У нас вы можете посмотреть бесплатно You can get away with a bad indie game… if it’s weird или скачать в максимальном доступном качестве, видео которое было загружено на ютуб. Для загрузки выберите вариант из формы ниже:
Если кнопки скачивания не
загрузились
НАЖМИТЕ ЗДЕСЬ или обновите страницу
Если возникают проблемы со скачиванием видео, пожалуйста напишите в поддержку по адресу внизу
страницы.
Спасибо за использование сервиса ClipSaver.ru
⭐ Stuck in Tutorials? Release Your First Game In 60 Days: https://www.skool.com/smart-indie-6927 🎁 Free Smart Indie Trello board: https://www.smartindie.dev/trello Most indie games fail because they try to be safe. In this podcast, we break down why making weird games with one strong mechanic beats copying popular genres, and how a single twist can make your game stand out without overscoping. We talk about game ideas, one-sentence pitches, niche audiences, horror games, audio and visual design, and why generic games get ignored. If you are an indie game developer or beginner trying to make your first game, this episode will change how you think about game design and originality. 0:00 Weird beats generic 0:56 Pitch it as “X but with Y” 1:59 Niche games beat “general appeal” 2:41 Dream Trials: the camera-dolls mechanic 3:20 Why most itch horror feels identical 4:11 The idea is 80% of the game 5:01 When audio + visuals work together 5:36 The “nursery rhyme” moment people remember 6:32 What “good audio” actually means 7:30 Tension comes from buildup + unpredictability 9:12 Lower the guard, then strike 10:17 Iron Lung as a perfect horror blueprint 13:06 One-sentence pitch rule 14:54 Open worlds: freedom = complexity 16:44 Indie advantage: you can take risks 17:18 Realizing you’re making a worse version 18:04 Pivoting into a 6DOF shooter 19:25 “General appeal” still attracts a niche 20:14 Niche applies to YouTube too 21:35 Avatar matters more than genre 23:16 Blend emotions to make games weird 26:16 Why horror is beginner-friendly 28:25 The sonar prototype that failed 29:19 Add consequences to sonar pings 31:16 Quit ideas you hate building 31:42 The 3 checks after prototyping 32:26 Randomize puzzles for replayability 34:59 Edgar’s Room: listening + puzzles + tension 36:53 Puzzle games need win/lose states 39:52 The “weird” comes from room effects 40:14 Effect idea: freeze objects midair 40:49 Effect idea: everything becomes a trampoline 41:58 Steam success and teaching without “hits” 44:36 Wrap-up and final takeaway #gamedevelopment #gamedev