by newobj on 2/26/25, 6:19 PM with 356 comments
(my game is Ballionaire: https://store.steampowered.com/news/app/2667120/view/5264614...)
by randfish on 2/27/25, 1:55 AM
1) If you didn't need a salary or marketing help, would you still have signed a publishing deal? My sense is most of the publisher value lies in getting paid before the game launches, and with marketing around launch, but curious if those are wrong assumptions?
2) Early Access vs. Straight Launch - any insights about why you chose to do a full launch vs. an early access beforehand? Was it something you and the publisher discussed in detail?
3) Outside of Steam's ecosystem, how much marketing, promotion, social media, YouTube, Discord, etc. stuff did you (or the publisher) do? Do you think that pre-launch work had a sizable impact on the launch and post-launch success? Or would you say it's mostly the Steam algo making the game more visible to the right buyers as the positive reviews rolled in?
Truly kind of you to share so openly here. Already sent some of your other replies to our game team
by switz on 2/26/25, 10:34 PM
During the project, what was the biggest instinct you had that was ultimately validated by its success, but still surprised you? What was a lesson you learned that you didn't expect? How was working with a publisher? What did they do right and what did they do wrong?
by RheingoldRiver on 2/27/25, 12:50 AM
by guywithahat on 2/27/25, 1:39 AM
I don’t mean to be critical, but I’ve always faced pushback working on startups/side projects, and I’m wondering how that was for you?
by zug_zug on 2/27/25, 12:19 PM
I saw in another comment you were able to make yourself work with complete focus (8 hour+ days 7 days a week). I have two questions --
In hindsight, if you had only worked 5 hour days for twice as many months do you think the project still could have succeeded? Or do you feel that there's some momentum or other factor at play here?
Nextly, are there any discords or other networking resources that you found crucial to the process? I saw you mentioned a publisher. Personally I'm more motivated when I have people depending on me (or eager to see what I'm making for example).
by billconan on 2/26/25, 7:47 PM
I'm currently feeling burned out. I have an app idea and a prototype that I believe could turn into a viable project to support myself. However, I don't have the courage to quit my job—I’m afraid of the anxiety that comes with paying rent and insurance without a steady paycheck. I do have some savings to sustain me for a while, but I'm unsure if taking a break to recharge, learn new things, and build something I'm passionate about (which could potentially become profitable) is a good idea? I'm also worried about how a long gap on my resume might be perceived when I look for a job in the future.
I'm also interested in making video games, but I often get discouraged by the sheer amount of artwork required—something I struggle to handle and afford. How did you manage the artwork side of your project?
by tombert on 2/26/25, 10:52 PM
Congrats on making a game to completion, and doubly so for making something that gets fairly popular. Making a real game has been on my bucket list for about as long as I've known how to program, and I haven't completely given up on it, but I would need to make friends with someone who knows how to do art and music.
by mattigames on 2/27/25, 12:35 AM
> Really fun game at first, and it has a lot of potential. Unfortunately you are very strongly incentivized to NOT UNLOCK ANYTHING (i.e. the meta-progression).... because after you unlock many additional items and get to the higher difficulties, the vast majority of runs become impossible since there are way, way too many items in the pool and way, way too few rerolls (and no ban feature for some reason), so you end up with random unrelated crap almost every run and auto-lose because of it, as strong synergies are mandatory to win on the higher difficulties. It feels really bad having to fish RNG over and over again just to get a run that's actually winnable. They could easily fix this with many solutions, like: stronger reroll tag affinities, more choices per round, item bans, 10x the amount of rerolls, builds/profiles with more limited pools, map-specific limited pools, etc. etc. If they fix this massive roadblock then this game has the potential to be a amazingly fun.
by monideas on 2/26/25, 10:40 PM
by myl on 2/27/25, 7:42 AM
by throwme0827349 on 2/27/25, 3:07 PM
I think he has very good taste in games, and is learning to code very quickly, so I'm acting in a supporting technical role.
-- What are the crucial skills, technical or otherwise, that I should learn to be effective in this space?
-- We're currently using the Godot environment, which feels a bit limiting to me (easy to start but: IDE is just ok, config feels GUI dependent/doesn't facilitate committing atomic deployment or other project changes...) Is there a different stack, or other complimentary tools I could learn that might be a better fit for a more professional dev workflow?
Thank you for the inspiration. :)
by pfisch on 2/27/25, 2:59 AM
Add steam cards to the game asap. You should start doing this right after reading this comment really.
Also you should lobby steam for a daily deal sometime next month. If they say yes you should set that daily deal for the day the summer sale ends if you can.
Also you should push raw fury to do a publisher sale, those can really generate a lot of money.
I've been managing games on Steam for a long time and doing stuff like what I said will have a very large impact on your long tail revenue. I'm the game director of Kingmakers.
Also you should really have some kind of DLC asap, even if it is small or like an art book even. You are just leaving money on the table because there are gamers with lots of money on steam who just buy all the dlc when they buy games.
by Buttons840 on 2/27/25, 5:15 AM
Some claim that there are games that are hidden gems that haven't received the recognition they deserve.
Other claim they have never seen a generally good game that didn't have generally good success.
What is your view?
I think some games are good within their niche, but their niche sucks. Something like a hardcore roguelike with ASCII graphics. Within the hardcore roguelike niche, the ASCII game might be "good" and have some interesting new mechanics, good execution, etc; but within the entire gaming industry, classic roguelikes with ASCII graphics are outdated, they "suck". Some will say the ASCII roguelike is underappreciated, but only because they over-appreciate the niche.
I'd like to believe that a generally good game guarantees at least some success.
by keyle on 2/27/25, 1:42 AM
I've done many games myself, including PS4 exclusive, and I haven't been able to afford anything else than 2 mins noodles for my effort. So I applaud you on "making it."
I should really talk to publishers. I don't really know how, how did you approach them? How did that initial aspect go?
by eftychis on 2/26/25, 11:21 PM
This is a huge achievement and work -- although I do not know the space.
What is the stack used? Did you end up substantially switching things in the stack during your journey?
It would be great if you follow up later with experiences like the maintenance journey post-launch. Also, what do you feel the publisher provided besides the artist and guidance?
by mips_avatar on 2/27/25, 12:32 AM
by japhib on 2/26/25, 11:12 PM
- How/why did you decide to talk to a publisher? When in the process did you feel like you had a good enough prototype to do that?
- What have been the pros/cons of working with a publisher? When, in your opinion, should someone do that vs. self-publishing?
- What was your confidence level throughout various stages of the project? Was there a point before releasing the game where you maybe got a glimpse of the success you were going to have? (I guess probably Steam wishlists?)
- What's next?
Congrats again on the hit!
by vishalontheline on 2/26/25, 10:51 PM
- What choices did you make to give yourself more time to work on this project?
- At what point did you begin getting feedback of some sort?
- Were there clearly things you wished to include in the game but had to cut out in the interest of time? How did you decide what would be "good enough"?
by smugma on 2/27/25, 3:19 PM
by kbenson on 2/27/25, 1:21 AM
by kleiba on 2/27/25, 9:15 AM
How did you find your graphics artist? Sound?
In hindsight (or for your next game), what would you do differently?
by fdlaks on 2/26/25, 10:40 PM
What factors led you to seeking out a publisher, was it mostly getting art for the game or did the publisher bring more to the table that made you decide it was worth it?
What advice would you have given yourself just starting out knowing what you do now?
What did you get stuck on the most when making the game? I know a lot of people who have great ideas for games but a lot of the ideas don't translate well into being able to realistically do them in the game because of complexity. Did you ever have ideas that you thought would be really cool to do but it ended up being too hard / time consuming to do?
How close was the functionality of the game when you released it to what you had envisioned at the start? Did you go through any major design changes while developing it?
by winrid on 2/27/25, 1:36 AM
by coderunner on 2/27/25, 3:36 AM
If you don't have time, totally understand and congrats on all your success.
by jeffchien on 2/27/25, 1:07 AM
I think you've already answered a lot about your development journey, so I want to ask about the post-release experience.
- How were the weeks immediately after release? Hectically shipping out patches 3 times a day?
- Now that we're months out after release, what are you doing now? Are you still spending a lot of time on this game (ports, updates), or are you thinking of another game or returning to office work?
Frankly I bought it on release but couldn't get into it because the meta progression (unlocking triggers that dilute the trigger pool for little perceivable gain) didn't feel as good as Luck be a Landlord or Balatro. I hope later updates address that.
by Benjamin_Dobell on 2/26/25, 11:08 PM
There's a LOT of games launching on Steam all the time, some solid games go largely unnoticed. How did you get word out about your game? Did you build an audience during development? How much assistance did the publisher provide? Additionally, did you have contacts that introduced you to publishers? If not, what got their attention? Fanbase, demo, you personally?
by Lucasoato on 2/27/25, 12:52 AM
by burgerquizz on 2/27/25, 12:37 AM
building myself html games myself[1] with my own game engine. Getting players is really hard. I was betting on SEO, but results will take a long time. do you think getting a publisher worth it? I was reluctant putting the game on steam too since I think the target players wont be there
Happy to hear recommendations!
by coef2 on 2/27/25, 2:47 PM
by jz10 on 2/27/25, 8:37 AM
by rrr_oh_man on 2/27/25, 5:50 AM
This looks basically like a slot machine
by daedrdev on 2/26/25, 11:44 PM
by toxaco on 3/3/25, 6:56 PM
Ballionaire sounds like an absolute blast—roguelike pachinko? That’s a combo I didn’t know I needed! Must have been a crazy year grinding to get it out, but totally worth it. Any unexpected lessons or ‘oh crap’ moments along the way? Wishing you even bigger wins ahead!
by mattfrommars on 2/27/25, 2:46 AM
1) did you have any formal game development experience in the past? say in school? 2) since you made it into FAANG, did you LC before or time during FAANG to find another FAANG job? 3) does anyone in your personal circle does game development? 4) so instead of first developing the game, you already were in talking with publishers? what kind of background did you have for publisher to 'ok' you which i'm guessing supported you financially?
by xetrics on 2/27/25, 12:13 AM
by compscistd on 2/26/25, 11:05 PM
by posnet on 2/26/25, 10:42 PM
How did you go about validating the game is fun? Did you end up having an intuitive sense for it, or did you need external feedback to refine the mechanics?
My steam deck might as well be a billionaire/balatro machine.
by gentleman11 on 2/27/25, 12:14 PM
by joez on 2/27/25, 3:35 AM
I'm at Meta still and working on my own take on the roguelike game inspired by Balatro/Luck be a landlord and Ballionaire too. Any advice for myself and others on how to balance work/life/game?
If you're interested, I bet people would love to have you back for a tech talk. I think we should at least link this to your badge post haha.
How much time did you spend on tweaking the tutorial?
Do you use analytics to balance your game? (So Meta right?)
by uejfiweun on 2/27/25, 12:07 AM
The biggest challenge I've had in my various personal projects is the art, for sure. I may have programming skills but I certainly have no art or animation skills. How did you get over this hurdle? I've made so many cool prototypes for games that I end up having to shelve due to hitting a progress wall when it comes to art or 3d modeling.
by kleiba on 2/27/25, 7:31 AM
by deadly_syn on 2/27/25, 12:52 PM
I had the biggest smile watching all those smooth vibrant animations roll around like a dopamine factory.
by docmars on 2/27/25, 4:28 AM
Looks like the hard work paid off for you! Maybe if I can retire early I'll finally realize a similar dream.
by pineapple_sauce on 2/26/25, 11:06 PM
by saejox on 2/27/25, 7:44 AM
Although i should caution poeple, most indie games fail. They fail hard. #1 tip: your game must be good looking to sell copies.
by yapyap on 2/27/25, 1:16 AM
I dont know what I was expecting clicking on this article but it wasn’t that.
Magnificent game, I watched Northernlion play this after he beat Balatro.
by namuol on 2/26/25, 11:49 PM
by bb88 on 2/27/25, 12:02 AM
I was curious in your platform choice of windows only. Was this due to the framework/programming language you're using? Or was this more of a time savings of trying to support more than one system at a time? Or maybe both?
by isaacremuant on 2/26/25, 11:07 PM
Can you expand in the part of talking to publishers. How did you approach it, how much previous context did you have, how did you evaluate what was good vs not. I know what mobile game publishers ask for but not desktop/steam ones.
Any advice? (Not that I'm making games but just curious what form it actually takes)
by rochacon on 2/27/25, 7:38 PM
I think local prices/discounts can get you another 200k+ purchases worldwide. In Brazil current prices shows as ~R$42, which is quite a lot for a game for a big chunk of brazilians. Thor from PirateSoftware has some good tips on this.
by eigenvalue on 2/27/25, 10:33 AM
by MrDresden on 2/27/25, 6:53 AM
Never having been in the video game industry, nor knowing anyone that has, I've never really understood what the role of a publisher is now that games are distributed digitally.
What were the benefits for you of having a publisher, could you have gone without one and maybe finally how does one go about finding a publisher?
by Clubber on 2/27/25, 12:39 PM
by somenameforme on 2/27/25, 3:56 AM
by leetrout on 2/26/25, 10:58 PM
Curious if you would be up for recording a podcast about the project? I love to pick people's brains about stuff like this. I recorded one with Ange the Great about his creation of Engine Simulator, for example.
by AndrewKemendo on 2/26/25, 11:42 PM
Congrats on shipping a huge hit
by onemandevteam on 2/27/25, 11:27 AM
What method did you use to reach out to streamers for sponsorship? Was it through email or through some other platform?
by gennarro on 2/27/25, 1:23 AM
by 29athrowaway on 2/27/25, 2:00 AM
by mk89 on 2/27/25, 8:52 PM
by crazypyro on 2/27/25, 3:22 AM
Is there any plans for expansions? I find the different maps to be less interesting. I want some kind of harder progression, higher levels of difficulties and of course more of everything that exists.
I found myself out of stuff to do at ~20 hours (which is awesome and beats a lot of games I've tried to buy.).
by lynguist on 2/27/25, 9:57 AM
by deelowe on 2/27/25, 12:06 AM
by ttt444 on 2/27/25, 2:22 AM
Heard it's about 30-40% which is really demoralizing
by xyst on 2/27/25, 3:59 AM
Do you think your next game will be managed completely on your own and reap all of the profits (—steam cut)? Do you still see value of using current or another publisher?
by WickyNilliams on 2/27/25, 9:00 PM
by tastyface on 2/27/25, 1:16 AM
by alok-g on 2/27/25, 8:24 AM
by megamix on 2/27/25, 12:52 PM
Thanks for sharing this, I was first struck by the fact being laid off from Meta, I mean 10yrs of service and then laid off. I'm glad you did well and recovered after that.
I'm curious to know about the technology behind, did you use a framework?
by itzami on 2/27/25, 9:35 AM
by ViolentTurkey on 2/27/25, 8:14 AM
by dylanz on 2/26/25, 10:58 PM
by npinsker on 2/27/25, 12:41 AM
by knuppar on 2/26/25, 10:42 PM
And a more realistic-adult question lol: how did you handle not having insurance from your workplace after severance?
by serial_dev on 2/27/25, 6:31 PM
Do you know why Facebook let you and/or your team go?
by kbar13 on 2/27/25, 7:13 AM
i haven't had (enough?) opportunities to say this but - being laid off from a company that i thought was probably the best place to work at was actually likely the best thing to happen to my career. while things were real cushy at this job, my career was not going anywhere, and there was no way i would have taken the opportunities that have presented themselves after i was ejected.
so, while being laid off is never a good feeling, i hope that other folks affected by the tough market can find the silver lining and motivation that i did
by bookbyter on 2/28/25, 2:21 AM
by kevinmchugh on 2/27/25, 1:14 AM
by helsinki on 2/27/25, 7:11 AM
by prashp on 2/27/25, 12:45 AM
by parkerhiggins on 2/27/25, 7:05 AM
by bobsmooth on 2/26/25, 10:39 PM
by Uptrenda on 2/27/25, 1:59 PM
by jaydeegee on 2/27/25, 3:33 AM
by dominicrose on 2/27/25, 9:50 AM
by TomK32 on 2/27/25, 4:52 PM
by somenameforme on 2/27/25, 4:09 AM
by iam_saurabh on 2/27/25, 5:46 AM
by kraig911 on 2/27/25, 4:08 PM
by flunhat on 2/26/25, 10:51 PM
by igleria on 2/27/25, 9:24 AM
Did the project start as a hobby or did you intend it to be a source of income eventually?
Again, well done!
by telcal on 2/27/25, 3:04 AM
by adastra22 on 2/26/25, 11:54 PM
Sorry, but you said ask anything lol.
by dartharva on 2/27/25, 2:37 AM
Congratulations!
by cantSpellSober on 2/27/25, 7:34 PM
Cool, can you say what titles? Just curious. (congrats! they clearly laid off the wrong person :)
by dustbunny on 2/27/25, 5:05 AM
by MrLeap on 2/26/25, 10:41 PM
by c0wb0yc0d3r on 2/27/25, 2:09 PM
by butler14 on 2/27/25, 9:00 AM
Congrats!
by cheshire137 on 2/27/25, 1:17 PM
by ghfhghg on 2/26/25, 11:57 PM
When working on this how long did it take before the game felt fun to you?
by for1nner on 2/27/25, 1:56 PM
by thehodge on 2/27/25, 12:26 AM
by mmastrac on 2/27/25, 1:46 AM
by stets on 2/27/25, 4:42 PM
by Tade0 on 2/27/25, 9:12 AM
by rustyspacecadet on 2/26/25, 10:42 PM
by cwiz on 2/27/25, 9:35 AM
by Simon_O_Rourke on 2/27/25, 8:24 AM
by greenheadedduck on 2/27/25, 2:19 AM
by ILikeCats321 on 2/27/25, 4:10 AM
by WCSTombs on 2/26/25, 11:04 PM
When I think about game development, these are the skills and types of work that come to mind:
- software development
- game design
- graphical art
- musical composition
- writing
- marketing and promotion
and I'm sure there's more that I'm missing. I'd be very curious to know how you navigated through all of that...like did you start on one end, like with a game engine, and then fill in the rest, or was it more of a holistic iterative process? I hope that's not too broad of a question, but frankly I'd appreciate any insights you can share.
by drumhead on 2/27/25, 11:14 AM
by hoten on 2/27/25, 12:42 AM
by mantovanidaniel on 2/27/25, 1:36 AM
by mupuff1234 on 2/27/25, 1:30 AM
by jeffwass on 2/27/25, 7:12 AM
by jmcgough on 2/27/25, 12:48 AM
by zer0zzz on 2/27/25, 3:01 AM
by SeeManDo on 2/27/25, 5:15 PM
by awilks on 2/27/25, 9:15 PM
by msephton on 2/27/25, 6:07 AM
by vjerancrnjak on 2/27/25, 1:06 PM
the only genre that made gaming fun for me after my childhood attachment faded.
by delduca on 2/26/25, 11:18 PM
Which engine have you used?
Also, congratulations!
by danielhanchen on 2/27/25, 2:43 AM
by kurokawad on 2/27/25, 12:14 AM
by rustyspacecadet on 2/26/25, 10:43 PM
by bodegajed on 2/27/25, 12:15 AM
by pier25 on 2/26/25, 10:56 PM
by tanujsh979 on 2/27/25, 5:42 AM
by oscord on 2/27/25, 9:22 AM
by mrsofty on 2/27/25, 12:03 AM
by Fokamul on 2/27/25, 3:08 PM
by davidczech on 2/27/25, 2:05 AM
by davedx on 2/27/25, 11:29 AM
by axus on 2/27/25, 12:29 AM
by napolux on 2/27/25, 11:54 AM
by pabna on 2/27/25, 5:16 PM
by ponderchan on 2/27/25, 4:11 AM
by yoeven on 2/27/25, 6:09 PM
by Conan_Kudo on 2/27/25, 1:24 AM
I'm going to be that guy... Native Linux build when? I assume your game stack supports exporting native Linux builds. :)
by ozarkerD on 2/27/25, 2:41 PM
by mentos on 2/27/25, 3:35 AM
by failrate on 2/27/25, 2:03 PM
by napierzaza on 2/27/25, 12:42 AM