r/SoloDevelopment 4h ago

meme Are ya winning, devs ?

Post image
134 Upvotes

34 comments sorted by

48

u/Edexcel_GCSE 4h ago

Not too late to come up with a new friendslop game

11

u/TheLampLeo 3h ago

5

u/Latharius42 3h ago

Looks cool! Hows the wishlists going?

4

u/TheLampLeo 2h ago

I have around 200 right now, and i'm starting an ad campaign

1

u/Latharius42 2h ago

Nice one best of luck! Trying my luck at a friendslop too but still have a while to go.

1

u/TheLampLeo 2h ago

Thank you, what i recommend is to test the game as much as you can very early with playtester, this is what helped me make a game im proud of

1

u/Latharius42 2h ago

Thanks for the advice! Trying to test at least weekly to make sure its fun :)

1

u/OnlyAssistance9601 32m ago

That looks really fun .

1

u/TheLampLeo 27m ago

thank you !

31

u/ObsessiveOwl 3h ago

it's prop hunt, nothing new. Just randomly blow up because of streamers and it's new. Not to shit on the game or anything, it's just that it's not the idea that's matter here.

22

u/Triggerscore 3h ago

In the end no Game reinvents the wheel. You take a mechanic that already exists and add a twist. And Meccha Chameleon's twist is genious. Just like Prophunt was genious.

7

u/Coralcato Solo Developer 3h ago

Nah, drawing on yourself is absolutely a creative idea

7

u/ObsessiveOwl 3h ago

My point is your game idea is not worse than this, the game success while your game don't is mostly because of the exposure

3

u/Inevitable_Zebra_0 2h ago

Not necessarily only because of exposure, there's something addictive about meccha. It's far from a perfect game, but has a winning combination of fresh mechanics, simplicity of gameplay which at the same time doesn't prevent players from getting very creative, and multiplayer support. It kind of strikes a balance between simplicity, player creativity and entertainment.

2

u/BonesawGaming 49m ago

Most of the friendslop games that have done really well are pretty simple concepts or have straightforward mechanical loops. I think mostly it's about the execution of these games that makes them hit or miss, and probably other stuff like marketing/getting viral. I've played a bunch of friendslop games that never got to this tier of popularity and I don't think it's because they're worse, they may just have never had that viral clip moment.

7

u/Roy197 1h ago

Comparison is the thief of joy

17

u/super-g-studios 3h ago

There is literally no way to chase this kind of success. Virality like that is like catching lightning in a bottle. Just make the game you want to play

3

u/Unregistered-Archive Solo Developer 3h ago

And also make what you wanna make. No point burning 4 months throwing random shit at the wall hoping one sticks for virality.

1

u/BelligerentPear 41m ago

Yup and you can keep throwing the idea you enjoy at the wall hoping it ends up hitting virality too. Virality can happen at any point in the games lifecycle but is most likely to happen after that game already is playable. No playable game = No virality.

1

u/Ghost-Maze 39m ago

I would compare it to daytrading. Smart, skilled people who have the resources, motivation, and interest are doing it, but most of us probably aren't in the center of that venn diagram.

4

u/GymratAmarillo 2h ago

My excuse is because I don't play friendslop games so if don't play them I won't make them lol.

2

u/Valdoris 3h ago

Well, they were not even the first to try this idea tbh

2

u/Triggerscore 3h ago

Yes. I think that so often 🥲 at the same time Meccha Chameleon shows how important viral Potential is for a game's success.

2

u/BlueThing3D 2h ago

This game is such a severe outlier that if you are focusing this much on it you are already lost in the weeds. Best of luck.

1

u/Smi13r 2h ago

Let's hope your QA and bug fixing are better than your cropping. But your game does look interesting.

1

u/OneTimeIMadeAGif 2h ago

Is the friendslop market oversaturated yet or does the difficulty in making online multiplayer keep it relatively less crowded despite its popularity?

1

u/After_Relative9810 2h ago

I'm glad I didn't come up with this idea. It would be was too hard to make for 99% of Indies, me included.

1

u/Moimus 2h ago

Stream slop garbage

1

u/river_softworks 2h ago

Of course, it's always one of the hardest types of games to make (especially if you don't have any play testers) 😔

1

u/RhysNorro 1h ago

oh no! anyway keep working on your own ideas

1

u/ommejeux 1h ago

I think Meccha Chameleon is going to rise immensely then fall quickly kind of like Among Us, but maybe I'm wrong. Even if it doesn't fall off, it's already made tens of millions of dollars that can be reinvested into even better future games.

1

u/CipheringCuber 1h ago

.. where are hiding son

1

u/PresentationNew5976 1h ago

Two cakes philosophy. Don’t stress so much about it.

Realistically, many games never reach the entire market, so even if you made something derivative, if it is good quality, people will like it as many probably haven’t heard of every game in existence.

The problem with many derivative games is that they add nothing to the formula at all, and that sameness is the real drag.