Stop Making Platformers First
A lot of indie games start as prototypes. You make something small, it feels fun, someone plays it, and suddenly the idea appears: maybe this could become a real game. That is not a bad thing. My first Steam game, Frogo Jump, also started like this. It was a fun prototype first, and later I turned it into a full commercial game. But this article is not really about prototyping itself. It is about the moment after the prototype. The moment where you decide if this small idea should become a commercial release. In my opinion, this is where many beginner indie developers make the wrong decision, because they only ask if the prototype is fun. They do not ask if the game has a market. Jump to section Prototypes are easy. Commitment is hard. The platform is the market. Stop making platformers for Steam. If you make PC games, study Steam. Make your Steam page early and collect wishlists. Use festivals to get more wishlists. Also remember the cost of releasing....