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If you're anything like me you like getting stuff done
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Nothing frustrates me more than learning something and not doing it
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I just want to make progress
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Therefore I constantly have to remind myself that
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Learning some
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Getting inspired or even just
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Playing games actually leads to more progress in the long run
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Basically just making your game
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So here's what we're going to do
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To ensure that your inspired
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First
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We're going to study my list of top 10 2D Indies
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Of the last decade
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Consider this something like a stimpak to jumpstart our inspirational juices
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But also will help clarify our game Cisco
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What you're capable of as an indie
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And what the Benchmark for indie games today really is
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Don't worry you don't need to buy anything if you don't want to we can
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Certainly just study them together right now and
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Figure out what really makes them special
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We're going to use list from Game Ranch
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The indie game website
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Kotaku
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It take a look at ten games his qualities
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I feel we can try and replicate
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In this case
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They are
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Undertale
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Limbo
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Dead cells
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Stardew Valley
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Hollow Knight
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The Binding of Isaac
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Papers please
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Enter the gungeon
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Don't Starve
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Cancel
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Be sure to study the Games trailer and also the let's play in the next section to get an idea of what makes
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Each game special
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And ultimately become inspired
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As for me I'm going to focus on two games on this list
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And actually one of my own game
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And we going to take inspiration
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And talk about them
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And how they relate to our very first
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One of these games is made by a single individual
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And then the next two are actually made by small team
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Let's break down what makes
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Each of these games special
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More importantly
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What made them sell so well
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We're going to use steamspy
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A website created for the sole purpose of estimating the number of steam sales for various titles
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Among other data
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We're also going to study these titles steam pages
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And what makes them so good at selling the game
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Talk about my game
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Call neversong the art music story level design voice acting
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Direction and some code was done by me
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But the code base was built entirely from scratch
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Inside Unity
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By Eric Colburn who works
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About 1,500 miles
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We still had a strong sense of collaboration over the course of two and a half years
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And we released the project was super proud of on just about every platform out there
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After several months of production neversong actually secured funding from Kickstarter
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And then eventually Apple
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It's important that the Prototype was used to pitch the game the kickstarter
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We'll discuss that in just a bit
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Let's talk about some things that might be inspirational to you about Never song
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First look at the description on the steam page
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It says help little Escape his beautifully haunting coma
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A hand-drawn action adventure
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Your dreamy World filled with
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With fleshy insectoids
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Insane grown ups
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And sad children looking for their mom
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Description satisfies pretty much everything steam recommends
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First it identifies the game genre
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And uses verbs
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In this case hackenslash
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The detailed the primary mechanic and actions
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It also communicates the ultimate appeal of Never song
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Annette hand-drawn dreamy atmosphere
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Never songs cover art is certainly more detailed
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Denis actual game
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It was catch by Pete Cooper who wants work for blizzard
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He did this pro bono for me and I simply colored it in Photoshop
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Discover are dramatically raps the color scheme mood
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Game Mechanix and protagonist
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In a single thumbnail
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Now regarding the games gross revenue and made around $50,000 within the first month
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Now let's move onto undertale
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Undertale was created by a single developer
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Toby Fox
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Please important to note here that Toby Fox did eventually contract out some artwork
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But overall this game exemplifies what kind of Master
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Two-piece a solo Dev can create
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It's also a great example of how a seemingly clunky cheap-looking silly game can become an instant class
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Players across the world are obsessed with
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Believe it or not it took Toby two-and-a-half years
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Jacob Lee undertale using gamemaker Studio
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It raised over $50,000 on Kickstarter
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It is important here that Toby seems to have a knack
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Understanding what players
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Really want from a game
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From the familiar but unique hook
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Fighting enemies with kindness
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TV Almost Boring aren't that allowed players to project themselves onto the characters
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Kobe release something that connected intimately
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With players
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And that's what sold it now let's take a look at undertale steam page to get some inspiration
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The description says
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Undertale in all caps
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With an!
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RPG game where you don't have to destroy any
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This description is everything players love about undertale
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In a nutshell
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It's hilarious for one but
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Also described the game's hook and just 10 words
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And that's easier said than done
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Now let's take a look at the cover art
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Unlike Hollow Knight which we'll discuss in a bit
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Undertale thrives on striking simplicity
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It's tempting to scream your cover art to a player
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But if every game is screaming for attention on Steam
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The ones that aren't
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Are likely going to get attention
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That's certainly true for undertale
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Now it's you steamspy to take a look at the steam gross revenue
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It looks like around 3.5 million units were sold and that's for about $5 on average
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Jet 17.5 million dollars
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That's obviously just a guesstimate
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Last but not least
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Hollow Knight
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Hollow Knight was created by a small team
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It's important to remember that a team is formed and managed in a variety
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You can simply partner with friends or family just for fun
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Or you can hire them full-time
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Which I don't recommend starting out
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Or in my case
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You could partner with development Studios thousands of miles away from you
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And just agree to split the revenue
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A small team can cut the development time if your game in half
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Can ultimately create something more profitable
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In the long run
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That was certainly true for Halloween
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So how did team Cherry the Creator Paul and I do it
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For them it all started in 2013
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During a lutam.
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Genesis the game Jam wear
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Teams are made from scratch
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The single weekend
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Our Gibson Inn
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William pelland quickly made a flash game called Hungry night
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About a knight who eats bugs
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Interception on Newgrounds was not so great
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Slimming down to another game Jam
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They combine the concepts of both games to create the Prototype Hollow Knight and eventually raise 57,000 Australian
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That's about 40,000 US dollars
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With the team size of four individuals
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Christopher Larkin being contracted
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Music
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Team Cherry created Hollow Knight
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And released it on Steam
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Do it immediately labeled a new classic
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Buy PC game
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Alright so let's go ahead and get inspired by Hollow Knight Steam
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The description reads
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Forge your own path in Hollow Knight
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An epic action-adventure through a vast ruined Kingdom of insects
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And heroes
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Explorer twisting Caverns
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Battle painted creatures
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A friend bizarre bugs
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All in a classic
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Andron 2D Style
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This description immediately gets to the point
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The concept of
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Forging your own path
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Instantly told you that the game is a metroidvania
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That allows for customization
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Additionally the next two sentences immediately create a niche in the potential customer
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What exactly lies
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In the depths of these beautiful 2D
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Twisted Tavern
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Alright let's take a look at the cover art
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This cover art is almost the opposite of undertale
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It's a lie Sturtevant's detailed
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And it shows the protagonist
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Nurse to cover are a strikingly large but also small
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Additionally although it still looks like the games are
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It's much more detail
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Now what you steam Spa
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Looks like about 3.5 million units were sold
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That's about $10 on average
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With steam sales
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That's about 35 million bucks
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Again this is obviously just a guesstimate
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Using steamspy
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But I think we can agree
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This simple 2D metroidvania Adventure
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Made it Steam
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Very rich
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In addition to checking out my top 2D indie games list
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Trailers and let's plays
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I also love for you to try and play
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The five free Indie titles
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Included in this car
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I'd recommend playing 10-week
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And really dig into that
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Study mechanics the story The Art
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In the marketing for
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Then fill out the inspiration section in the game design Bible
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In the following
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Additionally
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Don't forget about just playing other games you love
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It's an odd thing to remind you this
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But I have to remind myself a bid daily
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My biggest regret in my Game Dev career
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Is not playing more games
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Because of jealousy or a feeling of not being productive
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I can avoid just playing games altogether
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This is a really bad idea
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Your creative sponge will dry up
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In just a couple weeks
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Stephen King put it in on writing
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If you want to be a writer
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You must do two things above all others
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Read a lot
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And bright
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This is 100% applicable to any creative
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Especially gamedev
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