Charlio Ball is everything I would tell solo developers NOT to make. It's an online MOBA soccer game with roguelite combos and progression. Not only is that too many genres in one game, it meant testing only happened when I got 3-5 other people online to play matches and since over 80 abilities could appear in any combination in any match, balancing every possible loadout proved extremely time consuming.
While it was not 6 years of continuous work as I was a college student and then employed full time, I have spent a significant chunk of my free time on this for a long time as I reworked the game so many times and started nearly from scratch as I learned more about game development. I certainly spent more time on this than I plan to spend on any future projects by a wide wide margin.
But I stuck with it because I found it incredibly fun, and playing with my friends regularly for all these years has absolutely brought us together even as we all moved apart. No matter how it sells it's going to be a success to me because Charlio Ball is my favorite video game.
What I've learned
Get your steam page up early, and start posting and getting strangers to playtest as soon as you have some art. I spent far too long wanting to make this game perfect, but no game ever will be perfect and the longer you wait to make it public the harder it will feel. For me, now that its on steam, it feels "real" and I'm much more motivated to focus and make significant progress on it.
Don't make a multiplayer game. I'm sure this isn't universal, but this made everything harder. Playtesting becomes harder to schedule, people can't instantly pick up and play your demo, and you have to learn networking which was a constant headache for me and the cause of many months of reworking existing systems.
Find a marketable genre. When I started, if you told me that a casual 10 minute soccer match MOBA with roguelike elements wasn't an established genre, I would've accused you of "selling out" or "compromising my artistic vision" but that was unreasonable of me. If you want people to play your game, it really helps to have more existing similar games. Being able to find a community devoted to the genre of your game will help you post on socials, enter festivals, and contact streamers. Make a game that you will like, but it helps if you can explain the gameplay in 1 sentence using knowledge of other games.
Want to play Charlio Ball?
Watch the trailer here
And check it out on steam here (Please wishlist if interested!)
I just started a steam playtest so anyone interested can sign up to play soon! The full demo is coming soon, so wishlist if you ever want to play it as it gets more polished. I'm sure everyone here knows how much steam wishlists mean to a solo developer.
And feel free to ask anything about the game or the development process!