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"I think most indie devs are afraid to take risks with their games. Here’s why."

A topic by AverageJoeGames02 created 4 days ago Views: 129 Replies: 5
Viewing posts 1 to 5

This one might stir up some controversy, but hear me out—so many indie devs play it safe. They stick to the formulas, avoid bold ideas, and make games that blend in with the crowd. It’s safe, but it doesn’t get noticed.

I’m not saying you should make something that’s "bad" just for the sake of being different, but why do we shy away from those wild, crazy ideas that could either completely flop or be the next big thing?

I’m guilty of this, too. I’ve taken huge risks with my game—tried new mechanics, pushed boundaries, made sure it was polished. And yet, I’m still watching as it struggles to find the audience it deserves.

So here’s the question: Why does it feel like the things we should be taking risks on aren’t getting the attention they deserve? Maybe it’s just me, but something’s not adding up.

What’s the riskiest move you’ve made with your game? Was it worth it, or do you feel like you’re still waiting for that breakthrough?

Let me know your thoughts in the comments

We're not afraid of risks. Itch.io is full of innovative games. But most games are extremely hard to find on itch.io - so you may not be aware of them.

 I think the biggest problem is that you need a large network. And to get that you either need to be popular in the real world, or have money to promote or boost your posts on social media. In the absence of those two factors, our games languish in obscurity - risks or no risks.  Time is also a factor. I much prefer making a game than spending the hours making content to promote the game on social media - so my store is slanted to more games, fewer players. Someone who spent more time marketing would have fewer games, more players.

It's really a very tiny portion of games that get lucky and get noticed by the right people - odds are probably similar to winning a lottery.

cool cheers for your input makes a good point

You should clarify what you mean with indie devs.

A game developer not working for a "major" studio is still a professional and will want to live from that work. So any experimantal stuff will have been tested on a small scale at least, before producing a complete game. A small and therefore indie game studio cannot afford to spend months or years developing an experimental game for it to turn out to not have an audience. 

As for hobby devs, you will see all sorts of bold and crazy ideas. Some of them are even successful and turn a hobby into a profession.

If you search such games, you might find more of such bold ideas under https://itch.io/games/prototypes

I find this title strange cause I found many new ideas from free games made by indie devs. So I'm not really sure how you could get such bad conclusion.

Why does it feel like the things we should be taking risks on aren’t getting the attention they deserve? 

Well, let me ask you simple thing: which games uploaded here have tried something new and which haven't? If you're confused to find the answer, then that's why we aren't getting more attention.

What’s the riskiest move you’ve made with your game? Was it worth it, or do you feel like you’re still waiting for that breakthrough?

My riskiest move is trying something new. I should've said moves cause some did fail while the rest produce good result. Still I'm still struggling to get more players to play my games.