Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Haha thanks! It was a very bumpy road to figure it out.

I spent a very long time being in the money making mindset that warped the way i dealt with both money and creative projects. The only real solution for me was to get an office job unrelated to all of that. I was avoiding it like a plague stubbornly(as many artists try, to be full-time artists), but it ended up lifting all that pressure. 

I haven't touched a lot of started projects just because they were passion projects and i didn't want to rush or to adjust it for money etc. and the whole full-time artist is not gonna fly, you'll hit up a wall and burn out just because the focus is too narrow in one field. Doing other creative things (programming, writing, music, origami or smth) helps to not get stuck or avoid art blocks etc.

I used Twine only a bit, but it seems quite easy to figure out for a story driven prototype(think Detroit Become Human) or just text-based game.

With my current approach i can always come back to these ideas. It is similar to writing down outline from a cool dream: just to form a rough idea. I lack too much technical knowledge to concentrate on my projects seriously, I end up breaking whole projects more often than advancing them. 

Plus simple small indie games for jams can be very different from "game for steam". A lot of small cool games either do not sell commercially or too short to be called a game. Many indie gamedevs are stuck trying to make next mmo rpg, because they cannot comprehend how a small game can look in general: Jams are very good for battling that.

Thank you, I'll look forward to your works as well :)