Video summary
How I made $1,000,000 with my First Game
Main summary
Key takeaways
Storyline / Setting
- The speaker’s game, Tang GTD / Tang GTD2 (later released on Steam as Tang GTD), is a tower-defense / lane-defense game set in themed fantasy environments.
- Its presentation evolved over time:
- Early: an “orange” identity
- Later: chibi/hero characters and a more RPG-like presentation
- The core premise shifted multiple times during development:
- Early on: enemies attack the player’s units, and you must block/position correctly.
- Later prototypes: enemies behave more like Bloons-style forward movement, with units punished on late rounds.
- Final direction: a clearer loop where enemies are the pressure, and player defenses/jobs create survivable progress, including meta progression (farm gold, upgrade outside levels).
Gameplay Loop (as it Evolved)
- Place units/towers
- Early builds: sometimes restricted by slots
- Later: mostly free placement
- Earn currency over time/combat, then spend it to:
- place more units,
- upgrade/level heroes,
- gain abilities via skill trees / items,
- and later, add meta progression between runs.
- Survive multiple rounds
- Winning: level up / choose upgrades
- Losing: still gain some progress via meta systems in later versions
- Boss rounds appear in demo versions, and the game starts to resemble a Bloons-like progression, with deeper build customization.
Key Gameplay Highlights Mentioned
-
Tactics/automation system (early + intermediate versions)
- Units could trigger abilities based on conditions (e.g., health thresholds, status effects, cooldown rules).
- Later, the speaker judged this approach too confusing and unworkable for clear, fast tower-defense gameplay.
-
Enemy pathing improvements
- Uses Bezier curves for smoother enemy movement (the speaker still recommends this approach).
-
Team/hero systems
- Early builds required selecting heroes into a “team” before placing them.
-
Abilities vs. items rework
- Early: abilities chosen from skill trees and/or paid with money.
- Mid: abilities/conditions became too complex.
- Late: abilities are tied to items, making upgrades feel immediately powerful and easier to combine.
-
Zoom/clarity and UI rewrites
- Multiple UI redesigns to fix:
- confusion and cramped menus,
- unclear “what can I do now?” moments,
- too many small/overlapping elements.
- Multiple UI redesigns to fix:
Development Timeline & Major Strategy Decisions (High-Level)
-
2021 (engine + first playable prototypes)
- Built a custom rendering engine using Vulkan, then made small clones:
- Vulkan “introduction” (learning vertices/quads)
- a Pong-like prototype
- Developed early TD foundations:
- text rendering, quad rendering, textures,
- early enemies following waypoints,
- early pixel art (blurred due to linear filtering).
- Built a custom rendering engine using Vulkan, then made small clones:
-
Late 2021 – Early 2022 (tower-defense becomes visible)
- Added pixel art and started custom art pipelines.
- Built an editor and level tools early (later described as huge value).
- Noted that engine work created major overhead (busy-work like renderer/asset uploading).
-
2022 (first demo direction)
- Gameplay loop prototypes:
- unit placement (often limited by slots),
- basic tower upgrade/level-up flow,
- early AI tactics menu (still too hard to understand).
- Gameplay loop prototypes:
-
2022 – 2023 (itch.io + “prototype bloat” / Unity-like problems)
- Reworked the game repeatedly, but players struggled with:
- how to earn money,
- how abilities unlock,
- what to do next.
- Pain point: too many clicks/menus for upgrades versus Bloons/KR.
- Engagement issues: few wishlists and almost no Steam traction.
- Reworked the game repeatedly, but players struggled with:
-
Late 2023 – 2024 (Steam attempts + bigger reworks)
- Changes accidentally harmed onboarding:
- Removed placement slots and allowed placing “everywhere,” causing UI/clarity issues and drag/drop placement confusion.
- Made skills cost money at some points (later called this “dumb” and unfun).
- Added meta progression ideas and aimed for a more “5 minutes of fun” experience.
- Changes accidentally harmed onboarding:
-
2025 (rendering + clarity + feedback-driven iteration)
- OpenGL → DirectX
- OpenGL: cross-machine issues (notably bloom/visual bugs) and weak error reporting.
- DirectX: stabilized the game and produced actionable errors, including improved logging.
- Community-feedback-driven loop improvements:
- make threats (enemy attacks) feel central,
- reduce confusion around training vs using skills,
- improve “obviousness” and UI feedback,
- faster map building using splines for road creation.
- OpenGL → DirectX
-
2025 Oct (Steam Next Fest target)
- Goal: 1,000 wishlists during Steam Next Fest.
- Big appeal changes:
- global skill tree
- items now grant abilities (removing abilities from confusing separate systems)
- stronger instant gratification when upgrading
Strategies / Key Tips the Speaker Emphasizes
-
Build the gameplay loop first, then iterate with feedback bursts
- Make an MVP loop, release it, gather feedback, then ship meaningful patches.
-
Avoid polishing systems nobody understands
- Example: tactics menus/skill conditions were technically cool but not understandable enough.
-
Reduce clicks and menu complexity
- Upgrades should feel like “tap Upgrade,” not deep lists with hidden conditions.
-
Make progression feel real
- Early mistake: enemy scaling prevented meaningful outgrowth, making progression feel pointless.
-
Design for “instant power fantasy”
- Later: items visibly change units and add on-hit effects to create explosive combos.
-
Test map-building speed
- Road/map tools are critical; splines let the dev test gameplay without waiting on art.
-
Choose the right renderer/toolchain for iteration stability
- Vulkan was educational but painful; OpenGL caused cross-machine issues; DirectX enabled faster debugging and consistent visuals.
-
Presentation matters (appeal beats theme-only ideas)
- The “orange” theme wasn’t enough; the game evolved to more attractive chibi/hero visuals.
-
Packaging/communication for demos and outreach
- Itch.io pages needed clearer calls-to-action (wishlists/feedback forms).
- Outreach emails should stay simple to avoid spam concerns.
“Important Fixes” Discovered from Player Feedback (Examples)
-
Skills/abilities
- Problem: players didn’t realize they had to train abilities before using them.
- Fix: move abilities onto items and simplify the upgrade model.
-
Placement clarity
- Problem: free placement (“everywhere”) caused onboarding/UI confusion.
- Fix: placement slots (or clearer placement restrictions) to prevent wrong builds.
-
Enemy interaction clarity
- Problem: players weren’t sure what would be attacked and when.
- Fix: improve UI/visual feedback.
-
Reward pacing
- Problem: players weren’t receiving items quickly enough in early demos.
- Fix: later builds improved the drop/earning flow.
-
Enemy pressure timing
- Problem: abrupt unit deaths felt bad.
- Fix: the final loop makes enemy attacks a clearer, earlier, more teachable threat.
Sources / Gamers / References Mentioned (At the End)
- Churno (referenced for an application-layer event concept)
- Handmade Hero (inspiration)
- Jonathan Blow (inspiration)
- Stu Valley (visual inspiration for style/grass and art)
- Darkest Dungeon (inspiration for team selection / condition-based RPG flavor)
- Attack by more than N and similar condition systems (referenced conceptually)
- Bloons / Kingdom Rush (used for comparison)
- Vampire Survivors (named for upgrade systems / reroll-style inspiration)
- Primagen (raid and a Twitter repost referenced)
- Tommy (developer of Gnomes, discussed game design advice)
- Thornity (developer referenced; mentions Click and Conquer)
- Mr. Ramos (feedback strategy: write exact to-do steps with time boxes)
- AQ / “aq” (help with lighting/glow/shader)
- null exception jet (helpful feedback that drove the “abilities on items” redesign)
Explicitly Mentioned Creator Examples
- A Russian/Polish person who played the game in Next Fest (content creator mentioned, not named in subtitles).
- The video also references an earlier “YouTube guy” who rage-played the Steam demo (no name given in subtitles).