That making a game while working a full time job is really hard, especially with only a month to do it.
Amen! I'd say the same, except mine is more to do with studying. My game ended up being 10% as long as I had originally intended, and it suffered for it.
I learned that I can make a quality product in a short period of time.
Me too. I don't have many finished products, but this is at least one I'm semi-proud of.
Okay, I'm not
that proud of it, but at least I finished something.
I've learned I actually can make a game in a month if I put a lot of effort into it. It would seem a deadline of sorts is exactly what I need to get off my bum.
Yes! The deadline worked wonders with forcing some creative input out of me, which otherwise wouldn't have worked. I'd like to pretend I have a deadline from now on, but I'm not that good at deceiving myself.
I never imagined to get so much work done in a month. ... I'd love to have a dev partner in the future that is as passionate as me not only during contests but every day. But devs don't grow on trees. :')
I generally viewed partnerships as harder to work with, but that's perhaps because the partner I had wasn't a very productive one. Perhaps if I found a productive team mate then we could produce heaven. But this is good to remember.
Publicising your game is nearly as vital to success and nearly as much work as making the game in the first place. In Indie games, nobody cares about a game they can't see.
Agreed! I was wondering why Dekita and others were marketing their games so fiercely, and then I remembered... there's a voting system for this thing. Here I was just treating my game like that quiet private release I wanted it to be, when I should have been currying favor with relatives and getting some of those much-loved votes to make the popularity contest mine! But... it wasn't meant to be. Besides, I probably wouldn't have done it anyway. It's not in my personality.
~~~
Things
I actually learned (without making a crass joke this time round)? Let's see. Actually put some long-term content in your game and don't
not work. Yeah... but it didn't help that I had a software project to complete by the holiday's end. Ironically, I still haven't finished it, but at least I'm closer. But
Account Mu suffered greatly to the point where I was very shameful to be releasing it. I hated it. But it turns out that some people found it tolerable, so I opened up a bit more. Maybe one of the things I found out was that I'm actually
pretty okay at developing games. Heck, I might even be good if I put in the effort.
So that's another thing I'd like to do next time an opportunity like this pops up - put in more effort. Not that there's going to be any more Degica $10k sponsored competitions anytime soon. Oh, the hands of time... but oh well! Who needs money when you've got the motivation of having something completed and being actually satisfied with it this time round. Hopefully that's what I'll feel like about my next project. And who knows? Maybe somebody out there will like it. And that will make it worthwhile.