Don't ship the wrong game

My notes from the talk René Habermann gave at GameCamp 2025.

Framework

A framework on how to be sustainable as an indie game studio.

Game Jam => Feedbacks
Feedbacks:

Don't necessarily validate your game idea on social media, Dome Keeper didn't had a lot of social media traction.

Demo release peaked

Timeline:
3 days game jam
8 weeks refined prototype to demo
9 months to release (2 demos)

Never stop having new people in the demos

37765139-455b-4cd7-9e7f-9e369f14d08b~1.jpg

Validations points :

Core fancy: not a vertical slice.

What's a wrong game

A game that makes you close the studio

How to make a prototype

Guidelines

Validating prototype

Let people play your game

Form an holistic view with multiple points:

All this should paint a clear picture

40349f9d-9734-42c0-bad0-2b923b0ced8a~1.jpg

Slides : https://docs.google.com/presentation/d/1egGjqDTZI6OQ6nLjWiwJ5yHYhBvBf5v_6FiH3rLxZUk/edit?usp=drivesdk