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I know that MJ said working on your dream isn’t the best way to make millions, but I’ve put together an explanation of why my dream project is a good idea to build based on the CENTS formula.
Control:
I have it allllll as the leader of the team and main developer.
Entry:
To some, the entry may seem easy, and the market saturated, but that’s because the market is saturated with LOW QUALITY games.
Making a game is hard, but lots of people are doing it. Making an EXCELLENT game though is FRICKING HARD. I’ve played lots of indie games in my little developer circle, NONE were of EXCELLENT quality. So the execution, like with anything, is the most important factor.
Need (Value)
The value of a game lies within it’s ability to entertain. It has to not only be fun, but the graphics also have to be easy to read and understand what’s going on. It doesn’t matter if your game is 8-but or AAA quality, readability and ability to convey feeling is what matters. Of course, do people NEED a Castlevania-like game with Visual Novel elements? I haven’t seen anyone make one before, so there is an opportunity there. The NEED lies within the game’s difficulty level. People have expressed their concerns with Visual Novel hybrids being too easy. So our challenge is to make it a fun and fulfilling challenge with a great story.
Time
Once the game is done, it can be sold forever online and my team and I will continue profiting off of it forever.
Scale
Since selling it digitally online can make it be sold just about anywhere, the scale of the business can get massive! We can make more games as well.
With that said, I would like to document my progress so far. I will update this thread later with business growth progress such as leads and things.
2019 (and earlier):
My friend and I began designing characters and writing story for the game and creating 3D graphics.
2020 :
I began officially developing the game as a 3D exploration game to start with.
2021:
I hired (EXPENSIVE) marketing ‘experts’ to get the word out about our Kickstarter for the game before the demo was completed (mistake). They pushed us to have a demo out asap, which resulted in a low quality product, and when our Kickstarter launched, it flopped.
2022:
I salvaged the game to make a side-view ‘2.5D’ platformer jumpy runny slashy game instead, with 2D sprites in front of a 3D background. That way it would be easier on a small team like us, and allow for more creativity. Besides, it ended up looking nicer than the 3D version anyway because of the look of the smooth 2D sprites instead of janky 3D models. I updated all of the portrait sprites to reflect the new version of the game which resulted in better quality portraits.
2023:
I created a Kickstarter pre-launch page for the new version of the game so that people could follow it and see when it launches, and continued production of the new demo.
2024:
I have a goal of 1000 Kickstarter followers that I want to reach before launching the new Kickstarter as well as completing the ACTUALLY GOOD demo. My goal is to finish the demo before the end of this year. If I can launch the KS this year too that would be icing on the cake. Been progressing smoothly in development (with the occasional bump or two).
Today:
Jan 30, 2024
The Kickstarter has 142 followers, so we are 14% of the way towards the prelaunch page goal! My plan for today was to write this, and do some drawing for the game.
I’m hoping this thread will keep me accountable since I’m posting it on a forum with such big huge mega winners.
Looking forward to more progress!
Control:
I have it allllll as the leader of the team and main developer.
Entry:
To some, the entry may seem easy, and the market saturated, but that’s because the market is saturated with LOW QUALITY games.
Making a game is hard, but lots of people are doing it. Making an EXCELLENT game though is FRICKING HARD. I’ve played lots of indie games in my little developer circle, NONE were of EXCELLENT quality. So the execution, like with anything, is the most important factor.
Need (Value)
The value of a game lies within it’s ability to entertain. It has to not only be fun, but the graphics also have to be easy to read and understand what’s going on. It doesn’t matter if your game is 8-but or AAA quality, readability and ability to convey feeling is what matters. Of course, do people NEED a Castlevania-like game with Visual Novel elements? I haven’t seen anyone make one before, so there is an opportunity there. The NEED lies within the game’s difficulty level. People have expressed their concerns with Visual Novel hybrids being too easy. So our challenge is to make it a fun and fulfilling challenge with a great story.
Time
Once the game is done, it can be sold forever online and my team and I will continue profiting off of it forever.
Scale
Since selling it digitally online can make it be sold just about anywhere, the scale of the business can get massive! We can make more games as well.
With that said, I would like to document my progress so far. I will update this thread later with business growth progress such as leads and things.
2019 (and earlier):
My friend and I began designing characters and writing story for the game and creating 3D graphics.
2020 :
I began officially developing the game as a 3D exploration game to start with.
2021:
I hired (EXPENSIVE) marketing ‘experts’ to get the word out about our Kickstarter for the game before the demo was completed (mistake). They pushed us to have a demo out asap, which resulted in a low quality product, and when our Kickstarter launched, it flopped.
2022:
I salvaged the game to make a side-view ‘2.5D’ platformer jumpy runny slashy game instead, with 2D sprites in front of a 3D background. That way it would be easier on a small team like us, and allow for more creativity. Besides, it ended up looking nicer than the 3D version anyway because of the look of the smooth 2D sprites instead of janky 3D models. I updated all of the portrait sprites to reflect the new version of the game which resulted in better quality portraits.
2023:
I created a Kickstarter pre-launch page for the new version of the game so that people could follow it and see when it launches, and continued production of the new demo.
2024:
I have a goal of 1000 Kickstarter followers that I want to reach before launching the new Kickstarter as well as completing the ACTUALLY GOOD demo. My goal is to finish the demo before the end of this year. If I can launch the KS this year too that would be icing on the cake. Been progressing smoothly in development (with the occasional bump or two).
Today:
Jan 30, 2024
The Kickstarter has 142 followers, so we are 14% of the way towards the prelaunch page goal! My plan for today was to write this, and do some drawing for the game.
I’m hoping this thread will keep me accountable since I’m posting it on a forum with such big huge mega winners.
Looking forward to more progress!
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