Summary of "What I DON'T want to happen to YOU!"
Main ideas & lessons (with clear outline)
1) Don’t spend years on one game—use small games to learn faster and improve odds
The speaker argues that small games are the best way to learn quickly.
10 small games are positioned as better than 1 massive game because:
- You gain more experience in the same amount of time.
- You can reach “experienced dev” status in months rather than years (as claimed).
Small games also help with success by increasing the number of attempts:
- More games = more ideas tested.
- Statistically, more attempts increases the probability that one will “hit” (a “home run”).
2) Find success by testing many ideas, but also ensure the idea has market appeal
The speaker emphasizes that a game’s idea is one of the biggest factors behind success.
- Execution matters, but the idea is framed as the starting point:
- A very basic concept (e.g., a Flappy Bird clone) may fail even with good execution.
- A strong idea plus good execution can produce standout titles (e.g., Balatro).
The warning: merely combining genres can create an overly niche product rather than a better one.
- Example cited from Reddit analysis: JRPG + visual novel is described as extremely niche.
3) Learn from failed games—analyze what went wrong instead of guessing
The core “failed project” lesson:
- After a failure, take time to analyze what went wrong and how to improve future odds.
The speaker points to a Reddit post where the developer did exactly this and provided a breakdown. However, the speaker argues the developer missed a key lesson: don’t repeat the same mistake of spending too long on the next project.
4) Specific failure case: Sacred Earth Reverie (from a Reddit breakdown)
The speaker summarizes a Reddit story about an indie JRPG/visual novel that performed poorly:
- Time spent: ~5 years development
- Sales/revenue: about $1.2k total
A rough math breakdown is used to illustrate the downside:
- ~$1,200 / 5 years ≈ ~$240/year
- ~$20/month
- ~$0.12/hour
The speaker notes the developer claims they don’t regret making it and that they learned a lot. The developer’s self-analysis (as summarized by the speaker) identifies:
- Genre mix too niche (JRPG + visual novel)
- Lack of a unique compelling hook
- Marketing difficulties: they “did everything possible,” but interest grew slowly
5) Key behavioral advice: talk about your game constantly to validate demand early
The speaker stresses an operational practice:
- Constantly talk about your game so you don’t spend years building without knowing whether anyone wants it.
If interest and marketing are weak, the recommended response is:
- Pivot or
- Launch quickly and move to the next idea, rather than hoping sentiment changes over time.
6) Define “success” honestly—and don’t fool yourself about goals
The speaker distinguishes between:
- Making games for fun (no strict rules)
- Making games with a hidden expectation of big sales
The warning:
- Don’t say “I’m making this just for fun” if you secretly expect it to sell millions.
- Misaligned expectations lead to disappointment.
Clarify what success means to you:
- If success = shipping/launching, that’s valid.
- If success = financial outcomes, then marketable ideas and marketing realities matter.
7) Main “what I don’t want to happen to you”: survivorship bias + avoid 5-year dev cycles
The speaker critiques the “great story” mindset (e.g., Stardew Valley):
- Famous long dev stories can create survivorship bias—you only hear about the winners.
Counter-strategy:
- Avoid repeating long timelines for your next game.
- If you still want passion projects, reduce scope (so the regret is smaller if nobody cares).
Methodology / instructions presented (detailed bullets)
A) Use a “small games” development strategy
- Create small games instead of one massive project.
- Target a development cycle of roughly:
- 3 to 6 months per game (as stated)
- Build and release multiple games rather than only one.
- Treat each game as a chance to:
- Learn faster
- Test ideas
- Improve odds statistically
B) Validate market interest early
- Talk about your game constantly while developing.
- Monitor marketing traction:
- If marketing is difficult and interest is minimal, treat this as a signal.
- If traction isn’t appearing:
- Pivot, or
- Launch quickly and move on to the next idea
- Avoid continuing for “multiple years” hoping interest will eventually appear.
C) After a failure, run a structured post-mortem
- When a game fails:
- Analyze what went wrong
- Identify actionable improvements for future projects
- Use the insights to improve:
- Idea selection
- Genre/hook choice
- Marketing approach
- Target audience fit
D) Choose the right goal before you start
- Define what “success” means to you:
- Shipping/launching can be success
- Financial success requires market realities
- Don’t self-deceive about goals:
- If you say “just for fun,” ensure that’s truly what you want.
- If you want sales, plan for marketing and marketable ideas.
E) Avoid repeating long development without learning along the way
- Don’t spend 5 years on the “next game” as a default plan.
- Understand survivorship bias:
- Famous success stories aren’t proof the strategy works for most people.
- If passion projects still take time:
- Limit scope so failure is less painful (time loss is smaller).
Speakers / sources featured
- Speaker: “Code Monkey” (the YouTube narrator/creator)
- Source (referenced): A Reddit post titled/depicting a breakdown by a developer who spent five years and released “Sacred Earth Reverie” (JRPG / visual novel / anime fantasy / turn-based card/“contact” as transcribed), reporting about $1.2k revenue.
Examples of games mentioned (for illustration)
- Flappy Bird (as a “clone” example)
- Balatro
- Stardew Valley
- Hollow Knight
Category
Educational
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