelming 2022, Previewing a Better 2023”:

I normally would right-size my goals based on the previous year’s results, but I think last year was an off-year for me. I think those goals are still doable despite the fact that I didn’t get them done.

So, I’m keeping them as my goals for 2023:

  • Release at least 2 Freshly Squeezed Entertainment games by December 31st
  • Increase my newsletter audience from 25 to at least 37 subscribers by December 31st
  • Earn at least 1 sale per month by December 31st

That’s at least one new subscriber and at least one new sale each month, and I’ll need to focus on shipping as quickly as possible to get two games out.

To hit my goals, I had two priorities: game creation/development and game promotion/awareness building.

Published Freshly Squeezed Entertainment Games (Target: 2) — 0

Despite putting in significantly more game development hours than I have ever tracked before (averaging over 7 hours a week, which still isn’t much in the grand scheme of things), I released 0 new games.

That’s two years in a row in which I did not publish a new game.

Much of my current business strategy depends on releasing games in my Freshly Squeezed Entertainment line, which are polished, playable prototypes that provide complete entertainment experiences and are given away for free. The general idea is that the games are supposed to be quick to develop and have a low barrier to entry so that they are more likely to find an audience. I hope to get feedback from that audience, and if enough interest exists, I can always create a “deluxe” version of the game that I can sell.

So not releasing a game isn’t great, because there cannot be an audience for a game that doesn’t exist.

My current project, The Dungeon Under My House, is perhaps too ambitious for my goals. Or maybe the scope of it is. For example, I spent a significant amount of time developing a way to customize the main characters in the game, and perhaps if I had my producer hat or my product development hat on, I could have decided that such work was a nice-to-have that could go into a potential deluxe version of the game so I could focus on the core of the project.

I am going to continue working on it because I like the concept (a non-violent 1st-person dungeon crawler focused on conversation and relationships) and I want to see it through, but I am really going to need to identify exactly what I want in the game and be strict about recognizing nice-to-haves vs enhancements that help make the game playable.

GBGames Curiosities Newsletter subscribers net increase (Target: 12) — net 5 (+8, -3)

My goal was to increase my GBGames Curiosities Newsletter subscribers to a total of at least 37, up by 12 from the previous year. In last year’s review, I lamented that I only increased the number by 3, which was only half as much as I gained the previous year and a far cry from 12.

My newsletter (have you subscribed and gotten your free player’s guides yet?) is the core of my business strategy. As such, it is very important that I grow my audience of people who are interested enough to hear from me that they give me permission to reach out to them.

I started the year with only 25 subscribers, and I ended the year at 30.

I gained 8 subscribers, which is more than I have gained in any one year since I rebooted the newsletter in 2020, so that’s good.

But for the first time since then, I had 3 people either unsubscribe or otherwise get removed from my newsletter.

So, this goal’s metrics had a positive trend, but I didn’t hit my goal and while I expect that over time people might unsubscribe or drop from my newsletter subscribers, I hope it doesn’t become a trend itself.

Sales (Target: 12) — 13

Ok, I am seriously excited about this one!

In the past, I’ve set sales goals such as “$10,000 in sales” or “$10/month in sales” or “1 sale per week” but I’ve always fallen short. They never really motivated me to take the drastic action needed to make them happen.

In 2022, I set a goal to sell at least one game per month, which I considered both a doable yet challenging goal. I figured that if I could hit this goal, I could build upon it, and maybe I should try to hit this seemingly small goal before worrying about making enough in sales to get anywhere near full-time indie status.

But 2022 was kind of a bust, and I had only 4 sales, which I guess was good despite my lack of promotion efforts.

In 2023, I took advantage of itch.io’s various sales and Creator Days throughout the year. Things seemed promising early on when I sold 4 copies of Toytles: Leaf Raking in March through itch.io’s Creator Day sale. I had done a little promotion on social media, and it seemed to be working out well! Add to those sales the two mobile sales I got, and the first quarter of the year was telling me that I was going to make my sales target early!

And then months went by with no sales, until itch.io had a Summer Sale followed by a Creator Day sale in August. I sold one copy of my game in each sale, plus someone donated money to get my free game Toy Factory Fixer. Mathematically, I was still on track for 1 sale per month, but it was disappointing that sales had slowed down.

My biggest disappointment was the combination of the Halloween Sale and the Black Friday Creator Day sale. Despite the time and effort I put into promoting my games then, including the creation of videos, I sold no copies of my game at all.

Luckily, for some reason, I sold three copies of Toytles: Leaf Raking for mobile between November and December, bringing my total to 13 sales for the year.

So on the bright side, I not only hit my target but exceeded it!

But I wish I knew why suddenly people decided to buy my game at the end of the year. Half of my sales came from itch.io, and as that’s where my promotion efforts were aimed at, it is clear that those sales came from my efforts.

But I don’t have any way to determine how customers found the game on the other app stores, and I would much rather have a good idea for how to reproduce these results.

Analysis

I had more sales in 2023 than I had in any of the previous 11 years. In 2011 I had sold 23 copies of my first commercial game Stop That Hero! totaling $91.25 in take-home money, which includes pre-orders as well as actual sales, but ever since, I’ve had very inconsistent and much lower sales numbers.

In 2023 I earned earned $103.91 from my 13 sales. That’s what I get after the various stores take their cut (which is why Creator Day sales are so nice, as itch.io allows me to keep all proceeds from sales on those days). That’s more than I’ve earned in the past six years combined and more than I have ever earned in sales from a single year.

So, relatively speaking, 2023 was a great sales year for GBGames! I mean, I know this is barely pizza money, and I’m not quitting my day job yet, but I set a new baseline for myself and my business!

How did I do so much better than previous years? I spent more time on promotion than before.

I think a big part of my early success was taking advantage of my Facebook page for GBGames. While I always shared my blog posts on that page, I otherwise didn’t do much with it.

At the beginning of the year, I decided to post daily on it. Monday through Friday, I would make sure I had at least one post on my Facebook page. While I still had my blog post link on Mondays, I also started sharing images of my past games, with links to their pages. I also would ask people to sign up for my newsletter weekly.

I didn’t expect miracles, but I thought things would grow, if slowly. I quickly got frustrated with Facebook’s algorithms because I was in a catch-22 of Facebook not showing my posts to people because people weren’t seeing my posts.

They’ll gladly take my money to help promote it, though, or at least the promise of doing so. I paid to promote my Black Friday sale event and got way, way fewer than the estimated number of people reached, so that wasn’t great, but on top of it Facebook said that they’ll show it to more people for real this time if I spend more.

Anyway, I suspect the reason why my sales figures dropped after the initial few months was because I tapped out my friends and family, the only people who Facebook was showing my posts to.

I also have Twitter and LinkedIn accounts, but my company’s Facebook page seemed the most likely social media account I had that could target actual potential customers rather than other game developers.

Recently I had asked a colleague of mine, someone who has had great success with his game sales going back almost 30 years, how he does promotion these days. He used to do a lot of search engine optimization, but in his response he said that “Search engines don’t seem to be the main driver of traffic anymore. Everyone is on social media” and so that is a bit disappointing.

Partly because the dynamics of social media mean that instead of having something out on the web that others can find on their own time, as Cory Doctorow said in The (open) web is good, actually, “The social media bias towards a river of content that can’t be easily reversed is one in which the only ideas that get to spread are those the algorithm boosts.”

Basically, the more I rely on social media to promote my game, the more effort and/or money I need to expend for at best a temporary boost in potential traffic.

If I think of my options for promotion as part of my megaphone, I have my website, blog, newsletter, and various social media accounts, including a YouTube channel that I started using earnestly at the end of the year. None of these have a large number of followers or subscribers. My megaphone is tiny.

Which means that even when I do expend a lot of effort, my megaphone only reaches a small number of people.

As I mentioned in my 2023 Black Friday Creator Day post mortem, even though I had put in more effort than ever before, and even though the metrics showed that the result was more views of my games than ever before, it still amounted to a total of only 50 views. And none of those views turned into a sale.

I go into more in that post mortem, but my overall promotion strategy has been to leverage my own megaphone as much as possible, and to supplement things, sometimes pay small amounts to unreliably leverage the much larger megaphone of a company such as Facebook or Google.

Clearly, this strategy has its limits, or at least my available megaphone has its limits at the moment.

Some numbers

I did a total of 397 hours of game development for the year, a new record for me since I started tracking my hours in 2013 (I was a full-time indie who didn’t track my game development time between 2010 and 2012). My previous record was 299 hours in 2021.

For someone working full-time, that amounts to less than 2.5 months, assuming a 40-hour work week. So it is not a lot of time, but it’s an improvement over not even doing 2 months of full-time game development in a year. You can see why I refer to myself as a very, very part-time indie game developer.

I wrote for a total of 75 hours, which resulted in 76 blog posts published and 18 newsletter emails sent.

My weekly development blog post got paired with a second blog post sharing my new video companion devlog. I published 13 Freshly Squeezed Progress Report videos in the final three months of the year.

I try to send out a monthly newsletter, but in my last few sales I sent out multiple newsletters for the beginning, duration, and end of a sale, which accounts for the relatively large number.

As for my budget, I mentioned my earnings from sales earlier. I also earned some money from a short contract job. While I haven’t been paid for all of my sales yet, I can say that I’ve taken home over $570. Again, not quite pizza money.

I spent slightly more than the previous year, but I still kept my expenses down by resisting games, books, and other purchases. My major expense categories were web hosting (a three year plan), educational subscriptions (Pluralsight and a book club membership), and the Apple App Developer Program annual fee, something that auto-renewed on me when I was still contemplating whether or not to drop it since I wasn’t earning enough to justify the expense. All told, I spent over $2,000.

Eventually I would like to report that I’ve made more than I’ve spent, but this isn’t the year.

I pulled back on some personal goals. I used to try to do a doodle a day and do 15 minutes of focused learning a day, mainly to take advantage of my Pluralsight subscription. But I found it was stressful trying to fit everything in, so I ended up dropping a lot of them. I fantasize about getting back to full-time indie status and being able to spend more of my time on these kinds of things.

In 2022 I had hurt myself badly enough to stop doing my regular exercises. After some physical therapy, I was back to exercising regularly in the morning, but partway through 2023 I had to stop again due to leg and back pain.

Around July, I started regularly doing push-ups again, but I ended the year weighing the most I’ve ever weighed.

I read a total of 64 books. Well, some were audiobooks, and 11 were trade paperback comic books. My favorites for the year were:

  • How to Write One Song by Jeff Tweed
  • Perennial Seller by Ryan Holiday
  • This Is How They Tell Me the World Ends by Nicole Perlroth
  • A Memory Called Empire by Arkady Martine
  • We Were Dreamers by Simu Liu
  • The Long Way to a Small, Angry Planet by Becky Chambers
  • The Lies of the Ajungo by Moses Ose Utomi
  • Good Arguments by Bo Seo
  • Sandy Hook by Elizabeth Williamson
  • Magical Mathematics by Persi Diaconis and Ron Graham
  • The Name of the Rose and The Role of the Reader by Umberto Eco
  • The Making of Another Major Motion Picture Masterpiece by Tom Hanks
  • Time Travel by James Gleick
  • Collaborative Worldbuilding for Video Games by Kaitlin Tremblay
  • Y: The Last Man (the entire series)
  • and Sweat the Technique by Rakim
  • I still haven’t figured out a regular game-playing schedule for myself. As I’ve said before, since I give myself so little time to work on game development, if I find myself with time to play a game, more often than not I treat it as time to develop.

    Steam shows I only played 4 games: Homeworld: Remastered, Etrian Odyssey HD, Nowhere Prophet, and Skatebird. I also played a Etrian Odyssey II on my Nintendo DS, plus Signs of the Sojourner, Oxenfree, Battletech, AI War Collection, Pontifex, and Baba Is You.

    The last two I played a lot while I was recovering from COVID.

    Oh, yeah, I tested positive right before my holiday break and was out of commission for a couple of weeks. I caught up on a lot of TV and played some games, but mostly I slept. It was a forced break that prevented me from finishing the year strong.

    Overall, last year I focused on game development and game promotion, and in both cases I can see room for improvement. My game development focus needs to drive towards shipping sooner rather than having a continuously open ended development. My game promotion revealed to me the need for some more baseline analytics data so I know how to make better decisions and can see whether or not my efforts are effective.

    Goals for 2024

    For years I was setting goals that I thought were right-sized and could be a jumping off point for bigger and better goals.

    But I kept failing to hit them.

    So I find myself in a new position when it comes to my sales goals. I hit my target, and now I can improve! Normally, I would take my 1 sale per month goal and double it. Can I sell at least 2 games per month in 2024?

    And since I haven’t increased my subscriber count by 12 in a single year, I would just keep that goal until I manage to accomplish it.

    But as my colleague Tim Beaudet likes to point out, “goals should be things you can control.” And I can’t control sales or subscriber numbers.

    Those are lagging metrics. They are the results that might get influenced by my actions, but I can’t influence them directly.

    And frankly, I think I struggled throughout the year with these as my goals. The only goal I could control was how many games I released, and even though I didn’t accomplish it, I knew that the thing I needed to do was make a game and publish it.

    But whenever I saw my other goals, there was a vague sense of “Ok, so?” A lagging metric is one that I can look at and see what already happened, but it didn’t by itself indicate actions I should take, and I think seeing those goals always put me in a position of needing to figure out what those actions are.

    So while I like to keep those lagging metrics as outcomes that I am aiming for, they can’t be my actual goals.

    So for 2024, I have the following outcomes I am aiming for:

    • Increase my newsletter audience from 30 to at least 42 subscribers by December 31st
    • Earn at least 2 sales per month by December 31st

    As for actionable goals:

    • Release at least 2 Freshly Squeezed Entertainment games by December 31st
    • Perform at least 2 SEO activities per month by December 31st

    Ok, so make and release games is a pretty straightforward goal. I just need to focus on the shipping part.

    But SEO activities? The benefits of search engine optimization would be more traffic to my site, which means more potential customers turning into actual customers and/or subscribing to my newsletter.

    What’s risky is that the major search engines are, well, becoming worse for people. They seemed to be doubling down on AI and making the search experience kind of awful. Google used to let me see results for multiple pages, but now it seems very interested in showing me videos after the first few results, and if I don’t want videos, there doesn’t seem to be a way to avoid it. Plus, lots of websites are now dominating the search listings with poorly generated content, which makes it hard to find good stuff.

    And as my colleague above said, most people are on social media these days, so what’s the point of SEO?

    Well, I can always stand to make my website better, more effective, and easier for people to find what they want. I can do keyword research, ensure my pages are optimized, and keep my site speedy and responsive.

    More importantly, I can control my website, while I can’t control how Facebook or YouTube algorithms impact whether or not people even see my content even when they like or subscribe to do so.

    I plan to continue my weekly devlog and companion videos, my daily social media posts, and more, but I didn’t think they made sense as annual goals. They are already something I’m doing, so “keep it up” seems the default. Plus, maybe I’ll find that some of these activities need to be changed or tweaked as I find out they are more or less effective or a good use of my time.

    2 SEO activities a month might seem low. If I think of my SEO work as experiments, I think one experiment a week would give me plenty of time to see if a particular change made a difference, and if I spend money to get more traffic, I can see the impacts much more quickly.

    But I am trying to keep in mind that I am not working on this full-time yet nor am I made of money, so giving myself a couple of weeks to make each dent seems reasonable, and if I find myself able to do so more quickly and easily, I can always do more.

    As for personal goals, I liked the ones I had for last year: make my physical health a bigger priority, invest time and money into learning, and give myself time to play.

    For all three, I need to be deliberate and make some habits. I already track my exercise and my reading habits, but perhaps 2024 is the year I start tracking which games I play.

    Well, happy new year! I hope 2024 is full of creativity and that you allow yourself to follow your curiosity wherever it leads you!

Categories
Game Development Marketing/Business Personal Development Politics/Government

Reviewing an Underwhelming 2022, Previewing a Better 2023

At the start of the year, I like to look back on the previous year to see how well reality matched up with my plans, and then, trying to incorporate any lessons and insights I’ve gained, I make new plans for the coming year.

In the past, I’ve found myself weeks (or even months?) into the new year before I get around to this work. I was not exactly hitting the ground running, partly because I was still finishing the previous year’s efforts up until the end of the year and didn’t give myself time to reflect before the new year.

But this time around, I took off the month of December from my day job with the intention of journaling, reviewing the past, and figuring out what I want out of the future. December tends to be my least productive month in terms of GBGames, and while there were still plenty of errands and holiday preparations to work on, I did manage to make some time for some serious thinking effort, especially thanks to an early Christmas present from my wife for a week-long solo retreat.

The short version: 2022 kinda sucked. I’m looking forward to making 2023 into what 2022 should have been.

Here’s the long version.

In A Review of My 2021, and Looking at 2022, Already In Progress, I was coming off of the success of finally publishing Toy Factory Fixer, my first one-month Freshly Squeezed Entertainment project, after about 12 months of development.

I had a goal of releasing 6 such games over the course of a year, and so I was recognizing that my capacity as a very, very part-time indie meant that I needed to be a LOT more realistic about what I could actually accomplish.

My overall strategy didn’t change, but the values were significantly smaller. My goals for 2022 were:

  • Release at least 2 Freshly Squeezed Entertainment games by December 31st
  • Increase my newsletter audience from 22 to at least 34 subscribers by December 31st
  • Earn at least 1 sale per month by December 31st

Maybe publishing 2 games was still too ambitious, but I figured at least one game with one in development was still an improvement. And maybe 1 sale per month sounds laughable, but I didn’t come anywhere close to 1 sale per week OR per month in the previous year. And if it is so laughable, it should be easy to get more than one sale a month even if all I do is post a plea on Facebook asking friends and family to buy the game.

I right-sized my goals for what I thought was simultaneously a small step and also a stretch from what I have so far been demonstrating.

So how did I do?

Not great, actually.

Published Freshly Squeezed Entertainment Games (Target: 2) — 0 (or maybe 1)

I’ll explain more below, but other than working on porting my existing games to the desktop and creating Disaster City, my Ludum Dare 50 game, in a weekend, I made no new games.

I don’t really count my Ludum Dare game, though, because it was conceived and developed for the compo and wasn’t really something I was planning to make into my next Freshly Squeezed Entertainment game. I thought about making it a full-fledged project after the compo, but I never got the energy behind it to do so, even though I liked the germ of the idea I had created. I wanted to be more deliberate than “Here’s a game I quickly threw together, so maybe I can make a bigger version of it?”

At the end of the year, I started putting together a design document for my next Freshly Squeezed Entertainment, but it isn’t ready enough yet for me to formally announce its existence yet.

I might be too hard on myself, as I did put in time and effort to create ports, so it wasn’t a complete blank of a year, but it is my most clear-cut failure for a major goal to not get addressed at all.

GBGames Curiosities Newsletter subscribers net increase (Target: 12) — 3

On the bright side, it’s above 0. I should be pleased about that fact at least. And no one unsubscribed, at least.

My newsletter grew by 6 subscribers the previous year, though, so I’m not happy with gaining fewer subscribers, especially since I have Toy Factory Fixer and Toytles: Leaf Raking released on the desktop and so had more exposure with more incentive (you can get a free player’s guide for each game) to join the newsletter.

I don’t know if I should take it as a refutation of my strategy to release free games and grow my audience through them, or if it is still too soon to tell.

Sales (Target: 12) — 3

I sold 7 copies of Toytles: Leaf Raking in 2020, 5 copies in 2021, and only 2 in 2022, with one person giving me an optional couple of bucks for my otherwise free Toy Factory Fixer to make for what I technically call a third sale.

I don’t like this downward trend, either.

On the other hand, due to one of the two sales happening on itch.io which allowed for one customer paying me significantly more than the asking price (thanks, Mike!), I actually made almost $1 more than the year before, and making more money is a trend that I like.

But obviously I can’t rely on such generosity for everything.

Analysis

My major goals are above, but I also had minor goals to port my existing games to the desktop, especially after Ludum Dare 50 and my efforts to port my game for it to get as many potential reviewers as possible.

But before all of that, there were two big tasks.

One was to finish some post-release efforts for Toy Factory Fixer, such as creating and uploading a player’s guide and updating my website for it.

Another was a presentation I meant to give early in the year that never happened. I was scheduled to give a Toy Factory Fixer post-mortem presentation at my local IGDA chapter in February, but that month the meeting never happened, and the chapter hasn’t scheduled another one since.

At the time, I thought it meant I had more time to polish my presentation before it was rescheduled, but I didn’t really track the time I worked on it, so I don’t know how much effort it took.

My vague plan was to finish the presentation, then switch gears to quickly port my games, then switch gears again to creating my next Freshly Squeezed Entertainment game. Basically, my major goals were on hold, and maybe they shouldn’t have been considered my major goals if that were the case?

I worked on my presentation on and off for a few months, finishing it in May, but then never actually presenting it or recording it myself, completely wasting the effort for this supposed priority.

After Ludum Dare in April, I finally put together a backlog of tasks to port my games, only to kick myself for having put off for so long the 5 minutes it took to do it.

What followed was a few months of development effort to do the ports. Frankly, getting the games onto the desktop was easy work, and while I spent weeks creating the Linux port despite the fact that my main development system is Linux-based, it was because I wanted to make it a one-button, reproducible build. The Windows port was fairly straightforward as well and was almost a one-button build that needed a few tweaks. The Mac port was a little troublesome, but I eventually figured out the arcane incantation Xcode required.

In August, I participated in 60 FPS Fest again, and it was insightful watching complete strangers try to play Toy Factory Fixer. A number of people struggled to figure out how to start, which I addressed through some hints and UI changes in an update I made in the following weeks.

And then, after my Toytles: Leaf Raking desktop ports were announced, for some reason, I did nothing.

Well, that’s not quite true. In September I tried an experiment in which I did a daily game design exercise based on the day’s news headlines, and while I enjoyed the experience and think I got a lot out of it, it required too much of my time, way more than I could justify spending on it.

But I didn’t have a product plan. At the very least, I didn’t have a next project ready to go, and apparently my theme for this year was to struggle with overcoming inertia.

I also had some health problems which impacted my ability to sit long enough to work on anything.

So basically, my major goals took a backseat until I could get what at the time looked like quick goals accomplished, which ended up either taking me longer to get around to or taking me longer to finish than I originally anticipated.

But it wasn’t like I vastly underestimated how much work there was to do. I think it came down to not getting myself to do the work consistently.

In 2021, I had habits that got me to slowly but surely publish a game. I did exercise every day. I dedicated regular time to learning, mostly to take advantage of my Pluralsight subscription.

I had set my course, and each day I executed part of a plan that moved me in that direction until I was at my destination.

But this past year? I found myself between plans often. It’s one thing to take a step forward with an existing project. It’s another to figure out what a new project should be.

I think I usually find that I need a major break after a game project is completed, but I felt like I couldn’t get back into the swing of things this past year, and I still can’t quite put my finger on why.

I was fine so long as I was tracking some effort, but for some reason if I wasn’t dedicating time to development or writing or learning, I found it harder to keep on task, or start a task in the first place, even if I knew what that task was. In fact, whenever I don’t know what I should be doing, I take that as a clue that what I should be doing is figuring out what I should be doing. Yet, I couldn’t muster up the effort.

Was it burnout? Was I questioning why I was trying to accomplish things I set out to do so long ago that I forgot why I was doing them? Was it frustration that the rest of society seems to be trying to get back to a pre-pandemic normal that doesn’t and shouldn’t exist anymore? I don’t know.

But as someone who aspires to one day get back to full-time indie status, this past year felt squandered and lost despite the accomplishments I can point to.

What else?

Compared to the previous year, I only put in a third as much game development, a total of 101 game development hours. I only had five months that were productive, and they weren’t full months.

I blogged a lot less, with only 35 published posts compared to last year’s 60. About 9 of the posts were for Ludum Dare 50 weekend, and I don’t think I tracked my writing time then. Since many of my posts are sprint reports, and I was doing less development, it makes sense that I had less to say, but there are other kinds of blog posts that I could have written. I put in about 53 hours for writing that I tracked which is surprisingly only a little less than the time I put in the year before and which doesn’t include when I wrote for the player guides. My newsletter is supposed to be a monthly one, but I only sent out 4 issues last year, mainly because the only things I had to announce were the ports and updates to existing apps.

I had managed to keep my expenses down significantly relative to previous years, mainly by resisting game and book sales (I have plenty already purchased I could play/read instead), but it was still a bit more than I had planned and a large multiple of my income.

My personal goals were:

  • Do a minimum number of walking hours, push-ups, squats, and planking
  • Read a book per week
  • Create at least one doodle per day
  • Do 15 minutes of focused learning a day

I wasn’t able to keep up with my 15 push-ups, 15 squats, and 30 seconds of planks, mainly because I hurt myself bad enough that I had to stop, only doing the exercises for about half of the year.

I continued to do my exercise and stretches more or less as I have always done it, which has kept my back strong and meant that I haven’t needed to see a doctor about it in a couple of years. Unfortunately, at some point I had a severe pain that was quite debilitating, and I couldn’t pinpoint exactly what might have caused it other than helping someone move a mattress or twisting under a bathroom sink trying to fix a leak.

People tell me that part of the fun of getting old is getting hurt for no reason, and I don’t like it.

So unfortunately I spent a chunk of my summer recovering and doing physical therapy. For some time it was not my favorite thing to stand, sit, or lie down. The latter two were especially tough because getting up would send my back into painful spasms, and working in my office for longer than I needed to for the day job was not happening much. The physical therapy helped, and these days I feel a lot more confident and way less self-aware of everyday movement.

Even when I was feeling well enough to exercise, I wasn’t doing cardio, something I keep saying I’ll prioritize but never make happen, but we just got a new treadmill and I’ve started walking on it daily, and when the weather is nicer I might start making a point of going out for a walk instead. I want to eventually build up to running and perhaps look into actually joining a recreational soccer team. I miss playing the game, and I loved helping to coach my daughter’s awesomely inclusive soccer team in the previous year.

I read a total of 28 books last year, none of which were related to game development. Whoops. That’s usually something I try to prioritize. One book was “I Have No Mouth and I Must Scream” by Harlan Ellison, which I read because I was playing the game around May, so does that count?

Only 4 of the books were fiction, including Ellison’s. One book was about advertising, another was about product management, and the rest were either about history, computer science, business, self-improvement, and a few other topics. My favorites for the year include The Profiteers by Sally Denton, You Look Like a Thing and I Love You by Janelle Shane, Between the World and Me by Ta-Nehisi Coates, Work by James Suzman, and Humankind: A Hopeful History by Rutger Bregman.

Compared to the previous year’s 137.75 hours, I only tracked 22.5 hours of dedicated learning. I was trying to keep a daily streak going, which normally is fine since that’s the point of a daily habit, but it was stressing me out to do so. The problem was that I was also aware that I was making enough time for learning but not enough for doing. Why was I stressing myself out to do one but not the other? So I dropped the habit after a few months, intending to pick it back up when I was ready.

In fact, at some point I wondered if it made sense to carry over my daily habits from the year before, especially as I kept finding new ones I wanted to add and wondered what to cut. I don’t have infinite time, and while I find a number of things valuable, I needed to prioritize. It didn’t help when I found myself stressed about trying to keep on top of some of them, such as my daily doodle, daily learning, and daily Duolingo Italian lessons, so I dropped a few of them early in the year.

I found it incredibly helpful trying to stop self-inflicted stress from happening. Much as how in the previous year I didn’t need to stress about an arbitrary game publishing deadline I created for myself, I found myself questioning why I was staying up late to catch up on missed doodles that week or finding myself annoyed that a meeting I was in meant I couldn’t finish a Pluralsight module that day. I instead was trying to live by the philosophy of “do more of what makes you happy” although I did find a lot of relief just removing things from my life rather than adding to it. Pluralsight isn’t cheap, so I have some incentive to actually make use of it, which is what my daily habit was helping me to do, but I need to find a more sustainable way to do it.

Last year I said I wanted to make more time to actually play games, something I usually don’t do because if I have time to play then I have time to do development. I wanted to be more deliberate and regular about playing games, though, because there are obvious benefits of learning from existing games but also because when I do play games I tend to play them obsessively for days or weeks, pushing out other things I need to do. Unfortunately I never did figure out a regular game playing schedule, and so I once again had spikes of play between many long lulls throughout the year.

There was more going on that I won’t recount here, both in terms of challenges at the day job and family health issues and a major death, but suffice it to say that it was a difficult year to feel motivated and inspired.

I think the theme last year was questioning whether or not the path my past self had set me on was still serving me, and in the absence of finding a new path, I stopped traversing it to give myself time and space to eventually figure out where I wanted to go next. Apparently I needed a lot more time and space than I expected.

I also found myself struggling with the fact that I was still a very, very part-time indie, that the day job takes up such a large chunk of my waking hours that I would love to put towards a variety of other activities, so I feel like I have to prioritize what’s left over, and I’m unsatisfied with this situation.

Goals for 2023

My goals for last year were not supposed to be overly challenging. I figured that all I had to do was make a concentrated effort to easily meet them. All I had to do was convince one person to buy a game in any given month. I should similarly be able to get one person interested enough to subscribe to my newsletter each month. If I could do it, I imagined that the next customers wouldn’t be far behind.

Maybe the hardest goal would be publishing two games in a year, but I imagined that it would have come down to project management, prioritization, and limiting scope. So, doable.

I normally would right-size my goals based on the previous year’s results, but I think last year was an off-year for me. I think those goals are still doable despite the fact that I didn’t get them done.

So, I’m keeping them as my goals for 2023:

  • Release at least 2 Freshly Squeezed Entertainment games by December 31st
  • Increase my newsletter audience from 25 to at least 37 subscribers by December 31st
  • Earn at least 1 sale per month by December 31st

That’s at least one new subscriber and at least one new sale each month, and I’ll need to focus on shipping as quickly as possible to get two games out.

My current strategy is that my free games will drive newsletter subscribers who eventually become paying customers, but I of course also have to deal with the fact that my games are quite obscure and off the radar of almost all potential players.

One major focus will be on actual creation and development, things I’ve done before and understand. I have demonstrated that I can design, plan, create, and publish a game, and I just need to put in the hours.

But another major focus will be solving my obscurity problem, to figure out how to get my games in front of more people, something I have long recognized as a problem but have yet to put in a similar amount of effort to solve. While I believe the kind of games I make aren’t meant for the kinds of players found on Steam (and so most typical and accessible indie game marketing literature is irrelevant), I don’t have a solid idea of just who my target players are, and I haven’t defined them for years despite recognizing this need.

I need to actually answer these questions rather than merely ask them like I do each time I think about marketing and sales: Where do they live? How do they spend their time? How specifically do I let them know about my game when they are looking for new games?

But not in a creepy, data-harvesting, privacy-violating kind of way. Just in a “you are clearly looking for the kind of family-friendly, privacy-respecting entertainment that I provide” kind of way.

My goal isn’t to try to make a random hit game. My goal is to grow an audience who cares about what I make. I’ve done a poor job of finding such an audience all these years, and so my work in the coming months is to figure out how.

Outside of my major goals, there are a few other areas of my life I focus on.

I want to make my physical health a bigger priority. For years, I’ve been doing just enough to keep my body flexible and capable. My morning exercise and stretching routine takes mere minutes, and while I do get benefits from it, I’m not satisfied. This past year showed me that just enough isn’t enough, that my body needs to be more capable of handling day to day life as well as the occasional heavy duty chore. I need to move more and challenge myself physically, while also not overdoing it and hurting myself.

I have been fairly happy with investing time and money into learning. Whether it is my daily habit of reading in the morning, paying for books and courses, or going to conferences, I don’t see changing much. For years, my goal has been to read a book per week, but when I stopped listening to audiobooks in my car in favor of listening to podcasts, my total book count dropped. And working from home, I don’t drive as much anyway, but if I take up daily walking or running, I could watch presentations on a TV or listen to audiobooks or podcasts more while also getting the mental benefits that come from cardio. I recently acquired a number of books on game design, plus I have a number of ebooks I never make time for, so I have plenty of content. It’s just a matter of prioritizing quality reading as opposed to allowing myself to jump into social media multiple times a day.

And I want to make sure I give myself time to play. Not just games, although getting back into hosting a monthly board game night or enjoying the occasional computer game in my collection would be good, but I want to give myself permission to not need to be accomplishing or completing or checking-off something. I want to do something for the sake of doing, for exploring, for wondering, and not worrying that I’m supposed to be doing something else to be productive. I want to get some quality work done, but I also want to enjoy the process more.

I hope you have a safe, healthy, curious, and playful 2023! Happy New Year!

Categories
Game Design Game Development Geek / Technical Personal Development

What I Learned Creating Game Designs Based on News Headlines for a Month

As a very, very part-time solo indie game developer who has to wear a lot of hats, I worry that my game designer hat tends to get neglected, especially as I spend the bulk of my time programming, creating art, or updating my project plans.

You could argue that game design activities are infused throughout the game development process, but it feels like my opportunities to do focused game design work are few and far between.

Which meant that I probably wasn’t getting better at game design.

To address this skill gap, I wanted to improve my game design abilities through regular practice and in a way that didn’t require me to completely upend my daily routine. I only have so many hours in a day I can dedicate to my game development business (very, very part-time indie, as I said), and I didn’t like the idea of sacrificing more of that precious little time.

So I decided on doing a daily challenge of taking 20 minutes to create a working prototype or 1st iteration of a game based on that day’s news headline throughout the month of September.

I explained more in my post Quick Daily Game Design Practices, but the short version is that I expect that even a short amount of focused daily game design should result in me gaining experience and developing a better intuition about game design over the course of a year.

I’ll break down the challenge:

  • Daily: if I do it once in awhile, such as every Ludum Dare, or anytime I start a new project, it seems too infrequent. Plus, there is a difference between practice and being on the clock.
  • 20 minutes: the exact amount of time doesn’t matter, but the focus on speed serves two purposes. One, even on a busy day, I figured I could more easily justify carving out 20 minutes than if I needed to spend hours on it or dedicate a weekend to it. Two, the time constraint meant that I couldn’t waste time. I needed to focus.
  • Working prototype or 1st iteration: it’s one thing (and super easy) to come up with ideas for a game. It’s quite another to actually implement those ideas. I didn’t need to make a finished, publishable game, but I did want to make a finished-enough-to-give-to-someone-else game. It will likely be necessarily rough around the edges, unbalanced, or even potentially broken, but it needs to be real.
  • Based on a news headline: having a daily prompt meant that I had some focus for the theme or concept, so I wasn’t starting from a completely blank slate. It also meant that I might have to work with a topic that I might not have picked myself, potentially pushing me out of my comfort zone and challenging me with a topic I might know nothing about.

So how did it go?

First, I will say that I really, really enjoyed this challenge.

Over the course of September, I created 21 playable prototypes based on NPR’s top headline of the day. For each day, I created a one-pager that listed the key parts of the news item, as well as the setup and play instructions for the game I created. I published the one-pager and some pictures I took of my playtesting sessions in Twitter threads, partly to indicate to myself that I finished the day’s exercise but also to encourage others to do something similar.

At least one person posted their own playable video game prototype!

One-pager for daily game design

Playing cards used for daily game design

Here’s the links to those Twitter threads if you are interested in seeing them and the quick analysis I did after many of them:

I made games about indigenous representation in the U.S. Congress, about the need for young farmers, about housing issues for teachers in California, about student loan forgiveness, and the politics of clean water in Jackson, Mississippi.

I made games about monkeypox vaccination and about wearing masks during the ongoing COVID-19 pandemic.

I made games about the death of Queen Elizabeth II, who gets her dogs, and the nations that won independence during her reign.

I made a game about restrictions on safe and legal abortion access, and about the migrants treated inhumanely to make a political point.

I made games about the effects of the war in Ukraine, between a nuclear plant that needs to be shutdown safely and the gas sanctions affecting Europe and U.S. prices.

I made a game about Magnus Carlsen resigning after a single move in a rematch with Hans Niemann.

I made games about hurricanes in general and about Puerto Rico’s recovery from Hurricane Fiona in particular.

I made games about presidential term limits, about acquiring voting machines, and I even made a couple of games about the Mar-a-lago FBI seizure and the special master who was assigned to look at the documents.

Some of the games used a regular deck of playing cards, others used dice, and others used a variety of components, such as coins, tiles, wooden barrels, and pawns.

In fact, it was a great excuse to have my game design prototype toolbox nearby, after years of being mostly ignored. In fact, I even changed the contents a bit so that I could add a deck of cards, some dice, and even a minute sand timer.

My updated game design prototyping toolkit

And I decided to order The Infinite Board Game from Workman Publishing, which is basically a piecepack implementation along with a book explaining some of the games you could play with the components. I would have preferred high quality wooden components, but plastic works well enough.

Pieces from piecepack used in daily game design challenges

Now, you don’t strictly need all of these components, but I loved the variety and the ability to choose from day to day what I was going to use.

What didn’t go so well

September has 30 days, but I only made 21 prototypes, so what happened to the other 9 days? Well, I fell behind.

And despite trying to do two or more designs in a given day to try to catch up, it was difficult to do so, mainly because I frequently took more time than I originally hoped I would.

I timed myself once, and it took me 1.5 hours to go from nothing to my published Twitter thread. And I know some of the challenges probably took me much longer. If my actual maximum time on any exercise would have been 20 minutes, I think it might have been much easier to have a game for all 30 days.

Which was fine, in that I didn’t care too much about sticking to 20 minutes. More time spent on game design meant more practice and more benefit to me.

But it definitely ruined the whole “won’t interfere with my daily routine” part. By the second half of the month, I found I did nothing in terms of writing or game development outside of these exercises. In fact, on days when I tried to do more than one exercise to catch up on my backlog of NPR headlines, I found that it got in the way of other routines and habits, like reading or going to bed at a decent time, which had cascading effects on my ability to wake up on time the next day. This situation wasn’t sustainable.

Perhaps 20 minutes was ambitious. Strictly speaking, I might have had a 1st iteration within a few minutes, but my 1st iteration always felt too simple, or it had no connection to the news item, or otherwise it needed work before I felt good enough about it to “publish” it.

Another thing that didn’t go well is that news headlines can sometimes get repetitive.

What makes the news might stay in the news. Hurricanes, political scandals, and the deaths of long-living monarchs tend to dominate the news cycle for multiple days or weeks, and at least once I skipped the top headline to choose another one that covered a theme I hadn’t already worked upon.

And sometimes the headline news is depressing. While I felt like I was paying more attention to the news thanks to this exercise, sometimes doing so felt like getting punched in the stomach. Making a game about how Florida’s governor tricked migrants onto planes and knowingly sent them to areas which did not have the resources to help them? It was my least favorite part of this experience (and probably my least successful design).

Don’t get me wrong. While I imagine many people think of games as “for children” or only for fun, you can definitely make games that model serious situations. My discomfort with confronting the news pales in comparison to the real harms inflicted on human beings who were treated as political pawns.

But even though I anticipated bad news being an occupational hazard of this exercise, I don’t know why I didn’t expect to have my heart broken by witnessing how awful people can be to each other.

Of course, maybe having experience creating games that reflect the real world even when it is ugly isn’t such a bad thing.

Things I learned

In just one short month, I learned a few things that I will carry into my future game design efforts.

  • For quick iterations, I should use fewer components and/or a smaller scope.

    For my first game design exercise, also documented in my Daily Game Design Practices post, I used the 66 cards from the game Iota. In hindsight, it was a mistake.

    It was a bit unwieldy and might have obscured the dynamics because I was simultaneously dealing with figuring out my rule changes AND with the existing how it interacted with the sheer quantity of shuffled cards.

    When I had what seemed like an interesting set of rules, I ran into the problem of the game not ending satisfactorily and being too random, so some games were over almost right away and some took forever to end. Having fewer cards might have helped me iterate more quickly.

    I found that I struggled the most when I used an entire deck of playing cards (more on that below), whereas if I used a subset of the cards, I was able to produce and iterate on designs much more quickly.

    For my non-card games, I found that I still had too much going on. Either the playspace was too large, or there were too many components needed.

    For my game about Magnus Carlsen and Hans Niemann, I was originally planning on using an entire chess board, but I opted to use a smaller board, and I think it was a much better exercise as a result. I was able to quickly play out entire sessions within seconds rather than minutes, modifying rules, and repeating.

    When I think about computer games I’ve made in the past, they tended to be on the large scale. An early RPG prototype I made in QBasic had a massive overworld map, and the individual screens had a lot of tiles, and each town/cave/castle was similarly potentially huge. It was so big that in order to test the entire game more easily, I added a special cave that allowed me to instantly appear at key parts of the world, doing what the kids today call “Fast Travel”. I never finished that game, despite having a fully functional dialogue system that let you talk, buy, sell, or steal (or be stolen from) and plenty of created areas to explore complete with residents. Of course, this description is probably more exciting than the not-quite-a-game actually was.

    My leaf-raking business simulation game Toytles: Leaf Raking might have too many residents/yards, and the game takes 3 in-game months representing the fall season to play but perhaps it is too long. I had one player tell me that there isn’t much to do to fill up that time. I wonder if the reason why Harvest Moon games tend to have a 6 day week instead of a 7 day week is because it allows the pacing to move along more smoothly.

    Similarly, one of the design decisions that I wish I had spent more time on was figuring out what dimensions to make the levels in my non-violent tower defense game Toy Factory Fixer. Maybe larger, easier-to-see graphics with a smaller play area would have worked better? It’s hard to say after the fact, but there were a few times when I was creating the levels that I thought that there wasn’t enough content in the game to justify the potentially long conveyor belt. Players seem to like the game, though!

    But I think my future game designs might start out with fewer moving parts, at least to start, mainly so I can get through iteration cycles much faster.

  • Don’t write down the rules until the end

    I quickly discovered that writing with a pen to create the one-pager for a given design made edits painful and ugly. Crossing out or modifying the instructions did not go well, especially if I didn’t provide enough white space or already used the margins for a previous edit.

    This lesson might be too specific to the fact that I chose to create a one-pager on paper and wrote with a pen. Maybe if I used a digital text file it wouldn’t have been so bad.

    But then again, my iterations were completed on the order of moments, not days or weeks, so I didn’t need to spend time writing down the rules until the very end.

    Not having calcified rules gave me the freedom to make up rules on the fly, which is very useful when I run into an edge case while playtesting. And those edge cases came up often because there are almost always situations not covered by the few rules a game starts out with.

    Basically, I didn’t want to accidentally constrain my designs due to not wanting to try to squeeze text modifications on paper. B-)

    If I could try to extrapolate out a larger lesson, perhaps it means I should also try to spend more time in pre-production before calcifying the rules in a computer game. It is a lot easier to iterate the rules in my head than it is to iterate rules compiled into an executable.

  • I was able to recognize my tendencies as a game designer.

    The fact that I was done with a design each day meant that each day’s efforts were easily compared to the previous ones.

    And I noticed that I might often start with trying to represent more than I needed to. For instance, when I was making Gas Sanctions, the game about the effects of the war in Ukraine, I originally wanted to represent population as well as their energy needs for each region of the world. I ultimately simplified energy demand to a die roll and removed the population concept entirely.

    My card game about Queen Elizabeth II’s corgis, Who Gets the Dogs?, didn’t end up how I intended no matter how long I worked on it that day. I wanted the game to be about gaining favor with the Queen before her death, and I tried to have multiple potential dog owners represented by individual cards. Eventually I changed it to be the column in which you are playing cards, mainly so I didn’t find myself needing the card acting as a token in the course of play.

    I generally wanted to make games with a lot of player agency, and so I often set out to use as little chance as possible, and when I played with dice, I found that I preferred to use the results of a die roll to inform things indirectly. That is, while some games might have allowed a die roll to dictate how far a pawn might move, other games required the player to choose how to apply dice rolls to the situation.

    Unfortunately, what often happened was that I ended up making a game with very little player agency partly due to a lack of a real choice. That is, balance was often not my main concern, and so when I decided to be done enough for a daily exercise, I might feel like the game offered no real choices. There was an obviously best move, which made it the only move.

    Perhaps I can learn to lean on randomness more, or I could practice more to find out how much work there might be to make better choices for the player that are true choices.

    But I definitely liked to try to model causes rather than effects, yet found that focusing on effects resulted in faster iterations. Can I start with modeling effects, then work backwards to mechanics that model causes? It’s something I would like to experiment with.

  • I was able to make a game even when I thought I wouldn’t be able to do so.

    Each day, I didn’t know what headline I would get. Sometimes the news item was about a natural disaster, or about political maneuvering, or about contention over resources. Often I found these items mapped to a game quite easily.

    But other news items were less about conflict or dynamics. Sometimes they were background information. A explanation of someone’s career as a judge or the history of presidential terms limits don’t sound like playable things. And whenever I ran into such a news item, I despaired slightly.

    And yet, I kept surprising myself by making playable games about them, and often quite quickly!

    I found that just the act of doing created results.

    That isn’t to say that those results were amazing. I still struggled, and some of those published iterations have a lot more potential than anything else, but I was not grading myself on how good a game I could come up with. I was grading myself on coming up with anything at all, on putting in the time to do the work.

    Basically, I showed up to the task, put something out there, and moved on. And I was better for it.

  • I need to get more familiar with my game design tools.

    I focused on creating paper prototypes because they are quick. Some of the game components I have at my disposal have centuries of history behind them, such as playing cards. But I didn’t have centuries of knowledge at my fingertips.

    Now, I’ve played card games since I was a child. I’ve played a variety of games.

    But in some of the exercises, I found myself struggling to make the cards do what I wanted them to do.

    Playing cards have suits, ranks, and colors. You can make all sorts of rules using them.

    Yet I felt like I was limited with the mechanics I came up with. The player could match ranks. The player could try to play a higher or lower card than what is on the table. I could borrow solitaire rules. I even found myself using the rectangular shape of the cards, turning them to the side to indicate something.

    I imagine that there are countless other things one can do with cards, mechanics that other games already use, and I wasn’t creative enough to come up with any in a quick session, nor did I have a lot of past experience to leverage.

    Similarly, dice are fun to roll, but often I found myself feeling like I wasn’t applying them well.

    To be fair, I was familiar enough with the nature of randomness with these different tools. You can always reroll a value with dice, while a card dealt is no longer in the deck.

    But what to do with the rolls or the card was a question I wish I had more answers for.

    I should play more games, is what I am saying. B-)

What now?

Actively doing game design every day might be a normal thing for some full-time indies, but it was a new experience for me. I believe I gained a lot out of this experiment, which makes me wonder how much my game design abilities might change if I did this exercise every day for an entire year.

But something needs to change to make it possible for me to do so. When it takes me multiple hours to work on a single game design, those are hours I can’t use for my game development in general, and most days I don’t give myself more than hour in the first place.

Sometimes when I imagine/fantasize being a full-time indie game developer again, I think about what my day to day might look like if I didn’t have a day job. Could a daily game design exercise be a great way to start the day before getting to the “real” work? Or a nice ending to a solid day of development?

Can I get a similar benefit doing one game design a week, such as dedicating Mondays to the task? Or using an entire week of 20 minute days to work on a single game design, with a published post on Saturday?

I’ll need to think on it, but for now, I need to get back to my neglected very, very part-time efforts.

I will say, however, that I wouldn’t have minded hearing from someone at NPR seeking a full-time game designer in residence whose job is to create a daily game to play based on that day’s headlines…

Categories
Personal Development

Still Observing My Personal Indie Day

It’s May 21st, and that day holds a lot of meaning for me.

It is the anniversary of the day I became a full-time indie game developer, after having given two weeks’ notice to my day job two weeks before.

Unfortunately, only a couple of years later I ran out of money and ended up back on “corporate welfare”, and I’ve had a day job ever since. But I still like to observe my Indie Day.

A couple of years ago, I realized it was 10 years since that day, and I wrote a post lamenting how long it has been, how much hasn’t been working out for me, and worrying about not putting in enough time and effort to get back to being a full-time indie.

Last year, I acknowledged my Indie Day with a more upbeat post about letting go of attachments to outcomes and enjoying the process more.

I wrote that I decided that my Indie Day should be a personal holiday from the day job. Well, of course it fell on a Saturday this year. B-(

Since last year, I have published a game, and while it took me probably way longer than it should have, I took a multimonth break from regular development, and only recently have i started working on desktop ports.

I participated in Ludum Dare #50, my first LD since #33, and created a game with a design space I want to continue to explore.

I have reset my goals to be more in line with my current possibilities based on data from the previous year, as opposed to goals that are aspirational yet unrealistic.

I’ve grown my mailing list slowly with an audience of people who want to learn more about my games.

I have a strategy, and I’m adjusting course as I go. My plans are flexible yet focused.

I still feel sad about what could have been, but I don’t focus on it as much. Instead, I spend more of my time figuring out how to spend my time today so that the future could be more in line with my goals.

My wife asked me if it was healthy that I still treat today as a special anniversary, and I think it is. I no longer see it as yet another marker of a year in which I failed to get back to full-time indie status, and instead look at it as a day that reminds me of what I had done and what I can do again.

So to observe my Indie Day today, I’ll spend some time journaling, I’ll acknowledge what’s going well and what I can improve on, and and I’ll try to get some more game development time in than I usually do.

Categories
Marketing/Business Personal Development Politics/Government

A Review of My 2021, and Looking at 2022, Already In Progress

2021 ended weeks ago, and I’m only now getting around to having a retrospective about it.

We’re in our third year of a pandemic that a lot of us thought would be over within weeks or months at most.

Once again, my immediate family somehow managed to make it through the year unscathed as far as we know. I know a number of people who have tested positive for Covid, and we’ve lost a few people we knew.

I’m still employed and working the day job from home, and since I work in software consulting, it translates into a relatively comfortable income and life for my family.

We’re all fully vaccinated, and most of us have gotten a third vaccine. Recently with developments of variants, we’ve upgraded to KN95 and N95 masks.

And since our society in general seems interested in actually helping the pandemic, it seems like this is our foreseeable future.

That said, we’ve started venturing out of the house a bit more in the last year. My children participated in sports, and I even acted as unofficial assistant soccer coach for my daughter’s team. We’ve visited with family.

Some things felt normal, despite feeling weird, and despite knowing that some people are immunocompromised and most at risk as society prematurely decides the pandemic is over. It’s disappointing.

So with the pandemic as background music, how was 2021 for GBGames?

Goals from 2021

As I wrote last year in 2020 in Review and My 2021 Vision, my goals for 2021 were:

  • Go from ~0.146 sales per week to at least 1 sale per week by December 31st
  • Increase my newsletter audience to at least 100 subscribers by December 31st
  • Release at least 6 Freshly Squeezed Entertainment games by December 31st

Increasing sales and increasing my newsletter audience aren’t things I have direct control over. They are lagging metrics, the kinds of numbers I can look at after the fact.

The only one of those goals I had direct control over was publishing games. This is a leading metric. That is, my hypothesis is that if I quickly work on and publish playable, polished prototypes, that it will lead to people finding my games and eventually subscribing to my newsletter.

And what I hypothesize is that those subscribers have shown they like my games and are more likely than random strangers to pay for Toytles: Leaf Raking and future non-free games I publish.

So how did I do?

Sales (Target: 52) – 5

In 2020, I sold 7 copies of Toytles: Leaf Raking. So, selling less means I went backwards in terms of results.

If there’s a bright side, unlike in 2020, I only released one update for the game, and most of my focus was on my new development. So 71% of the previous year’s sales despite a near-complete lack of me talking about the game?

Maybe that’s not bad, but it was clearly not anywhere near the increase I wanted.

GBGames Curiosities Newsletter subscribers net increase (Target: 84) – 6

I went from 16 subscribers to 22, about a 38% increase. Considering how the next goal’s results went, I’m taking it as a minor win, despite not hitting my goal of what now seems like a ridiculous expectation of a 525% increase.

And, no one has unsubscribed, so that’s another win in my book.

As this was probably the most important goal in terms of how much it will impact the future of GBGames, it is a bit disappointing, but again, it is a lagging metric. I can’t control it directly. Which leads me to what I could control.

Published Freshly Squeezed Games (Target: 6) – 1

Toy Factory Fixer was the only game I published last year, and it didn’t get released until mid-December.

So on the one hand, I am disappointed that I fell so far short of my original goal. Having such a late release meant that I spent most of the year not knowing how my Product Development Strategy was going to work out experimentally, which made me worry about the risk of taking so long to release something to get that feedback even more.

On the other hand, I finished and released a game I’m proud of, people are still downloading it and playing it, and I have already received some nice reviews.

And I think my regular posting about development progress has led to people signing up for the newsletter, so there is a direct connection happening there.

Analysis

Now, I think much like my arbitrary one month deadline for Toy Factory Fixer, these goals were more wishes than anything. I had no solid plan in place to make them happen, and any plan I did have was a bit vague and untested.

Literally, my plan was to release free games, hope some of the players signed up for my newsletter, and hope those subscribers eventually became paying customers.

And I think it isn’t a bad strategy overall, but in retrospect I was deluding myself with the fixed numbers I made up without anything to justify them.

I mean, I’ve made games in a weekend before, so taking two months instead of one month to make a game sounded like I was right-sizing that goal, but my experience with Toy Factory Fixer showed me that I was going to need to do something different if I wanted to make games anywhere near that fast that I would still feel good about releasing to the public. And everything else hinged one me releasing Freshly Squeezed Entertainment.

I wrote a post-mortem for Toy Factory Fixer, so you can read that post if you want to see my analysis of what I think went well and what went wrong and what I learned from it.

Otherwise, I think in general my specific goals were unrealistic. Which is frustrating because they feel like they shouldn’t be. In fact, I thought 100 subscribers was something I would hit much earlier in the year, and that what I was really hoping for was 12 games in a year.

Imagine if I made a game of the quality of Toy Factory Fixer every two or three months. Is it so unrealistic that I would have had 100 subscribers to my mailing list by the end of the year?

By my math, if I only gain 6 subscribers a year for some reason, am I really looking at 13 more years before I hit that number? That’s ridiculous.

But clearly something has to change if I want different results.

What else?

Well, I tracked 299 hours of game development, which is pretty close to almost twice what I did the previous year. 300 hours in a year might not sound like much, as it amounts to a little less than two months of full-time effort, but since I am part-time and have a family and other obligations, it represents the fact that I made it a priority to put in effort week after week.

I published 60 blog posts, slightly more than the 58 from the year before, and it was mostly weekly sprint reports. Those reports functioned almost like a combination sprint retro and demo, in which I demonstrated what I got accomplished. I got into the habit of writing the report, then planning the next sprint once I had taken time to think about how things went. Plus, people responded positively, especially when I had animated GIFs or videos to share, and since I love reading about behind-the-scenes of games, I thought others might, too.

I created an update for Toytles: Leaf Raking. It’s more compatible with modern Android and iOS systems. Otherwise, I haven’t changed anything about the game since the previous year. My expectation was that I would work on a Freshly Squeezed game, then work on a Toytles: Leaf Raking update, then work on another Freshly Squeezed game, but obviously I had no concept about how I was going to make that work.

Without contract work and with very few sales, it was very easy to have a lot more expenses than revenue. I can’t control my income, but I can manage my expenses a lot better going forward.

My personal goals for the last year were similar to the year before:

  • Do a minimum number of walking hours, push-ups, squats, and planking
  • Read a book per week
  • Create at least one doodle per day
  • Do 15 minutes of focused learning a day

I successfully did 15 push-ups, 15 squats, and 30 seconds of planks every day of 2021. Look at all that green in those columns!

Morning Exercise Routine In 2021

Technically, my daily exercise streak goes back to October 19th of the previous year.

I also did yoga on most weekends, and I think my body feels more physically capable than it has in a long time. In the past I would sometimes hurt my back or side, but I’ve been able to avoid seeing a medical professional for a long time.

Unfortunately, I rarely did anything cardio-related. Once again, the best of intentions doesn’t mean much, and my goal of walking everyday was hampered by the lack of habit, the broken treadmill I’ve been meaning to repair, and a lack of commitment. I sit too much, especially since I have my day job work and then put in even more time for my business.

I read a total of 33 books last year, the most in a given year since I stopped listening to audiobooks and switched to podcasts in my car a few years ago. I count 11 books related to games, including a bunch from Ian Bogost and a couple about making games with deeper meaning. Another 10 books were productivity or business-related.

I only read four fiction books, including Seveneves and A Game of Thrones, each of which took up a significant amount of my before-bedtime reading. I also greatly enjoyed Redwall, which was seemingly even more brutal than A Game of Thrones was.

Other books were related to history, parenting, comics, or DIY renewable energy.

I continued to do a daily doodle, alternating between drawing faces, drawing objects, and body parts like hands, legs, and feet. Sometimes I did cartoony drawings, and sometimes I tried to make it as realistic as I could. Once in a great while, I would look up a tutorial online, but I felt like I was in a holding pattern of putting in the time to make the doodle but not really growing in skill.

The new thing I tried to do was make explicit time for learning. I value learning and growth, and in the past I have invested in books, conferences, online courses, and such, but I never made an explicit plan to take advantage of those investments. So I made it a daily habit. 15 minutes a day adds up over time. I tracked 137.75 hours of learning, on topics as varied as game programming, game art, game production, creativity, and various personal development and technical things. I have had a Pluralsight subscription for the past couple of years, and this goal allowed me to take advantage of it more than I have in the past.

Goals for 2022

If the last year has shown me anything, it’s that even if I were to write down all of the outcomes I would like, it means nothing without a plan and without my capacity to work on that plan.

In 2010, I quit my job and became a full-time indie game developer. After running out of cash, I went back on “corporate welfare” in 2012. My expectation then was that I would build up some savings and quit again, but I didn’t take into account how being married and having a family would affect my risk assessment (or how much my family’s risk tolerance would inform my decisions), and I have had a day job ever since.

Clearly I wasn’t going to accidentally make GBGames my main employment, so last summer I started writing a “Full-time Indie Plan.” I wrote down how much money I was currently earning from my day job and how much money our family budget currently is vs what it would look like cut to its essentials. I documented details about platforms, revenue sources, challenges, risks, what I wanted to accomplish and what I explicitly didn’t want to do (such as spy on customers or bombard them with ads) and more. And the most important part of it is answering questions about how I was going to make it happen, such as identifying exactly what needs to happen in terms of sales, marketing.

This document isn’t finished, and while I expect it to be a living document, I recognize that I am repeating mistakes I’ve made before when I’ve done similar exercises in the past. Namely, I can come up with a lot of questions or categories, but then I don’t actually address them.

So while I have documented what I value, such as privacy, encouraging curiosity, supporting creativity, and others, and while I have done a SWOT analysis (although maybe I can iterate on it some), I haven’t answered questions about who my audience is and how I can reach them. I haven’t made a solid plan for actually marketing my games besides blogging and sharing on social media. It’s a 13 page document that has a lot of TODOs and headings without content in it.

But of course, I only have so many hours in a day. Even if I could identify 100 marketing activities, if I can’t actually make time to do them or manage someone else doing them, it does me no good.

My current lack of capacity should inform my goals more than they have in the past. Any marketing I would do would be inbound in nature rather than outbound, as it is less expensive and takes advantage of doing something once, such as publishing a blog post, and distributing it multiple times for near free.

So here are my goals for 2022:

  • Release at least 2 Freshly Squeezed Entertainment games by December 31st
  • Increase my newsletter audience from 22 to at least 34 subscribers by December 31st
  • Earn at least 1 sale per month by December 31st

I still think my overall Product Development Strategy is still sound. Create free value, ask for permission to talk with people who have shown they like my games, and then use their feedback to help me make deluxe games that are more likely to sell.

Creating two games in a year should be doable if I put on my game producer hat more often. I would love to try for four games, giving each one on average about three months, but I’m already worried that I’m still overestimating my capacity with two.

My newsletter went up by 6 subscribers last year. Now that I have one Freshly Squeezed Entertainment game out and expect to have at least one more by the middle of the year, can I find 12 more fans who are interested enough in my games to sign up?

I don’t have a sales plan in place, and clearly one sale a week was too ambitious. Still, one sale a month sounds like a ridiculously small amount, but then again, it is clearly a difficult goal for me at this time. It works out to a little more than double the sales I made in 2021, which was slightly fewer than sales from 2020. Making that trend go back up will be huge.

Besides those overall goals, I do want to spend some time porting my existing games to desktop platforms, and I’ll need time for that effort that isn’t going to be going into new development. I already develop on my Ubuntu system, so creating a Linux-based release shouldn’t be difficult, but since both Windows and Mac OS are trying to be walled gardens, I need to figure out how I can create free games for them without it costing me a ridiculous amount of money.

I also want to make time to actually play games. Between all of my old consoles, Steam, Humble Bundle, GOG, and Itch, I have a lot of games, many of which I’ve paid for, that I never enjoy or even learn from. Last year I played Castles I, Sunless Sea, To the Moon, Minecraft, and Super Crate Box, and shortly after I released Toy Factory Fixer, I allowed myself to play The Legend of Zelda: The Wind Waker during my week off from the day job near the holidays.

But much like my 15 minutes of learning each day habit, I’d like to make regular time to play games, even if it isn’t daily, even if it is a dedicated part of a day once a month.

Ok, so maybe two games in a year is starting to sound ambitious…

Anyway, I hope you have a safe and healthy 2022! Happy New Year!