Well, I’m glad I inspired someone.
I hope you have fun while devlogging/blogging, because it took me awhile to find out what worked for me. But my biggest tip is, DO NOT PROMISE A SCHEDULE!!! (Daily, weekly, bi-weekly, etc)
The schedule WILL drain you to no end, because game development, your game’s progress, and your life aren’t linear. It’s better to focus on developing your game, then have the devlog/blog be the natural byproduct of your effort.
Also, take some time to find the form of communication that fits you best. Like the format (text, video, streaming, Trello board, etc) and the social platform (YouTube, Reddit, Godot Forum, Twitter/X, Bluesky, Instagram, TikTok, etc)
It took me 5 YouTube channels, 3 entire blogs, 2 discord servers, 1 honest attempt at being a streamer, and a partridge in a pear tree to find something that worked for me. (It also took me nearly a decade)
You also need to be purposeful in your choices, as each new social outlet takes effort and time from you that you must recoup in some way. (Players, views, impressions, subscribers, etc)
If your wondering what I do, I have multiple socials for specific purposes. Like tools in a toolbox:
- A community hub discord server for Monkanics
- Open discord DMs (Username: demetriusdixon)
- Public Trello board for progress
- Support from the Godot Forum
- Occasional long-form YouTube videos & YouTube shorts for marketing
- And Reddit for rare high risk/high reward posts & the eventual r/Monkanics (I’ve claimed it, but I’m not opening it until later)
If something doesn’t work for you, SCRAP IT!!!
If a social platform is draining to be in, DELETE OR RETIRE THE ACCOUNT!!!
If something needs to be better, MAKE IT BETTER!!!
If you need to change anything, CHANGE IT!!!
Do NOT be afraid to do what you have to do to maintain your workflow, lifestyle, and sanity. Because only YOU control your project and how it progresses. That’s the biggest thing I’ve learned.
Anyways, about your game.
What you have right now is a design philosophy, not a defined set of game mechanics. But that’s ok. All you need to do is build the most minimal version of your game’s mechanics that follow your design. And then tell us about it.
Me and many, many others will be happy to provide feedback and even playtest your game.
Stay focused, try things out, and do what works for you. Because it’s a LONG journey.
(I also got this notification while writing this, LOL) ![]()
