Hey there, fellow builders and gamers! 🚜🚜🚜
A couple of months ago, I posted here about the launch of my farming game Loopy Farm. The game is fully developed with AI. Since then, life got busy on many fronts, so I had less time available for development, but I did not stall and somehow managed to publish 11 updates since the release of 1.0.
Today, I released a major update with the implementation of Seasons, which is a recurring LiveOps feature that brings new strategic aspects to the gameplay.
On this occasion, I wanted to share with you some more lessons from this solo development journey.
Data from Loopy Farm so far:
- Currently around 80 registrations.
- Some players are still coming back to the game repeatedly weeks after registration, which is an amazing feeling and shows some retention signals! (even though the dataset is very limited to draw any conclusions)
- 4 payments (3 from my friends and 1 from the player I do not know 🥹).
- Didn't run any campaigns yet, just tried posting mainly on Reddit here and there. This community building has proven to be more difficult than I originally expected.
- A lot of technical debt for sure.
My lessons and tips (note: I'm using Claude Code and I have experience as a UX designer and Game Designer):
- *AI as a GAME DESIGN sparring partner*: Proved to me as a great sparring partner for the game design discussions before the actual game development. Now anytime I start a new feature, I start in planning mode, where I share my ideas to get challenged or to get another perspective. I know it has its shortcomings and limitations, but in some cases these new perspectives helped me to steer my original idea to a better direction.
- SUPER SECRET NEGLECTED TIP: AI is great at building tools for your game. As designers, we should be doing this more often. In my case, it helped me build economy models for various gameplay stages, balance calculators, etc.
- SUPER SECRET NEGLECTED TIP 2: After each important game design session, use the AI to create a summary of the feature for you. Since the AI has context and code available, it can help you keep your specifications always up-to-date. Take it to your advantage. Anytime in the future you will revisit something, you will be thanking me for this practice.
- Fable was a significant help in the optimisation efforts of my game. Before, the performance on mobile wasn't there. Now, with a few optimisation rounds, I managed to progress, and the Android version is almost ready.
- *SKIN IN THE GAME ASAP* - As long as you are not building the game just for yourself -> Try to publish your game with the target audience as soon as possible and start collecting feedback. You can even see it here on Reddit. Sometimes just a trailer before the actual demo can help you collect amazing feedback and build a community. (I'm guilty on this one, and should have gone public much much sooner)
- Following on the lesson above -> Building the first user base of players? The truth is, you can't just rely on the "virality" of your game only. Sure, there are cases where it happens, but simply having a good game is unfortunately not enough. Marketing is not something that you do after. It should be part of the process from day 1.
- Use your early builds as a source for the feedback. Either by directly talking with your players or by a structured feedback form. Just a simple "What do you think" post is a missed opportunity.
Got any questions? Do not hesitate to ask or reach out via DM.
Interested in the game itself? You can test it out at loopyfarm.com
Follow the journey at https://www.reddit.com/r/loopyfarm/