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First Game Released, First Game Flopped. Was it worth it?

r/IndieDev
7/13/2025

Content Summary

A solo developer released their first multiplayer physics game 'Twisted Jam' after 14 months of unpaid work. Despite being a financial failure, the developer gained valuable experience. Key lessons include the importance of marketing before launch, challenges of multiplayer-only indie games (player dependency), and pricing difficulties. The developer plans to seek employment while continuing game development as a side activity, focusing on simpler projects. Comments highlight issues with game polish, pricing strategy ($10 being too high), and suggest post-launch improvements.

Opinion Analysis

Mainstream opinions:

  1. Releasing a complete game is a major achievement worth celebrating, even if it fails commercially.
  2. Multiplayer-only indie games face inherent challenges due to player dependency ('needs players to attract players').
  3. $10 pricing is too high for an unpolished multiplayer indie game; free-to-play or lower pricing is suggested.
  4. Marketing should begin before launch, with emphasis on building wishlists and followers.

Conflicting viewpoints:

  • On marketing necessity: While OP and most commenters stress pre-launch marketing, u/diogo_dev_ argues that 'if the game is genuinely good, people will talk about it' (organic virality). However, others imply this is unrealistic for unknown indie devs.
  • On failure timeline: Some question whether labeling the game a 'flop' after one week is premature (u/jonnyhawkwind, u/GatePorters), while OP considers it financially failed.

Debates:

  • Pricing strategy: Significant discussion on how to price indie games, with suggestions ranging from competitor benchmarking (u/gabgames_48) to sophisticated 'sourcing' methods (u/jeango).
  • Genre selection: Strong consensus that multiplayer FPS is a 'cursed' genre for indies (u/Idiberug citing HTMAG), though OP acknowledges this in hindsight.

SAAS TOOLS

SaaSURLCategoryFeatures/Notes
Steamhttps://store.steampowered.comGame DistributionPlatform for publishing and selling games

USER NEEDS

Pain Points:

  • Difficulty in marketing indie games effectively
  • Challenges with multiplayer game adoption (player dependency)
  • Pricing uncertainty for indie games
  • Lack of polish/aesthetic affecting game appeal
  • Financial pressure from unpaid development periods

Problems to Solve:

  • How to attract initial players for multiplayer games
  • Determining optimal pricing for indie games
  • Improving game visuals and polish
  • Building a following before launch
  • Balancing game development with financial stability

Potential Solutions:

  • Focus marketing efforts before launch (as suggested by OP)
  • Create compelling trailers showcasing gameplay
  • Lower price point or free-to-play model for multiplayer games
  • Use reference games for pricing benchmarks
  • Develop simpler game types initially
  • Continuous updates and post-launch marketing

GROWTH FACTORS

Effective Strategies:

  • Learning from failure as valuable experience
  • Starting with simpler projects before tackling complex genres
  • Continuous improvement through updates

Marketing & Acquisition:

  • Pre-launch marketing is crucial (OP's key lesson)
  • Building wishlists and followers before release
  • Creating high-quality trailers for first impressions
  • Pricing adjustments to attract initial users

Monetization & Product:

  • Avoid premium pricing for multiplayer-only indie games
  • Free-to-play or subscription models work better for multiplayer
  • Reference competitor pricing using review-based metrics
  • Focus on product polish and aesthetics

User Engagement:

  • Community building through Discord/X (Twitter)
  • Post-launch updates to retain players
  • Participating in game jams for visibility