03 — Gamedev Pro Tip
One tip at a time.
A numbered series we run on X, one post a day. Each one takes a single claim about making and shipping games and argues it out. All of them are here, in English and Turkish.
04 — X
It goes out on X first.
A new tip most days, in Turkish. The English translation lands here.
Mobile has a very high ceiling and very thin columns
Stop splitting mobile and PC, the split is F2P versus premium
You get one Next Fest, and what it pays is set before you enter
The industry does not owe you a job
Players do not get bored, they finish learning
Your Steam page is not a description, it is an offer
Every game is its own startup
Stop looking for ready-made advice
Appeal and engagement are two different jobs
UTM and CTR tell you almost nothing
Nobody buys your game for being unique, they buy what they understand
Tags pick your neighbours, not your description
Never make working solo the goal
Don’t memorise Steam, learn how it works
Write down when you will drop the prototype before you start
Don’t hide your game, your audience is not big enough to tire of it
Break burnout with another project, not a holiday
Learn to cut features, you already know how to add them
If nobody says no to you, nobody cares about your game
You don’t need to invent a genre, saturation is the wrong question
Accept up front that the public is hostile to indie developers
A release date chosen without the sale calendar is the wrong date
The 10 review threshold matters to players, not to the algorithm
Someone else’s data says nothing about your game
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