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My one lesson for others from releasing my very first indie game

r/IndieDev
7/12/2025

Content Summary

A first-time indie game developer shares hard-won lessons from releasing their debut game 'Knowmad'. Key insights include overcoming perfectionism, embracing public criticism, and valuing the compounding benefits of completed projects. The post emphasizes shipping imperfect products, reusing assets for future games, and the unique satisfaction of creating something wholly owned.

Opinion Analysis

Mainstream opinion supports the 'ship early' philosophy with 3/4 comments being positive. A controversial viewpoint (u/Sycopatch) challenges the notion that all criticism is baseless, suggesting quality matters. Debate centers on balancing persistence with quality standards. Developers agree on the value of completion experience but differ on handling feedback.

SAAS TOOLS

SaaSURLCategoryFeatures/Notes
Unityhttps://unity.comGame Development EngineAnimation, Inventory Management, Cloud Syncing, Steam Deployment

USER NEEDS

Pain Points:

  • Perfectionism hindering progress
  • Fear of public judgment/criticism
  • Complexity of deployment processes (Steam/cloud)
  • Lack of reusable assets/code

Problems to Solve:

  • Completing first game despite imperfections
  • Handling negative feedback
  • Managing multiple development aspects (art, coding, localization)

Potential Solutions:

  • Iterative development approach
  • Building psychological resilience
  • Creating reusable code/assets for future projects

GROWTH FACTORS

Effective Strategies:

  • Focus on MVP (Minimum Viable Product) development
  • Portfolio building through asset reuse

Marketing & Acquisition:

  • Steam platform utilization
  • Participation in gaming events (NextFest mentioned)

Monetization & Product:

  • Lifetime ownership of created assets
  • Value of perpetual digital products

User Engagement:

  • Community support through Reddit engagement
  • Sharing development journey publicly