Video summary

How I made $1,000,000 with my First Game

Main summary

Key takeaways

Gaming

Storyline / Setting

  • The speaker’s game, Tang GTD / Tang GTD2 (later released on Steam as Tang GTD), is a tower-defense / lane-defense game set in themed fantasy environments.
  • Its presentation evolved over time:
    • Early: an “orange” identity
    • Later: chibi/hero characters and a more RPG-like presentation
  • The core premise shifted multiple times during development:
    • Early on: enemies attack the player’s units, and you must block/position correctly.
    • Later prototypes: enemies behave more like Bloons-style forward movement, with units punished on late rounds.
    • Final direction: a clearer loop where enemies are the pressure, and player defenses/jobs create survivable progress, including meta progression (farm gold, upgrade outside levels).

Gameplay Loop (as it Evolved)

  • Place units/towers
    • Early builds: sometimes restricted by slots
    • Later: mostly free placement
  • Earn currency over time/combat, then spend it to:
    • place more units,
    • upgrade/level heroes,
    • gain abilities via skill trees / items,
    • and later, add meta progression between runs.
  • Survive multiple rounds
    • Winning: level up / choose upgrades
    • Losing: still gain some progress via meta systems in later versions
  • Boss rounds appear in demo versions, and the game starts to resemble a Bloons-like progression, with deeper build customization.

Key Gameplay Highlights Mentioned

  • Tactics/automation system (early + intermediate versions)

    • Units could trigger abilities based on conditions (e.g., health thresholds, status effects, cooldown rules).
    • Later, the speaker judged this approach too confusing and unworkable for clear, fast tower-defense gameplay.
  • Enemy pathing improvements

    • Uses Bezier curves for smoother enemy movement (the speaker still recommends this approach).
  • Team/hero systems

    • Early builds required selecting heroes into a “team” before placing them.
  • Abilities vs. items rework

    • Early: abilities chosen from skill trees and/or paid with money.
    • Mid: abilities/conditions became too complex.
    • Late: abilities are tied to items, making upgrades feel immediately powerful and easier to combine.
  • Zoom/clarity and UI rewrites

    • Multiple UI redesigns to fix:
      • confusion and cramped menus,
      • unclear “what can I do now?” moments,
      • too many small/overlapping elements.

Development Timeline & Major Strategy Decisions (High-Level)

  • 2021 (engine + first playable prototypes)

    • Built a custom rendering engine using Vulkan, then made small clones:
      • Vulkan “introduction” (learning vertices/quads)
      • a Pong-like prototype
    • Developed early TD foundations:
      • text rendering, quad rendering, textures,
      • early enemies following waypoints,
      • early pixel art (blurred due to linear filtering).
  • Late 2021 – Early 2022 (tower-defense becomes visible)

    • Added pixel art and started custom art pipelines.
    • Built an editor and level tools early (later described as huge value).
    • Noted that engine work created major overhead (busy-work like renderer/asset uploading).
  • 2022 (first demo direction)

    • Gameplay loop prototypes:
      • unit placement (often limited by slots),
      • basic tower upgrade/level-up flow,
      • early AI tactics menu (still too hard to understand).
  • 2022 – 2023 (itch.io + “prototype bloat” / Unity-like problems)

    • Reworked the game repeatedly, but players struggled with:
      • how to earn money,
      • how abilities unlock,
      • what to do next.
    • Pain point: too many clicks/menus for upgrades versus Bloons/KR.
    • Engagement issues: few wishlists and almost no Steam traction.
  • Late 2023 – 2024 (Steam attempts + bigger reworks)

    • Changes accidentally harmed onboarding:
      • Removed placement slots and allowed placing “everywhere,” causing UI/clarity issues and drag/drop placement confusion.
      • Made skills cost money at some points (later called this “dumb” and unfun).
    • Added meta progression ideas and aimed for a more “5 minutes of fun” experience.
  • 2025 (rendering + clarity + feedback-driven iteration)

    • OpenGL → DirectX
      • OpenGL: cross-machine issues (notably bloom/visual bugs) and weak error reporting.
      • DirectX: stabilized the game and produced actionable errors, including improved logging.
    • Community-feedback-driven loop improvements:
      • make threats (enemy attacks) feel central,
      • reduce confusion around training vs using skills,
      • improve “obviousness” and UI feedback,
      • faster map building using splines for road creation.
  • 2025 Oct (Steam Next Fest target)

    • Goal: 1,000 wishlists during Steam Next Fest.
    • Big appeal changes:
      • global skill tree
      • items now grant abilities (removing abilities from confusing separate systems)
      • stronger instant gratification when upgrading

Strategies / Key Tips the Speaker Emphasizes

  • Build the gameplay loop first, then iterate with feedback bursts

    • Make an MVP loop, release it, gather feedback, then ship meaningful patches.
  • Avoid polishing systems nobody understands

    • Example: tactics menus/skill conditions were technically cool but not understandable enough.
  • Reduce clicks and menu complexity

    • Upgrades should feel like “tap Upgrade,” not deep lists with hidden conditions.
  • Make progression feel real

    • Early mistake: enemy scaling prevented meaningful outgrowth, making progression feel pointless.
  • Design for “instant power fantasy”

    • Later: items visibly change units and add on-hit effects to create explosive combos.
  • Test map-building speed

    • Road/map tools are critical; splines let the dev test gameplay without waiting on art.
  • Choose the right renderer/toolchain for iteration stability

    • Vulkan was educational but painful; OpenGL caused cross-machine issues; DirectX enabled faster debugging and consistent visuals.
  • Presentation matters (appeal beats theme-only ideas)

    • The “orange” theme wasn’t enough; the game evolved to more attractive chibi/hero visuals.
  • Packaging/communication for demos and outreach

    • Itch.io pages needed clearer calls-to-action (wishlists/feedback forms).
    • Outreach emails should stay simple to avoid spam concerns.

“Important Fixes” Discovered from Player Feedback (Examples)

  • Skills/abilities

    • Problem: players didn’t realize they had to train abilities before using them.
    • Fix: move abilities onto items and simplify the upgrade model.
  • Placement clarity

    • Problem: free placement (“everywhere”) caused onboarding/UI confusion.
    • Fix: placement slots (or clearer placement restrictions) to prevent wrong builds.
  • Enemy interaction clarity

    • Problem: players weren’t sure what would be attacked and when.
    • Fix: improve UI/visual feedback.
  • Reward pacing

    • Problem: players weren’t receiving items quickly enough in early demos.
    • Fix: later builds improved the drop/earning flow.
  • Enemy pressure timing

    • Problem: abrupt unit deaths felt bad.
    • Fix: the final loop makes enemy attacks a clearer, earlier, more teachable threat.

Sources / Gamers / References Mentioned (At the End)

  • Churno (referenced for an application-layer event concept)
  • Handmade Hero (inspiration)
  • Jonathan Blow (inspiration)
  • Stu Valley (visual inspiration for style/grass and art)
  • Darkest Dungeon (inspiration for team selection / condition-based RPG flavor)
  • Attack by more than N and similar condition systems (referenced conceptually)
  • Bloons / Kingdom Rush (used for comparison)
  • Vampire Survivors (named for upgrade systems / reroll-style inspiration)
  • Primagen (raid and a Twitter repost referenced)
  • Tommy (developer of Gnomes, discussed game design advice)
  • Thornity (developer referenced; mentions Click and Conquer)
  • Mr. Ramos (feedback strategy: write exact to-do steps with time boxes)
  • AQ / “aq” (help with lighting/glow/shader)
  • null exception jet (helpful feedback that drove the “abilities on items” redesign)

Explicitly Mentioned Creator Examples

  • A Russian/Polish person who played the game in Next Fest (content creator mentioned, not named in subtitles).
  • The video also references an earlier “YouTube guy” who rage-played the Steam demo (no name given in subtitles).

Original video