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Languishing in Poverty
5 years ago3,092 words
I have neither fame nor fortune, and I'm worried for the future.

I know this keeps happening, but I've had yet another period of darkly wallowing in worries about the future - and despair at the present - rather than actually getting things done. These thoughts have been swirling around distractingly for days, so here's another vent to get them out. That's why I keep a personal blog, etc, etc.

I did a whole lot on Belief in about a week, and I really loved that! I felt so alive when making it, and I was so excited to show it off at the end. But I suppose that enthusiasm was killed by the meagre response, and I've not really touched it since then. Not because I don't like it or want to give up - I do like it and I want to continue with it - but it's more of a depressive slump, just sapped of motivation to do anything. As I'm writing this, the blog post about the Belief demo has just over 400 views, and the video itself has under 300 views.

The majority of the feedback was positive, and that's at least somewhat encouraging, but I feel concerned about numbers. It's not because I want to be super popular - I couldn't cope with that - but because I feel like my life's stuck on hold until I can actually make a decent amount of money. And for that, I'd need a certain number of sales.

I always used to assume that because things were on sale, then they were being sold in substantial enough numbers for whoever was making them to get by. I see now that's naive; a lot of things that exist to be bought probably aren't, at least not in significant numbers.

How well Sindrel Song will do on Steam remains to be seen, but I'm not expecting miracles. On Kartridge, it has a grand total of 22 sales, a profit of around $200 for me. Wow. Amazing. Totally worth the months of effort. I know (now) that Kartridge is small and Steam's a different animal entirely, but I wonder if the figure on there will be much higher. I've been told it's oversaturated, I'm self-publishing, and I don't know what hope I have of rallying interest, especially since I feel so insecure about it, like I shouldn't inflict something 'weird' on people, which they'll hate and criticise and find political issues with, and should instead just let it fail.

Here are some statistics. This is a graph of the number of views on posts on this blog. The horizontal lines mark increments of 500, and obviously it's graphed over time and divided by year.



Obviously it's fizzling out over time, not growing at all. It's very spiky, though; some posts do a lot better than others. That's to be expected. Most of the spikes are posts that have been pinned a while, and the ones with the most views are related to my old games. (There's also a weird anomaly at the start on a completely unremarkable post; I've always assumed someone linked to it somewhere for people to mock me or something. Or maybe it was a bug. The other highest spike is ∞ a short post about nostalgia with a MARDEK screenshot as the preview image ∞. Even that has an amount of views that'd be embarrassing on a YouTube video.)

I think the more I'm posting, the fewer views each post is getting. It's overwhelming to people, I suppose, especially since the posts themselves are long. Though I also suspect that people are just moving on, especially if they took an interest in this thing due to lingering fondness for MARDEK, and see that I'm working on new and different things instead. I can only speculate.

Perhaps personal sites and blogs and things just aren't ever going to get much attention though, when most of what people see comes to them through social media feeds?

While I'm looking at graphs about my site(s), here's another, this time relating to income from the Google AdSense adverts, which is the only way my sites earn anything:



As you can see, there was a period where I was making more than a few pennies from my sites. But never all that much, relative to what you'd earn from an actual job. Still, it's been my primary form of passive income for a while, as the money came in without me actually having to do anything. It's only been around £24000 in total for a decade of internet presence (still more than I've ever earned from games development), but having over £300 just appear in my bank account each month was nice while it lasted, and gave me a vague sense of security beyond having absolutely nothing to fall back on.

Most of that money came, oddly, from ∞ this site I made about the Four Temperaments ∞ forever ago. That was the first personality type system I got into, and while I know now it's nonsense, I suppose it's an obscure topic some people have been curious enough about to search for, and there aren't exactly a ton of competing sites about it so mine came up on the first page of results.

The decline could have been for a bunch of reasons. I drastically changed the layout, and how adverts work on the site, thinking they might help, but they probably had the opposite effect. Or maybe algorithmic whims relegated my site to a lower rank for a bunch of obscure reasons. I don't know. It's not something I actively maintained or tried to maximise SEO or whatever with.

I've been wondering though, due to the ""success"" of that, whether to make another site about the Big Five traits, which are more scientific and which I'd enjoy researching and writing about just as a hobby for my own benefit. Maybe I'll do that at some point. There's probably more competition because of the validity of the concept, though. (I've been thinking about this for ages, so maybe I've mentioned the idea before.)

Apparently making 'niche sites' is something you can do to make a fairly impressive amount of money, if you do it with enough sense and devotion. I've seen posts by people who maintain hundreds of websites dedicated to topics so obscure they'll have next to no competition, and they bring in many thousands of dollars per month. But I've also seen posts by those people where an issue on one of those sites gets their AdSense account shut down, cutting off revenue for them all. And it seems like they spend all their time researching these niche topics, and it takes years for any of them to show any results. Still, it's something I've thought about trying if the games thing doesn't work out.

Though perhaps the internet will change dramatically in the next decade or two, who knows. Anything in tech seems built on sand.



I've seen a few things recently that seem relevant to the DESPAIR I've been having about my trajectory. The creative path is fraught with failure, and success isn't at all guaranteed. Unlike with 'honest work' jobs where you have work to do, do it, and get paid at the end, reliably, if you look into creators' stories, you typically find long bouts of going without, with maybe some sparks of success that don't necessarily repeat.

Undertale was a hit. What of Toby Fox's projects beyond that? I've heard about one called Deltarune, but was that successful? Not enough to be seen without looking, or at least it seems to me. I suspect a part of Undertale's success was his involvement in the Homestuck community, because that was a phenomenon. But what's Andrew Hussie doing these days? I know I could look him up, but the fact that I'd have to means whatever it is, it's hardly on the same level.

I wonder often whether MARDEK was my one hit. I hope not.

If you work a 'normal' job and get promoted enough, your income and respect will grow fairly gradually, up and up until you retire at the end (though I know this is a very naive interpretation). But this seems more like rising and subsequently falling, nothing really sticking. Maybe the troughs following peaks aren't quite as deep as before, but I suppose we have to hope those peaks are profitable enough to endure what comes after. You see this with bands and actors and everything as well. Tastes change more quickly than careers last.

I've talked about the website Cracked in the past. I've still got it bookmarked, and I check it occasionally, but I get the impression that it's dying, or even undead. It's sad. Or maybe I'm wrong, projecting? I mention it because I saw this thing on there the other day: ∞ Celebrity Vanity Projects That Gloriously Imploded ∞. It's interesting that even big name stars with an enormous amount of clout can be met with failure by pursuing personal passions that don't exactly speak to a wider audience. Though it's also interesting that what counts as a 'flop' in that domain is making only a few million dollars. I'd be over the moon to make that kind of money! But I'm only one person, not an enormous team who all need paying.

One of the things on that list that particularly piqued my interest was a surprisingly recent (2015) animated film by George Lucas called "Strange Magic", which I'd never heard of. Apparently it was received badly, and earned little, despite him working on and off on it for 15 years and hoping it'd be a "Star Wars for girls". Must have been crushing on a personal level (but I suppose he's had to endure much worse).

I also saw a couple of videos about creators of well-regarded newspaper comics. ∞ One was about the creator of Calvin and Hobbes ∞, who deliberately ended the comic after ten years before it had a chance to grow stale, vehemently resisted any merchandising offers (to his enormous financial detriment), and seems to have faded into obscurity since then. By contrast, ∞ Jim Davis, creator of Garfield ∞, deliberately made his cat comic to be bland, repetitive, and vaguely, inoffensively relatable, and focused greatly on marketing and merchandising, as such now probably has a net worth of almost a billion dollars (and the franchise is still going). What's notable to me about how they were described in those videos is how they had several comic series that just didn't take off, but which they stuck with for sometimes years regardless, before they finally struck gold with the next idea in the chain. We don't know either of them for multiple projects. Just the one.

And so much of it is about presenting the right idea at the right time. There's no chance Garfield would become anything if released new today. MARDEK made enough of an impact for me to feel like I was at least slightly notable, but could that happen with anything I quietly throw onto the heaving Steam junkpile?

I don't know... I know I should be just sticking with it, working on things, until something does stick, but I suppose these dark periods are just unavoidable when there's so much uncertainty in the process, no security at all.

Another thing that came up on my radar (again) recently was the art of Rob Liefeld. You might have seen it before, even if you've never read comics; ∞ I think this article might have made the rounds, at least in certain circles ∞.



I'm not sure if it's obvious to a non-artist, but his art is not good. Very remarkably - in some cases horrifyingly - not good. And yet despite that, he became an enormous success and influence and made a ton of money from his drawings. I saw a video with artists talking about other artists' success, and they talked about him with both mocking frustration and palpable jealousy. Feelings of injustice, I suppose. "Why is it that I pour my heart into getting good at what I do, but someone like that - who clearly doesn't even care about a lot of fairly fundamental things - succeeds and I don't??"

I suppose the world's full of things like that. They mentioned that 90% of successful artists got to where they are not (just) because of skill, but because of hard-headed persistence, even denial of their faults and inflated boasting about their value. They slammed their heads into the same wall so many times that it finally broke down. Perhaps that's just how it works in this field. Or the world in general?

Though of course how you present yourself and who you know are everything, and I err on the side of self-deprecation and social avoidance, which isn't the way to succeed...



I've been wondering what kind of money actual real people earn. I have a vague idea, but nothing solid since obviously I don't live that life. And I feel I've talked about it on this blog before, but I can't remember (maybe I do have memory issues?). I've seen Americans online bemoaning their to-them-unimpressive $50k/year incomes, which seems bizarre since my parents don't seem to earn anything like that (currency adjusted, obviously).

Googling it, most of the figures for what constitutes poverty are relative; 60% of the median income counts as poverty. One thing mentions a threshold of "£195 a week for a lone parent with two children". I don't know if that's the median, or the poverty line. What's that, £780 a month, £9360 a year? I'm assuming that's the poverty line then.

I've been told I need to earn 'at least £1000 a month' to secure at least a meagre living, so I've been hoping or aiming for that. £12,000, or $15,551. Let's say I get to the point where I can make between 1 and 2 games per year, and I sold them for $10(US) each. I only get 70% of the income on Steam (I think?), so let's make that $7 per game. I'd need to make over 2222 sales on a single game to get £12,000 for it. And that's not even accounting for extra things like taxes...

Hmm.

That's not an enormous amount relative to some of the huge numbers we see online, but considering how little attention I get currently, it's daunting. Even if every regular reader of this blog bought it twice, it wouldn't get me over the poverty line.

I'm not interested in living in luxury or anything... I don't need more than the bare minimum, really. I'm content to live in a little single room studio without much in the way of possessions. But even that's out of my reach at the moment.

I know I need to get better at getting out there and promoting myself... Perhaps next year's big challenge will be to reinvent myself enough to get to that point. That feels more daunting than anything, though.



I've been thinking for a while about Patreon, and I do technically have an account on there and some supporters, though honestly I avoid even thinking about it so I don't even know what's going on with it. So many negative feelings surrounding it. On the one hand, not feeling like I deserve anyone's money, so I don't want to push it in anyone's faces, but on the other hand I'm terrified of the poverty so I accept what donations have come in. So conflicted.

I feel I need to have something up and running before I dare ask for supporters on that more publicly...



I'm almost ready to release Sindrel Song on Steam; I just need to wait a bit longer for approval of my store page, then I should, I think, be able to link to that and people can add it to wishlists and stuff. That should be sometime this week. Then there's a necessary two-week period before release. I'm aiming for the 6th still, as I think I said before.

I suppose I need to work on Belief. I've got the mechanics down and have a vague idea of the story in terms of big events, but I need to plan it out more specifically. Specific areas, characters, conversations, things like that, which is harder to do, and more time-consuming than coming up with the big picture.



I haven't bought a PS4 or any new games since the recent post about that, by the way. I made a list of things, at least. I've also been playing Pokemon Sword since it came out, but my favourite thing about the Pokemon games - and this has been true since generation II came out - is blocking out all information about them so then I can discover it myself in the game world. My favourite moments are encountering a strange new Pokemon (and so many of them are fascinatingly strange!) I've never seen before, or grinding for hours to discover what an evolution looks like through my own efforts. Some people play differently and learn all they can before they begin, so everything's familiar to them and they know what to expect ("I'll choose this starter because its final form has the best movepool!"), but I wouldn't enjoy that at all myself. I'll probably talk about it once I'm done, but for now I'll be keeping that to myself (and don't want to hear anything about it either!).

I know I repeat myself, and there are probably a lot of inaccuracies here. These are the thoughts that have been going around my head for days though. I suppose they'll continue to do so until I actually start making money, if that day ever even comes...

For now, writing this out does seem to have redirected my train of thought a bit. I feel that 2019 was a year in which I recovered from brain surgery, and made a single game. Figured out how to do that. In 2020, I should aim to break out of this rut I'm in in whatever way I can. I'll have that in mind in the weeks leading up until new year, planning something I can act on when the calendar changes...

19 COMMENTS

LotBlind53~5Y
Yeah, it's a difficult job predicting the success of games. The guys who made Rogue Legacy showcase all the billion games (of objectively less merit probably) before their big hit. Then again, your games, esp. the ones you're designing now, actually stand out so it's not SO supersaturated for you.

The two honest reasons I don't read as many of your posts as I used to is (a) I used to find your straightforwardness (not that you're the only blogger or vlogger that applies to) curious and I learned a bunch about APD and whatnot, but now it's obviously nothing new, and (b) just less energy, wanting to work on my own projects. I didn't watch the new trailer because I know I won't have the energy to give meaningful feedback, in case anyone can at this stage. I'm still very interested in what it might turn out like.

Best of luck!
1
Astreon152~5Y
It's always the same with your posts: you're so clearly aware of what's going on that there really is nothing to add, you've said it all.

I guess that's the purpose of them in the first place (what you call venting).

So, well, what else can good-willed people do besides show their support to you.
It's not something I'm good at though (which is why i often read your posts but rarely comment on them, or just some silly stuff).

But, ah, well, i guess i can always throw in some positive words:

*encouragement*
*support*
*congrats*
*best wishes*
*confidence*
*self-esteem*
*resilience*
etc...

I will keep reading as long as you keep writing.
1
Maniafig222~5Y
I'm glad you're sticking with Belief, I think the game has a lot of potential and it's really unique. It's hard to predict whether a game will be a success or not, sometimes you just get that one lucky break, I've read stories about established developers who suddenly get a smash hit out of nowhere as well as established developers who usually pull good numbers and release a promising game that's a dud anyway.

It is interesting how spiky the graph is, I'm guessing that game dev blogs do better than personal ones? I do try to read them all myself, even if I don't always comment. I think your blog has actually gotten a lot more interesting recently! Hence why I've also been trying to comment more often. Ever since you got out of that rough patch where there were a lot of blogs and comments feeds talking about the manosphere, I think your posts have been interesting.

Curious that the Four Temperaments thing still gets attention. Have you updated it at all since your first publicized it? I remember looking at it way back when it was first out, kinda nostalgic to think about the temperaments and all that, we probably all took those personality systems a tad too seriously back then.

Deltarune is sort of like a spiritual successor to Undertale and it's still in development, only a beta of the first 'chapter' is out so far. It's shaping up to be sort of like what Majora's Mask is to Ocarina of Time, since it reuses a lot of characters but also has a very different setting, themes and tone. Apparently Toby Fox is also guest composing for various games these days.

And Andrew Hussie is working on Homestuck 2!! Like, literally, not joking. Homestuck is still going and he's still working on it, though not as like the sole writer but as part of a team it seems. Interesting how that goes, right? I only got into Homestuck after it was far beyond its peak relevancy, but I did enjoy it for what it was.

Regarding normal jobs, I'm actually seeing more and more articles about how the daily grind is wearing millennial out, how workplace pressure is higher than ever, productivity is always expected to increase, job security is unsteady and low, exploitative hiring schemes are rampart and wages are standing still. Depression on the rise, people buckling under social and workplace pressures, people getting burn-outs before they even finish school... It's quite worrying! Kinda feels like society is nearing a giant cliff in more ways than one, and the old people in the driver's seat refuse to turn on the breaks.

The thing about Garfield and Calvin & Hobbes is interesting. Both are cultural titans, but while people look at the latter fondly and a lot of the comic's messages still work and do the rounds on social media, Garfield is widely mocked, spoofed and the basis of all sorts of bizarre twists and turns. Garfield has become such a quintessential inoffensive, bland comic that people have memed it into all sorts of cosmic or psychological horror stories. Interesting, that.

Even as someone who doesn't read or care about comics I immediately recognized that art and the name. I wonder how Liefeld feels about it, whether he's just content to have been able to create and make money or whether the widespread mockery and derision gets to him. There's actually a video where Stan Lee, a widely revered and beloved comic artist, questions him and basically just mocks him to his face. It's strange to watch, because like on the one hand it's really rude, but it's also hard to not root for him pointing out just how shallow and pandering-to-the-youths it all is.

[LINK]

Must have been hard to block out all the Pokémon stuff, the internet's been talking about nothing but Sword and Shield the last two weeks or so. Myself included, I have so many opinions, but I'll keep them to myself for now.

I did actually start replaying Pokémon Platinum the other day, or rather a ROMhack that adds new events, ups the challenge significantly and makes all 493 Pokémon catchable in the same game. And for the extra challenge I've been playing with a mono-Ice type team as well, something I've never done before! I'm just before the battle with the second Gym Leader.

[LINK] (Rotom's not an Ice type just yet, I'm going to unlock that Refrigerator Form soon though!)

Interesting just how vastly our playstyles would differ then, I'm the type who goes into every game with a prepared team in mind, and sometimes I start the game by just directly injecting a team using external software just to get the hassle over with and immediately get into the meat of the game, exploring the region and Pokémon battles. It actually took me some time to settle on a team with good coverage and secondary typings to cover for the Ice type's abundant weaknesses, though it sadly meant passing up on Jynx in favour of Frosslass as my designated Fighting counter.
2
Maniafig222~5Y
Update: Took two tries to beat Gardenia.

I then wiped against a Galactic Grunt. I'm not making that up.
1
Tobias 1115~5Y
I thought this blog was getting more interesting too, and I thought maybe more regular posts would increase retention, but maybe I scared people off by talking about the socially unacceptable manosphere stuff? I feel there were a couple of Sindrel Song beta testers who were put off by it, which gets to me. Pain spreading itself, I suppose. And I suppose there's no real way for me to gain new readers, so once people are gone, they're not really replaced. Maybe that'll change once I release new games. Hmm.

I changed the temperaments site's layout but not its content, which I thought wouldn't negatively affect it but it seems it might have done! I still think there's a lot of value in understanding personality, it's just that I know more about that now so I can see what's valid (five spectra) and what's not (fixed types).

I'm sure I saw Deltarune on the Switch store like a year ago, which is why I assumed it was out, but maybe that was just the beta? I suppose it'd be a mistake not to reuse characters from Undertale... I wish I could push through my fear and play Undertale and watch the development of that. One day!

I had no idea there was a Homestuck 2! It'd be a mistake not to stick with that too, though it's clearly not the phenomenon of the originals since this is the first I've heard of it. But maybe I've just been in the wrong social sphere? I don't exactly visit DeviantArt anymore. Reminds me of articles about people who had their fifteen minutes of fame as a meme or something, then they cling to that for so long that it becomes sad and you have a 40-year-old Star Wars Kid desperately begging people to do lightsabre dances for them or something (I used that as a hypothetical, but just looked it up and it's not a million miles away from the actual truth). I'm going to read Homestuck 2 anyway, I think!

I've seen a lot about the awfulness of the traditional daily grind too, and articles about how 4-day work weeks are gaining traction, shorter work days, things like that. And there are a bunch of creative types who make things drawing attention to the absurdity of it all. There's also a lot of talk of automation threatening so many professions too, and universal basic income, so I wonder whether the way society sees employment is going to change drastically in the next decade or two.

r/imsorryjon ends up in r/all surprisingly often! I mentioned Garfield because I clicked a video titled "why Garfield isn't funny" (or something), which I was curious because, well, it's not, so why did it ever succeed? There's so little to it. I also like Garfield minus Garfield!

I've never actually seen Stan Lee doing anything related to comic creation, so that video was certainly interesting! I was surprised by how repeatedly brutal he was, though he does have a point... I do wonder though how these people who receive such mockery fare emotionally. I was recently reading about how Jar Jar's actor seriously thought about suicide, and it still gets to him, but I can imagine huge wealth helps soften the blows at least a bit...

I've been trying to check Reddit for the past few months just so I have a vague idea of what's going on in the world, but I've been avoiding it completely because I don't want Pokemon "spoilers" (which aren't to most people). I'm careful on YouTube too. I'm just trying to get through it quickly so then I can stop avoiding things, but at the same time I don't want to rush it (and I've been too busy to get very far anyway; I've only got three badges).

Ha, it's always amusing seeing other people's pokemon nicknames!

It's only the first time where everything's new that I don't plan a team; once I know what the pokemon are, I will. With Sword, I've not even got a proper team yet, since I'm filling at least half my slots with pokemon I'm trying to evolve, just to see what they evolve into. Some are taking a worryingly long time though and I'm concerned they might involve inaccessible methods like trading... I wish there was some in-game way to know how to evolve Pokemon, because checking will mean exposing myself to other stuff I don't want to see. I'm reminded of training a Shelmet to like level 50 way back in Black...
1
Maniafig222~5Y
Yes, the Switch release of Deltarune would have just been the first chapter demo. After releasing the demo, Toby Fox actually publicly posted that he worried that development of the game might take too long as was hoping to find collaborators to help him release the game within a sensible timespan since he didn't want to spend like all of his career working on Undertale-related content. It currently seems like he's still working on it, but when it first released there was a strong air of insecurity as to whether there'd ever actually be a full release.

I do hope you play Undertale one day! It's an interesting game, and I think you would enjoy it. Honestly I'm kinda surprised it blew up as much as it did, it pulled decent numbers on Kickstarter and with pre-release marketing, but it only really blew up once it was out. IIRC, the game had a somewhat modest for Kickstarter goal of 5,000 and earned 50,000. But despite that nobody ever seems to talk about the game as a Kickstarter success, perhaps most people aren't even aware of its beginnings? It even has a free demo.

I didn't back the Kickstarter myself but I did follow its development and play it ASAP after it was released, so my initial experience would be much different than someone who had to be pestered by the internet into trying it.

Just a word before trying Homestuck 2: The plot of it apparently takes place after the events of the Homestuck Epilogue, so you should probably get through that one before doing Homestuck 2. I've yet to get into either myself, but it's on my to-do list. [LINK]

I'll avoid any specific spoilers, I can tell you don't need to worry about trading since none of the new Pokémon introduced in Sword/Shield require trading to evolve. The games do have new and obscure evolution methods though.

I'm not sure any of them top X/Y's Inkay evolving by having the 3DS rotated though! How did people ever figure that one out you think?
1
Wolf21~5Y
After graduating university I worked for a media and marketing company (for context I graduated with a degree majoring in creative and professional writing). SEO is a lot of work, and Google doesn't tend to play fair when it comes to their algorithms. You need constant updates and references to what you want your site to be *known* for to even scratch the surface of an oversaturated topic. I would say some of the sites you use to have, like that of the temperament / personality site would be good for having less competition, and your approach always appealed to me in that you came at it from a perspective of not being an expert and admitted as such.

I don't know what your skillset is like these days, I've always seen you as a one-man army of game production and that's wonderful, but maybe your history of development, and your artistic talent/merit could land you a job in the games industry. Assuming that holds any interest for you, you have a better background than a lot of people I know of in the industry over here in Australia. The fact you created and sustained a fan community for so long should also stand you in good stead.

Mobile games are the most lucrative games around, and if your aim is to make money, then maybe think about how you can produce something for that market with your brand of uniqueness. I would advise doing something like releasing it for free and having ads inside it which you can remove for a fee. People somehow find that more approachable than having an initial cost, despite that being cheaper for them in the long run. That being said if you don't have any interest in that- don't do it.

I think steam is a good option, but you're right in that it's hard to not get lost in the mass amounts of games released on the platform. Maybe you could approach Epic games, who seem to love their little indie darlings and give games for free each month. See if they'll just pay you *something* for your games. I hear they have a lot of Fortnight money. Otherwise you could approach some game reviewers, probably some that specialise in indy games and see if that can get you some exposure.

For patreon to work really well you need to foster that sense of community. I think if you had a patron at the height of Fighunter you would have earned a lot more than you have. Offering things that make your patrons feel special is pretty key, so it can be really hard, but maybe do some development blog style things. There's a game reviewer over here that has a pretty decent following and he creates games in his own time, Ben 'Yahtzee' Crosshaw, and he did a development diary series (admittedly he uses video production instead of the written word, but you remind me of a much less self-confident version of him in that you have a very unique sense of humour, and also make games and that means you fit the same arbitrary box).

As much as I like the idea of what you're creatine now, I know that it's not really something I personally find really approachable. Just because of my specific interests and how little time I have to play *anything* these days. I will still buy any game you out on Steam, even if I don't feel I have time to play it right away.

In regard to Cracked, and I might be wrong, but I believe it was owned by the same company that owned the site that released Hulk Hogan's sex tape and was sold as that parent company was essentially bankrupted by the court case. The site then let go a lot of their more popular, and entertaining, producers and content creators (like everyone who was in the Cracked YouTube series After Hours) resulting in the sites subsequent death. Alternatively I pulled that reason out of nowhere, but I do know they let a lot of staff go.

I don't know if any of that was helpful to you. You're probably not really looking for advice, and just want to vent about your situation which I completely understand. We hear you, the few people still visiting and reading your thoughts after so many years can see what you've been through and appreciate what you've put out into the world. I really hope you can find a comfortable place for yourself in this industry but as you've pointed out, it's really difficult to do that.

I believe in you, and the art you produce.
1
purplerabbits148~5Y
I get how people would be fustrated when they see something that is not good be very sucessful. I tried my hand at making a minecraft role play for a time period and even there you can find some series that are basically just the same high school story told for like the 7th season in a row, but they get like millions of views. But then there's the series that are really interesting with all the stops pulled to make things interestingly naratively and visually, but they end up with like 500 views.

The same can be said for the recent trend of anime where all the characters suffer from same face syndrome and that the story is basically only fanservice with one step away from being a person's fetish porno with clothes almost coming off.

Look at Sword Art Online, for example. It has a very bland Mary Sue, harem king as a protagonist, same face syndrome for every girl, fanservice in later seasons that very clearly cater towards specific fetishes, and a plot that is really only apealing to those who have never seen anime before. And it's a huge cash maker with like 6 season of anime and so much merch.

For Deltarune, I dont think he made any money off of the first chapter since it's for free. I have no odea if another chapter has been released, but I have seen no theories so I don't think so. Also with his resent release from an nda of a big project he might not have had time to work on Deltarune as much.

With getting Sindrel song released and making progress on Belief, I'd say it's a start towards building up the momentum needed to make game developing a sustainable job prospect for you.
Because it has been so long between iterations of games. Its natural for people tk lose interest. I kinda see the drop off as you looking the rabid Mardek fanboys to starting on a more blank slate for your next fans.
Starting as a new base things will be difficult to get that momentum to fully pave the way for a long term career as a game dev, but that momentum needs to start somewhere and Sindrel song is a pretty good start. The only issue left is to keep that momentum from stopping.

I'm excited for the steam release of Sindrel Song. and I'm excited for how Belief is coming along. (I'll coment on the previous post on my opinions of the demo. I'm being bogged down with applications and finals right now)

I also try to avoid most of the new pokemon reveals until I play through . I dk ise guides when it comes to at least catching all pokemon in an area though.
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Tobias 1115~5Y
I suppose people like what's familiar and relatable, ultimately, to my frustration...

Keeping momentum up is definitely going to be both important and difficult, since the duration between game releases is so huge compared to, say, youtubers, who can produce new content every single day. I really think I need to start planning something I could release more regularly, though I'm currently still in the brainstorming phase regarding that.
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TamaYoshi13~5Y
I agree with Mania that a lot of things seem to not be going too well with our current "corporate" ideals; we're seeing more and more community-bound artists that don't depend so much on larger companies. In social media, there's a lot of networking where artists end up boosting one another's popularity by mere exposure; you'll often see individual musicians featuring one another now and then, or visual artists invite people or make art for other types of creator. And then there's Patreon.

The most impressive collaborative hub I've found is The Materia Collective, which is a collective of MANY game composers, both independent and professional; they can release huge albums with nearly a hundred compositions, with most tracks being made by different artists. Very eclectic, but also very interesting. I've personally bought a few of their main albums; I almost never buy albums!

These collaborative efforts make me hopeful, in part; I think a lot of artists benefit from these new ways of making art. Of course, the networking part of the gig makes it difficult for introverts, but it's probably safe to say a vast majority of these people are also introverts, and Patreon definitely makes it easier for less popular people to make a living.

Game development is a pretty tough thing to insert in this kind of scheme due to its infrequent output, but some devs are good at making bite-sized games... usually in the form of "freemium" games. I'm reminded of the game "Pokemon Picross," which was freemium - a picross game where you have to wait before you can complete picrosses... Simple! It was pretty well made, I think, and something I found nice was that it was possible to "buy" it entirely; after spending 50 bucks, everything in the shop became free. I think it's a "good enough" way to not abuse people with social engineering.

If I was really in dire need of money, I suppose I'd do something like that: something episodic and easily producible within a week or a month, where subscribed payers would receive content in advance (so nothing would COST anything, but there WOULD be a monetary incentive) - the thing about an absolute paywall is that it thins out the audience; a relative paywall does not do that. These are definitely strategies I would rather not have to implement myself, but I can definitely see this as a way to market oneself efficiently.

My go-to instinct in your situation would be to find a format for Belief that lends itself well to a monthly release, and implement a relative paywall. Relative paywalls may sound like "wasted opportunities," but because of the reach I mentioned, it could actually end up making you more money (while not alienating anyone).
A different approach would be to have a per-content Patreon, in which case you'd at least be free to dictate your own schedule.
Technically, a Patreon doesn't mean all you make is going to be free in the end. I can easily imagine Patrons getting promo codes for your games, so you at least have some financial security if your games take longer to create. That would be the more "capitalistic" version of Patreon marketing. It would also not be too far off of what your current Patreon is like, with more actual incentives for Patrons.

Then again, maybe you'll be lucky and won't have to think about any of that...
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Tobias 1115~5Y
About a year ago, I wrote a post ([LINK] about how it seemed like a good idea to try to make short, simple games I could make a bunch of for quicker profits. I played around with a bunch of ideas, but eventually it turned into Sindrel Song, which spanned essentially the whole year! It seems that making these shorter projects just isn't something that comes easily to me, even when I try.

Still, my interest in that has been rekindled by your comment. I think what I'll do is set it as a mental process to run in the background, subconsciously, and keep a document for possible ideas for quick apps I could make if they ever bubble up. I'd like to tie them into the Alora Fane world in some way, as an additional way of fleshing it out, so that gives me something to start from at least...

It'd be nice if I could produce some other kind of content that'd be worth regularly supporting me though. Game releases are annoyingly infrequent. I've had a few ideas about that in the past that I've written about in this blog, but they've all got their own issues. Perhaps it's worth thinking about some more though.

Taming Dreams was imagined from a lot of these ideas, actually. I planned for it to have a new chapter every month, with the first two free to get people interested, but I wasn't able to stick with it for a bunch of reasons that were mostly technical or related to real-life changes... I thought charging money for something worthwhile like story chapters might be a good idea, but now I think probably not. With those freemium games, it's best to charge for optional things, but there are a whole bunch of problems to solve with that too... It's not an easy path to wealth, by any means.

Something I've been wanting to do for a while is to help out other indie developers by playing obscure games and reviewing them on my blog. I can't see it'd be of much benefit at the moment though because this blog's so small. But maybe one day, if I ever do start building my audience again, that's something I'll be very interested in, especially since I'd be benefitting too from being inspired by their work!
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TamaYoshi13~5Y
When you talked about smaller games, I thought about something I came across while researching fictional writing: short stories.

It's not something new or anything, but I don't think you ever really tried to make a story that was self-contained and deliberately short. I think a lot of indie games tend to take on a short-story format to their benefit, because of the mystery involved in the minimalism.

I remember hearing stories about amateur writers getting their practice out of writing short stories (or short short stories, spanning less than a few hundred words) on a weekly basis.

I always wondered what it'd look like if you gave short self-contained narratives a shot; I always thought your emotional inspiration had a certain "bursty" atomic quality to it, which would lend itself well to these formats (and monetization). It's not entirely unlike writing a poem.

I mean, uh, I'm sure you really enjoyed most of Pixar's short films, or something.

I'm also remembered of this video, based on a very simple short story; it's pretty effective, though!
[LINK]
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Tobias 1115~5Y
I defitely like the *idea* of short stories! But when I made Alora Fane: Creation a few years ago, which was primarily a map editor used for creating short stories, I intended to make a handful myself to go along with it before release. But I never got to that point because I always ended up bloating the ideas too much, or I struggled to make them sufficiently snappy, or I just wasn't sure what to do.

It does seem like it'd be a good idea to make something shorter though, and it's something I'd like to give some thought to. Maybe trying to write one in just text each week might be a good idea! But then again I'd also like to compose a piece of music every week and I'm struggling with that...
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MontyCallay101~5Y
I can understand the reasons why Sindrel Song has so many difficulties, and I find it annoying as well, since while it is admittedly a highly idiosyncratic game, there's a beauty and a challenge and a heart to it that I've not seen in many other games. I do however think releasing on Steam will help somewhat, since that might allow more people to stumble upon it than in Kartridge, in addition to being an easier sell in the first place since Steam is already quite widespread.

I think that (at least part of) the key to growing your audience will be, for one, of course releasing more titles, but also trying to find a place in the indie community where you feel comfortable and are able to grow your audience. I'm aware you use Twitter, but have you (for example) spent some time looking at other small-ish indie game developers who you can identify with and looking at what their strategies seem to be? I'm aware your avoidance issues especially don't make that easy, but that's a part of the challenge of being a self-employed artist, I suppose. Perhaps something to work on with a therapist? Apologies if this is unwanted advice.

There's so much uncertainty in your worries, which I wonder if it would be easier to resolve with some sort of more coherent support, whatever that might be for you. I still remain utterly in awe of your abilities, your discipline, and your scheduling prowess in working on your projects, no matter the adversity you face. Is there a way you could try to apply said discipline to less immediately appealing endeavours, such as marketing your game? Surely both are important if you want to find lasting success. Is there some sort of balance, perhaps, that you could strike which would feel comfortable for you? Even Toby Fox didn't just happen to release Undertale on Steam somehow and it was immediately successful, but he ran a Kickstarter campaign, if I remember correctly, drawing on the indie game community as a whole to gather funds to develop the game.

In fact, I think that with Belief, you have a very promising project, blending your personal ideas and interests with a game that will surely be approachable and fun, and I can very much imagine that being an easier sell to a publisher (as well as to a larger audience) than the more *unique* experience that Sindrel Song provides (which might be your own "Gnorm Gnat"). And I am sure that you will be able to grow and overcome more and more of your difficulties over time. With your abilities and the work you do, it would be a shame if you weren't able to realise that in a way that allows you to earn a living. I think you have the right approach in taking time to consider how you want to move forward from where you are now. If you keep working on your weaknesses and keep using your strengths, I am certain that at some point you will make money. You certainly deserve it.
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Tobias 1115~5Y
I've been meaning for ages to get into the 'indie games community' in some way, but I keep putting it off because of avoidance issues, insecurity, envy, assumptions of not belonging or being rejected, self-loathing, etc. I keep redirecting my attention away from it as a form of procrastination/avoidance, like some terrible essay I have to write but without any deadline, though I'm aware I should get to it at some point... It really will make all the difference, not just in terms of money-making, but probably on a personal level too.

I've been resistant to the idea of a therapist for a bunch of reasons (they're not the magic cure they're portrayed to be, I've wasted a lot of time with them in the past and got nowhere), but I wonder whether they could serve as a sort of tool if I focus on trying to alter my mind in my own ways. It's something I'm aiming to make my primary goal for next year.

Thanks for seeing value in my work! That's always my biggest hope. Honestly I feel that what I do should be earning something (though I feel like a narcissist for even thinking it), but... well, I'll just have to hope for the best, and try to push through inner barriers, and stick with it, as much as I can.
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DonVicente4~5Y
The story of an artist that never gives up despite failing and barely making a living until they eventually, after many years, become successful seems to repeat itself often, but it always makes me think of all the people who never found success in the end. You never really hear their stories, but there must be many more failed artists than successful ones, right? I guess they either give up eventually and try to have a normal job, or are just considered failures, not artists.

I know you've talked about this many times, but I'm not sure what you think right now, are you theorically willing to have a non-artisty job? Maybe something related to psychology, or would you much rather end up doing some sort of artistic self-expression? Personally I don't think I could hold a full time job that's not related to art, or at least something very creative and personal (which seems like just a roundabout way of saying art). It's not like I ever really tried, I considered a last choice in case I ever had to, but honestly I feel like there's a 50/50 chance I'd end up homeless instead. Luckily right now I'm doing okay. But still, I do wonder how seriously you've considered the possiblity of trying to have a 'normal' job , or rather how you feel about the possiblity right now.

I've never considered myself an outstanding artist, in fact I probably consider myself a bellow-average artist, at least as far as professionals go. But that's more a reflection of my low self-esteem than anything, I think. It's basically impossible for me to be objectvive about it.
I do think that to some extent being successful depends on luck and circumstances more than just skill. I've seen a lot of great artist not be as successful as what I'd describe as 'not as great artists', it makes me think of the whole flash game boom, sometimes games I would say weren't as good made the most money, and lots of games that nowadays would be completely ignored were brought into the spotlight to millions of people. But that whole era is now over, and it's up to each developer to bring their game into the spotlight. That does seem to be one of the toughest parts of game development nowadays.
By the way the one game I ever finished was released by the time flash games were pretty much dead already, I remember not too long after I got it sponsored the site where sponsors could bid on flash games was shut down. I did get to exchange a message with Tom Fulp, which in my mind is important for some reason.

Anyway, Belief is looking really good aesthetically. I mean there's obviously a lot of things that aren't finished yet, but it's a good start . The fights look really confusing to me though, as in I know what is happening sort of because you've explained it a lot, but it seems confusing, I'm not sure if that's a problem that would be solved by better UI or if it's just me, but that's my quick feedback. I never got to play... the first Mardek remake? The one that was for andriod and had a similarish combat, so I've never really played a game with that kind of mechanics, but having it be clear by just looking at it is probably important if you want to attract new people with a trailer or some such thing.

For me at least having a job has helped quell the self-deprecating thoughts and feelings of being a failure, so that's positive. The weird part is that I would say that having income and knowing I won't end up on the street isn't the most reasuring part, it's just feeling like I'm not being judged by others as a failure that makes me feel more at ease. And most of that is probably in my mind, as in most people really aren't judging me, I just felt like I was. So whatever you end up doing I hope you can find peace of mind, or at least some more stability. I feel like there were more things I wanted to say but I'm out of time already. I have no idea how you write so many blog posts, it takes forever. Life is difficult, or minds are difficult, I guess. We have to find the right way for each to live as best as we can, whatever that means.
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Tobias 1115~5Y
There are only a handful of great composers and artists and authors and scientists who everyone's heard of, but there surely are many, many, many more who just never make it... Am I one of them? I think about that a lot.

Going to study Psychology was my way of giving up the games thing and getting a 'proper job', but that didn't turn out quite as planned! I learned from it that being around other people is very bad for me, and that while I can do the technical work (writing essays etc), I hate it, it doesn't give me nearly the same satisfaction or flow feelings that making things does. And I was always compelled to create alongside that work, so it feels like this is the path for me, difficult though it is. Like you, it feels like either I'm an artist or I'm nothing. Anything else would just be pulling me away from this.

Promoting myself will determine whether or not I can succeed with this... and I know I'm no good at it. But perhaps tackling it will be the best kind of personal growth? The necessity of it might force me to bypass the usual avoidance barriers... maybe. We'll have to see how it goes, though it'll definitely be a process. How did you transition into what you're doing now, actually? Did you have to contact people, or did they contact you?

I wondered if you ever finished and released a game! Or maybe you talked about that once and my memory's terrible... How was that, on a psychological level? Fulfilling, disappointing? I remember Tom Fulp messaging me on Newgrounds saying I should upload MARDEK 3 and I never did for reasons I can't recall. That comes up every so often and I feel bad about it. I wonder how he's doing these days.

I think any unfamiliar game of any kind of complexity is going to be baffling at the beginning! I know I spend the first hour or so in any RPG confused and overwhelmed about what's going on before everything finally clicks. The same is true of Belief.
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DonVicente4~5Y
I know things went very wrong for you socially in university in the end, but would you honestly say you shouldn't be around other people because of that? It seems a pretty extreme conclusion, but then again I myself don't really try to be around other people much. Are you trying to say you would rather give up on trying to be close to people, that you'll be better without trying? I just want to know exactly what you mean by that because it's a very unusual remark and something that doesn't really fit with the mental image I have of you.

I definitely think you'll need to promote your games as much as you can if you want to succeed, but it's tough since developing a game is completely different from marketing it. I'm not an expert in the matter, and none can give you a guaranteed method to do it, so you'll have to figure out a way on your own, I guess you could try different things and see if something shows any promise.

For what I'm doing now I was contacted by an editor of the site after I submited an entry to a contest that was being held. Though I wasn't even close to winning the contest, I guess at least some people in charge of the site liked my submission enough to give me chance. I'm sort of riding the webtoon boom wave right now, I was far too late for the flash boom but the site I'm being published on is throwing a lot of money to break into the western (web)comic market, trying to recreate the success they had in Korea, where it's a massive industry, as far as I can tell. So I didn't really promote myself at all, other than trying my best at the contest.

Finishing the game was both fulfilling and disappointing. I really liked working on it and it was great to have something finished for once, but it took ridiculously long to finish. When I first started that project I wanted to finish it in 3 months, and it took me about a year to finish it in the end (taking weeks or months off in between for no good reason), and I didn't make much money from it in the end. I'm sure this story is new and unheard of for you, completely unlike your own experiences.
After that I didn't manage to finish any other game project and I went on to what I guess would be classified as depression if I had been diagnosed, eventually ending with me injuring my shoulder (just because of terrible posture) and deciding to try to focus on working freelance , which doesn't really make any sense, but that's how it went down. Maybe you remember a bit about that part since I talked with you about it.
So I feel like making games is incredibly difficult, it's too much work with no feedback or meaningful milestones, but somehow people still keep making them.

One thing I've seen repeated over time on some of the game development forums and havens that I lurk is that having short gifs that look very interesting and show the best parts of a game and what the game is about are really useful to get people's attention and try to get them engaged with your game, which is one of the reasons I would say making it clear what makes your game special visual will not only help people understand it, but also make marketing it easier. I guess you could add really over the top animations to skills that show what they do, there's a lot of room to make it look interesting and funny, but of course that would be extra work. Though that's just one idea, there's a lot of different things you could do to make it more interesintg at a glance so you can 'hook' people and make it easier to market it later on.

Also I think it's a good idea to try to revive your patreon, maybe if you can get at least some stable income, even if not enough to live off of right now, will make you feel less anxious about your future. I know if I had been more stable mentally back when I was working on games I'd have had a much easier time and probably be more productive, so anything you can do to improve your condition, even slightly, is a step in the right direction. I think trying to improve slowly in any way you can right now is a great choice, without many expectations.
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