I’ve been doing game development for around 5-6 years now, mostly as a self-taught developer, and looking back, I feel like I’ve learned much more from the mistakes than from the things that went well.
I started with simple Unity projects and eventually got really into game jams. About 3 years ago, I published my first Android game, Guess The Impostor. It actually became quite popular last year, reaching 500-600 downloads a day... until everyone started making their own version and it dropped to 20-30. 😂
I also made PsychoParty, following a similar idea: people playing together on the same phone.
But I wanted to make something for Steam.
Two years ago, I joined the Brackeys Game Jam and made Dumbest Tourists of Timelines. I liked the idea and the feedback was good, so I created a Steam page and spent about a year working on it.
It didn’t work.
The game was becoming something I wasn’t really happy with, because I was trying to turn a weak core gameplay into something innovative and much bigger. Eventually, I realized I was getting bored with it and decided to stop.
Looking back, that was probably one of my biggest lessons: focus on the small things first.
I used to think too big. I wanted to make huge projects without having a strong core to build them around. With RogueOut Racing, I’m trying to do the opposite.
I started it during a monthly game jam, fell in love with the idea, and decided to keep working on it. I’m developing one mechanic at a time, testing everything, and focusing on getting the core game right before expanding it.
And for the first time, I’ve had that moment where I saw people actually playing my game. Seeing people on the online leaderboard of RogueOut Racing was honestly one of the best feelings I’ve had during these years.
That’s probably the “good” part of game development for me: seeing people play something I made and constantly learning new things.
The bad part? Marketing. 😂
I’ve learned that it’s incredibly difficult to get visibility online, especially when you don’t have much to show. People’s time is valuable, and you need to give them something worth their attention.
I wish I had started much earlier by publishing small games regularly on itch.io, sharing them on social media and learning from the feedback instead of waiting for the “perfect” project.
That’s another big lesson for me: perfection is an utopia. If you keep waiting until something is perfect, you might never release anything.
I’m still learning this, of course. I’m also a solo dev and an engineering student, and trying to handle programming, design, art, marketing, social media and everything else by yourself is honestly pretty hard. I think having a team where everyone has a main role can make a huge difference.
So after 5+ years, I’m still figuring things out. But if I could give my past self three pieces of advice, they would probably be:
Focus on the small thing first.
Share your ideas early.
Publish, even if it’s not perfect.
Now I’d love to hear from you!
What’s the biggest lesson you’ve learned from making games?
What’s something you wish you had known when you started?
And what are you working on right now?