You might get inspiration or even an idea or two. You say your game is about programming robots. Check out other games in the same category.When we struggled with a lot of other levels, we knew at least that it was possible to create fun levels. Early on in Sling Ming we created a boss level, which turned out really good (imho). Focus on getting one level in the game really fun.You might also notice that they are enjoying your game! You will get a million ideas on how to improve the game. Preferably with you standing behind their shoulder. Is the game not as fun as the vision in your head? Try to figure out what exactly makes your vision better than the game, then develop the game towards the vision.Some random ideas that might or might not help: It's (hopefully) a phase and something you need to work through. I think it's very common to feel that your game isn't fun. In the end I'd say he deserves the success just as any indie developer would to strike gold. The main issue was that he promised features while selling the alpha and beta releases that never showed up in the final version, that's why /v/ is mad at him. Also nobody can blame him for advertising his own game, it wouldn't have worked if the game wasn't genuinely interesting in itself. InfiniMiner wasn't a huge hit (check out their new game, SpaceChem, which is excellent, btw!) and all he "stole" was essentially a simplistic voxel style. Neither are particularly despicable, IMO. I think the biggest arguments against him deserving the success are a) That he ripped off InfiniMiner and b) that he viral marketed the shit out of his own game. But you also enter a lottery to, if you're lucky, find that sweet spot and make a ton of money, as Notch did. Any indie developer who gets into this as a full time job does it out of passion for the medium, not money. He just happened to find a spot in the evolution of a particular genre where it exploded.
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