The Indie Expedition

Stage 1 - Polishing the plan

The first part of our planning stage was your Game Summary and GDD/Lists doc (if you haven’t done those, you’re here a week early, head here to get started). And now you’ve got that all sorted.

Take a moment to pause and realise what you’ve achieved so far. You’ve built a vision for your game. You’ve got some pillars and values, you know what matters most about your game. And you’ve got some rules of your own to stick to when the tough questions come up. 

The next steps are two major ones. First up we’re going to step into your plan a little and look to improve it. And then we’re going to get your MVP plan ready. It’s one thing to have a plan in mind in broad strokes for your MVP, but now it’s time to get really ready. It’s time to be concrete and clear. Your MVP has just a few short weeks to build. And that’s going to mean working out what really matters. Because things like complex animations, sound for most games, even decorated UI won’t matter. 

Our first step though, is to polish your plan and improve your game.

Let’s ask some questions, and after each have a think about your game, it’s plan. Now is the time to make changes, additions, remove things. There’s two sections below. Section 1 are the essentials, these are the questions that you should be able to answer. To lock in and say “Yes, I do”. Section 2 are things to consider. Maybe some of them fit, maybe some of them don’t, but they’re all going to lead you to a better product.

Ready?

 

Section 1: Critical questions

Do you have something unique?

This could be anything from a unique mechanic, a narrative twist in your story or a distinct visual style. You don’t need to reinvent the wheel entirely. But if you’re stepping into a genre that already exists (it’s pretty unlikely you’re not) you need something to be yours.

Don’t overthink, it doesn’t need to be an FPS addition no one has ever imagined. Just break free a little.

Do you have flexibility?

Have you thought, really thought about how your game scales up and down.

Do you know what you can remove without breaking it? Do you know what you can expand without throwing away old work?

If it’s an RPG, make sure you’re story goes from A to B. Then if needed you can add towns C and D, sidequests and optional things. If there’s more time? Add E and F.

Do you have characters to choose from? Identify the core character now. Make the game work with one, in case you have to.

 

Do you have shock?

Do you have a moment in your game that will make players go “Oh whoa…”
A gameplay moment of incredible spectacle, a bold narrative choice, an unexpected art direction. 

Whether it happens on their first open, or at the finish line, players will connect with something that surprises them.

Is the core mechanic fun?

As you build your MVP, or even a prototype, as the game expands, is it fun?

Fun, entertainment and enjoyment is most likely going to be your currency. If you’re building something with real physics in mind, is it the most fun? Coyote time lets us leap off edges when we just miss the jump, it makes things more fun. 

If you have the choice to make something more fun and engaging, or more real/tedious/complicated you know which one to choose.

Do you have clear progression?

Whether at the micro or macro scale, players need a sense of growth. Whether they are levelling up, unlocking new areas or learning the story. Make sure it’s a rewarding and engaging journey.

More levels to solve puzzles in, locked gates, blocked bridges, double jumps, wall breaks, exploding bat foam, they’re all ways for you to make players feel like they’ve advanced.

Even in a true roguelike, you have progression within the run, and a simple metric system to show how many runs someone took vs completed solves things.

Does the onboarding experience work?

The first 10-15 minutes of gameplay are so critical. Does someone know what to do? Can they figure things out? Is it painful or incredible? Is it a 20 minute cut scene (absolutely not)? 

Introduce players to what they need to know as quickly as possible, but don’t overwhelm them with choices. Obstacle course levels are a well loved way to introduce mechanics, but be very careful about putting in hard gates. If someone breaks your sequence, are they trapped forever?

And those are the big questions. Those are the ones for almost every major title out there. And for a lot of them, doubly so for most indie games. 

Overwatch has it’s distinctive visual style amongst many other squad shooters.

Portal has an incredible onboarding experience that slowly introduces you to complex mechanics. Your first introduction to the portal gun doesn’t even have it in your hand.

 

Take some time with each of these questions. It’s not a race to the finish line.

This is the time to think in depth about your game and the plan. What you’re going to make and how. What the finish line looks like. 

Think about someone playing your game December 1st. And making sure they’d answer these questions as you would.

 

Section 2: Optional questions

Do you have a visual identity?

This covers everything from a strong visual style to a consistent colour palette. 

Is there something, many things about your visuals that are uniquely yours? Stylised appearance, a blue and yellow colour palette, post processing, toon shading, motion blur, ambient occlusion, tonemapping to remove bright clipping. 

Think about what will appear on screen and how it can be distinctly yours.

Do you have replayability?

Is there a reason for someone to play again? It could be a score they can improve, a timer, right through to multiple story endings, procedural generation and a completely random world.

Can someone play your game twice? Thirty times? Maybe it’s a deep emotional narrative with a fixed story and there’s no way to play it twice. And that’s ok. But there’s a lot of room to replay outside that narrow window.

Do you have a compelling narrative?

A simple puzzle game or find-all-the-frogs might not have a narrative to it. But there’s plenty of ways to make even a story lite game motivating for the player.

Can they care about the world, the characters, the context.

Even Powerwashing simulator has a simple story that weaves together the various tasks. It adds a little colour to a new level and creates some great comedy moments to spur you on.

Do you have good pacing?

You should be alternating between intense moments and downtime. Every game has an ebb and flow to it. 

Whether you’re walking to the next boss, in the build phase between waves, or switching between ordinary and “oil spread” levels in a Match 3 game, there’s scope to change the pace.

If it’s all intense action, it can be exhausting. And none of the action gets a chance to land emotionally. 

If it’s all slow and uneventful, nothing feels like it matters. Even a point and click game can have moments with sparkle and excitement following a click.

Do you have meaningful freedom?

This is about whether a player can make any choices that matter. Everything from the order they approach challenges, or how they solve things, to expressing themselves through choice.

Can players choose the pace they play at? Can they make any of this their own?

Even fixed narratives like Uncharted let players pick which weapons to pick up and carry. They can head into sequences planning stealth takedowns, machine gun bursts or sniper shots from afar.

Does it feel rewarding?

Does every action in your game, big or small, give players a sense of accomplishment? 

Dialogue from NPCs, seeing huge explosions, revealing chunks of the world, collectible coins spinning and making a delightful sound as they’re collected, to unexpected animations as a boss gets taken down in an epic animation that destroys the cliff behind them…

Sound, visuals, changes to the world, literal praise, your player should feel rewarded for the things they do. 

Does everything serve a purpose?

Are there mechanics, levels, features or items that feel unnecessary or completely out of place? Cut them.

Trim the fat and let what is there shine.

There’s an old saying I love “when you say fewer words, each one weighs more”. The same concept applies to your game. 

Adding in 12 more things doesn’t feel better when 6 of them are variations on the same thing. 

For the same reason your Match 3 game doesn’t need a random city builder segment to spend coins on.

Are things easy to learn and hard to master?

New players should be able to pick things  up quickly. Experienced players should be able to discover depth and complexity.

Balancing accesibility is key, but giving people the chance to grow and skill up over time keeps people engaged and rewarded.

It gives players the chance to feel powerful. Even Super Mario Bros had people learning to pull off catch moves with shells, crouch jumps and more.

These optional questions aren’t going to apply to every game. But they should help inspire some thinking to help you refine the product.

They’re there to guide you towards a little more polish. A little more finding the fun and making this work as a game.

 

In the end, your game is about the whole experience. Not just the game loop. It’s about how someone feels in 5 minutes of gameplay vs 5 hours. It needs to work in both.

For you, and them.

 

MVP Planning

Your Game Summary has an outline for your MVP. You’ve locked down which core features need to be there. And that’s what you’re building towards for March 2nd. 

For the Expedition we’ve got a few requirements you wouldn’t always have in an MVP. “Minimum” is going to relax a little bit for some things and we’re going to expand. The purpose of the MVP in our Expedition is to get a functional game. Something ready to “play”. Now that could be a small sequence with no story or purpose to it. Or a fully functional level with a single enemy and weapon type. 

For the Expedition your MVP needs to tick off these things:

  • Launch and Exit
    Players should be able to launch an executable, and exit via keypress or menu
  • Save and storage
    If your game includes any kind of persistence, you need the basics of it in place. Which character did they choose, which quest is complete, currency total etc.
  • Menus and options
    Start screen/menu to let people launch or exit the game
    Options menu from there, or accessed from a pause screen
    (even if placeholder text and options don’t function).

 

And the rest is from your game summary.

Our MVP is your building point. It’s a baseline to have your game playable by someone. Your menus and HUD can be default undecorated boxes, button text can extend outside of the buttons. 

So ticking off these core elements of a product, helps you stay on target for your game. At the end of the MVP phase you should have a playable, usable, shareable product. 

A product needs to be clean, usable, functional for people without knowledge of how it was built.

If someone needs to know how to do something, you can’t build a tutorial for your MVP. Put the text on the screen. Always on the screen. Little box on the left hand side telling you which 4 keys do what.

Weapons crafting system to let people build 10,000 different weapons? Make a button for your MVP to randomly increase and decrease the stats by 5%. 

If you’re using Unity 2022 or higher the Timpsplate starter kit is right here.

 

Now its time for real MVP planning. For a functional plan and idea on where to go next. So, what comes first for you?

Are you using Unity 6? 2022? Unreal 4.3, or 5.1 ? Godot or Gamemaker. Lock it in. You’re not changing over the course of the Expedition. There is no feature or option added in an engine update that’s worth the time it will cost you if something breaks. We’ve been making games for decades. You don’t need that new feature.

Now, think about your in game systems. Are you building them from scratch or using existing kits, templates and assets?

If you’re building them yourself, think now and make some lists about the kind of data you need. And how it gets used. Are you storing health for the player? For the enemy? Is it an int or a float? Do you need things with 32 health, and later on things with 4 million?

How does your inventory work? What actual data exists for each item? Does it have a name, a description, a weight, does the weight mean anything?

 

If you’re using prebuilt systems. Get them now. Find the manual. Make a bookmark folder on your browser bar for them all. See if there’s compatibility issues between tools or things to consider. 

The controversial take? Using prebuilt systems and templates is the smarter decision as an indie dev. You have plans and dreams in mind for your game.  That inventory system with the 200 5 star reviews might not work exactly as you envision it. It might handle drag and drop by swapping places instead of leaving something on the cursor, it might not support “sort by type”. How essential are those to your game? If they’re core, great, you have a vision. But if they’re not, do the maths.

You can change your vision a little and tick off inventory as 90% done on day 1. You can trade a change on that feature for adding more content.

This vehicle system feels a little too arcade for your liking? 
Is the answer to accept that and spend 30 hours adding new content, or 30 hours tweaking the car settings and writing new code?

Every game has a different answer.

 

MVP 101

You’ve done the thinking and planning. You’ve got a clear vision for your MVP.

You’ve made the decisions on what to do, and in what order. Are you making your character controller first and gunplay second? Will your inventory have 2 slots and auto pick up for now? Or is managing items going to be functional as soon as you master walking?

You know what you’re building, and you’ve got a clear vision on how to spend your 5 weeks. But if your plan FEELS like it’s going to take the full 5? You’ve bitten off too much. Share your MVP plan in the Discord. Let people know what you think is essential, cause it’s probably not.

Here’s some things to think about and refine your plan. You’ve got another week to ponder, and then it’s time to build it. So, get ready.

 

Build core functionality

Build the core pieces first. And make them work. Decide what’s really critical. A capsule character moves through the world as well as an animated one.

Skip everything

Every step has a way to reduce it. Dialogue could speak the same two options every single time. It could be the same voice line saved as two different files

Finish Early

Aim for your MVP to be done asap. Then you can expand and build more functionality.  Don’t build 5 abilities to start. Make 2. And add the others if there’s time.

Functional, not impressive

Greybox worlds, prefabbed buildings, coloured capsules, unedited UI with default buttons.
It needs to work, not look wow.