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Minecraft.


GP is completely wrong on their last assertion. You do not need AAA quality to make it as a game dev. But citing Minecraft reinforces their first assertion.

Minecraft was an underrepresented genre, released early, with an (accidentally) excellent marketing technique. Above all, the code is an atrocious, unoptimized Java pile of crap (Yeah, I used to be into Minecraft dev in the early days).

It's the best proof you can give that "making a game [...] is far more of a creative endeavor than anything to do with programming".


SDV is another example; the author himself admitted on numerous occasions that the code is, well, not stellar, and in the community we also had some fun reading through decompilations of the parts of the game.

Yet another proof would be surprising number of very games made in tools like GameMaker - think Nuclear Throne, or Cook Serve Delicious. I actually took a peek at the sources of the latter (they were distributed with some Humble Bundle once), and it's... reinforcing this point.


Yes, many programmers get lost discussing what programming language to use, GC or not, which 3D API to use, instead of what actually matters, gameplay, design, graphics, audio.

I always advise indies to attend local meetups from game design schools, to learn about what actually matters when making a game.


People always say Minecraft doesn't have good graphics or whatever, but that game's color palette and overall design aesthetic is VERY good. Everything is consistent, and when you're playing it you forget that it doesn't look "real." The game from the article is not in the same league.


Minecraft was unique to 99% of people who picked it up and played it.

OPs game looks dated, weird and reminds me of about 30 games I have in my library already.

Terraria seems closest to what he has done, but Terraria is so, so much fun and I've yet to finish it.

It's tough to break into the 2D platform market.


It reminds me of those games you'd get in a cereal box, shareware games or maybe with a computer magazine in the early 2000s. Probably due to the visuals being 'pre baked 3D converted to 2D sprites'.

It's almost nostalgic, but nothing I'd buy to be honest.


It's easy to list the games that made it, harder to list the thousand of similar games that didn't and were forgotten. Minecraft didn't make it because it was super well coded (it was decent but I'm sure well-optimized C or C++ could have easily outperformed the JVM), it was mainly at the right place at the right time.

I think the reason Minecraft was successful was first and foremost because of its concept. Looking at the author's game is seems pretty obviously like a Super Metroid clone (at least judging from a video, the level design looks like reskinned Super Metroid levels and many of the powers and enemies are extremely reminiscent of Metroid). I really like Metroidvanias but as far as I'm concerned it's really the art style that kills it, I'm really not fond of this pseudo-realistic tile work.


True. But most people aren't as skilled as Notch, or the Stardew guy. It's still definitely NOT a waste of three years, but the author should not expect to make much money off of an indie game. More graphic design and marketing needs to be put into this endeavor, assuming the gameplay itself is any good.




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