Who are you?
My name is Bernd Yoinkinger, but on the mean streets of Twitch, I'm known as cakez77. I got my start
in the yoinking industry back in 2004 when I first swiped a pastry recipe from my neighbor and
called it my own. Since then, I've been a
professional idea recycler, dabbling in everything from
code pilfering to mechanics "borrowing." You might even call me the Yoinkmaster (but only if you say
it with respect, please). Now, I'm channeling all my acquired talents into making games.
In 2024, I'm working on
Tangy Defense, a tower defense game with a zesty twist and absolutely
zero resemblance to Bloons TD (wink). It's a pixel-style masterpiece where you throw citrus-based
mayhem at hordes of incoming enemies. It's basically my way of saying, "Hey, I love Bloons TD so
much, I made a slightly tangier version."
I stream the entire development process live on
Twitch,
where you can watch me *totally not copy* anything from anywhere. My chat lovingly calls me names
like "ritard," "bich," and "yoinkmaster," but I know they really mean, "Wow, you're a genius,
Bernd." Together, we've created a game that feels fresh, citrusy, and just familiar enough to tickle
your nostalgia.
As a one-man studio, I wear many hats: programmer, designer, streamer, code thief, social media meme
lord, and occasional tech support for my mom. Every decision I make is backed by *extensive
analytics and research* (read: Googling "how to make TD games fun" at 3 a.m.). Sure, I've "borrowed"
a lot to get here, but isn't all art just a remix anyway?
Listed below are all my tips for anyone looking to yoink their way into game dev. Understand that
this line of work isn't for everyone. It can be tough, tedious, and sometimes downright infuriating.
But when someone plays your creation and goes, "Wow, this feels
just like Bloons TD!" — there's no
greater feeling.
What skills do I need?
What if I told you that you don't need any skills? That's right, zero, zilch, nada! In this glorious
age of the internet, you can yoink — I mean, learn — anything you need to make a game. Natural talent?
Pfft, who needs it when you have Google and a questionable amount of free time? Below are some
shining examples of games that prove you can yoink your way to greatness.
You don't need to be an amazing artist.
Just have money, or be desperate.
Obesity Simulator is a
masterpiece in minimalist art and engaging gameplay. The game challenges you to carefully choose
your food while controlling your arms to reach the desired items. The simple yet beautiful art style
perfectly complements the intense survival mechanics. You must balance your diet to avoid obesity or
starvation, making every decision crucial. The game's elegance lies in its simplicity, proving that
you can create a compelling experience with basic visuals. You can make simple shapes. You can learn
to create engaging gameplay with those shapes. You can make a game.
The Day Before
is a shining example of how you can make a game with minimal effort.
Just buy some assets, slap them together, and make a killer trailer.
Who needs original content when you can just yoink it from the asset store?
The game is infamous for being an asset flip, and even the trailer concept
was yoinked from other sources. But hey, it got people talking, didn't it?
You can buy assets. You can make a game.
Tkap1's Tower Defense is the
ultimate game that has absolutely nothing to show. No final artstyle, no banner, no marketing
material — just pure, unadulterated hype. Despite having literally nothing to display, this game has
somehow managed to capture the attention of the masses. It's a tower defense game from the legendary
streamer Tkap1, and even though it's still in development, people can't stop talking about it. Who
needs visuals when you have imagination? You can make a game with nothing. Literally nothing.
You REALLY don't need to be a musician at all.
Pogostuck:
Rage With Your Friends is a game where you climb a mountain on a pogo stick. But let's skip
the gameplay and get to the real star: the banjo music. Yes, you heard that right. This game is a
symphony of twangy banjo tunes and country melodies that will make you question your life choices.
It's like a hoedown on a pogo stick, and it's absolutely glorious. You have ears. You can make a
game.
You don't need to be an amazing programmer.
Cakez TD is a
tangerine-flinging tower defense extravaganza. The art is as juicy as the fruit, the music is
zestier than a citrus symphony, and the gameplay flies high like a balloon. But just like a balloon,
the demo is also floating away, leaving you wondering if it will ever come back down to Earth. Our
developer, the self-proclaimed "Yoinkmaster," might have some quirky coding habits, but hey, who
needs clean code when you have tangerines? Protip: It doesn't matter. You can learn programming as
you go. You can make a game.
What kind of game should I yoink?
Everyone starts off wanting to make the flashiest, most impressive game ever. Something that makes
people gasp and say, "Wow, what an *original* idea!" Well, here's some advice: don't. Your first
game isn't the place to create a masterpiece. It's the place to make a *mess-terpiece* and figure
out what kind of developer you really are.
If you go straight for your dream game, it's like trying to defeat the final boss with no loot, no
skills, and a broken sword. Instead, grind those low-level mobs of game dev first. Learn the basics,
find your style, and — most importantly — figure out which ideas are ripe for "inspiration." Your first
game isn't about fame or clout; it's about figuring out what works and what… well, looks like it
came from a kindergarten coding class.
This doesn't mean you need to slog through boring tutorials or make games no one will ever play.
Instead, focus on creating something small and tangible that you can release and get feedback on.
Maybe a simple citrus-themed tower defense game, for instance. (Totally random example, I swear!)
Something where you "borrow" mechanics from your favorite games (*cough* Bloons TD *cough*) and put
your own tangy twist on it.
You'll also learn *a lot* about game development when you start small. For example, I learned that
it's not just about the game — it's about the marketing, the memes, and the sheer audacity to call
yourself the Yoinkmaster. With *Tangy Defense* (formerly called *Cakez TD*, but we yoinked our own
name), I discovered that the key to success isn't originality — it's remixing great ideas into
something so fun no one even cares where it came from.
Remember: your first game doesn't have to be a hit. It just has to teach you what works, what
doesn't, and how to meme your way into people's hearts. The biggest lesson I learned? Yoinking isn't
just a shortcut — it's an *art form*. So grab those mechanics, add a dash of citrus, and don't be
afraid to say, "Yeah, I yoinked that. And it's awesome."
How do I build a team, for free?
Building a team without spending a dime? Easy peasy! Just start streaming your game development on
Twitch or any other platform. Act dumb, rage bait, and watch the
viewers roll in. Trust me, nothing attracts a crowd like a good ol' fashioned meltdown over a
missing semicolon.
Once you've got a decent following, start yoinking — uh, I mean, asking — for help. Need some code?
Throw a tantrum on stream and watch as your viewers rush to fix your bugs for free. Need some art?
Complain about your lack of artistic talent and wait for the fan art to pour in. Need music? Just
mention how you can't tell the difference between a banjo and a bassoon, and someone will offer to
make you a soundtrack out of sheer pity.
Don't forget to leverage your
Discord server. Create channels for
code, art, and audio, and let your community do the heavy lifting. They'll be more than happy to
contribute, especially if you throw in some jokes and keep the mood light. Remember, the more
ridiculous you act, the more they'll want to help. It's like a reverse psychology thing.
And hey, if you really want to seal the deal, run some game jams. Encourage your viewers to join and
work on projects together. The more they get involved, the more invested they'll be in your success.
Plus, it's a great way to scout for talent without spending a single cent.
Just make sure to give credit where credit's due. Even if you're yoinking stuff left and right, a
little appreciation goes a long way. And who knows? Maybe one day you'll have a fully-fledged team
of volunteers, all working tirelessly to bring your vision to life — all for the low, low price of
free.
Tools
Why bother learning skills when you can just yoink tools for free? That's right, folks! We're living
in the golden age of game development where you can grab amazing tools without spending a dime. Need
a game engine? Just yoink one! Want some assets? Buy them from an asset store and call it a day.
Engines like Unity and Unreal even come with asset stores where you can buy skills instead of
having them. Why learn to code when you can just buy a pre-made script? Why learn to draw when you
can buy some sweet pixel art? It's like shopping for groceries, but instead of food, you're buying
your way to game dev greatness. Only a fool would try to write their own engine from scratch with a single game.cpp file in this day and age.
So go ahead, embrace the art of yoinking. With all these free and cheap tools at your disposal,
there's no excuse not to make the game of your dreams. Or at least, the game of someone else's
dreams that you "borrowed" and put your own twist on. Happy yoinking!
Godot is the ultimate yoink machine. It's fully open source and completely free. Whether you're making a 2D game, a 3D game, or a game about yoinking other games, Godot has got you covered. So go ahead, yoink Godot and start making your masterpiece. Happy yoinking!
GameMaker is like the Swiss Army knife of 2D game development. It's got everything you need to yoink your way to greatness without breaking a sweat. The free trial is basically a never-ending buffet of features for non-commercial use, and if you want to go pro, it's just 100 bucks for a lifetime license. No royalties, no nonsense. Perfect for when you want to make a game and keep all the loot for yourself. So go ahead, yoink GameMaker and start crafting your 2D masterpiece. Just don't forget to add your own twist, or at least change the colors!
Unreal Engine is like the Ferrari of game engines. If your game makes less than a million bucks, you pay nothing. Over that, they take a 5% cut, which is basically a tip for using their fancy tools. It's free for non-commercial projects, so you can yoink away without worry. Just be ready for a steep learning curve—think of it as the Dark Souls of game engines. Perfect for when you want to yoink in style!
Ren'Py is the ultimate yoink tool for Visual Novels. It's free, easy, and has a community that won't judge your yoinking skills. Perfect for making games that make people say, "Hey, isn't this just like that other game?" Ren'Py was used to make
Doki Doki Literature Club, so you know it's legit.
There is no best art program. (And Adobe is CRINGE)
Why bother with the "best" art program when you can just yoink whatever works for you? Seriously, the
only thing that matters is what makes you comfortable. Some folks swear by Photoshop, others are die-hard
GIMP fans, and then there are the true rebels who create masterpieces in MS Paint. It's all about finding
your groove. If you want to doodle on a napkin and scan it, go for it! Remember, the best tool is the one
you actually use, not the one that costs a fortune or gets you into fancy art circles. So grab your
favorite tool, even if it's a crayon, and start creating!
My favorite tool is my Twitch Chat. Free stuff is the best stuff.
There is no best audio program.
Why bother learning audio software when you can just yoink or buy assets? There are tons of free music and sound effects available online, and if you're streaming on Twitch, your chat might even create some for you. Sites like FreeSound, OpenGameArt, and even YouTube's audio library offer a plethora of free resources. So skip the complicated software and let the internet provide all the audio you need. Happy yoinking!
How do I raise money?
Making money as an indie dev can be tough, but you can yoink a lot of free stuff online. Don't quit your day job; make games as a hobby. Save money each paycheck for assets and software. Keep it small and manageable.
There are many ways to get free resources for your games. Use free assets, open-source software, and community contributions. Spread your game across multiple platforms to increase reach without spending much.
Watch out for scams and protect your project. Here are some methods to get free stuff and keep your game development going.
Streaming
Streaming on platforms like
Twitch is like having a free buffet of exposure and resources for your game development. By sharing your development process live, you can yoink viewers who are eager to help (or just laugh at your coding mishaps). Your chat can provide valuable feedback, suggest ideas, and even contribute code, art, and music. It's like having a team of volunteers working with you in real-time, except they don't expect to be paid (just entertained). Plus, the more you engage with your audience, the more invested they become in your project. So start streaming, build a community, and watch as your game comes to life with the help of your viewers. Who knows, you might even become the next big Twitch sensation—just don't forget to thank your chat when you yoink that Game of the Year award!
Kickstarter
Kickstarter is the ultimate platform to overpromise and underdeliver. Take a page from the playbook of games like "The Day Before" and create a killer trailer with grand promises. Hype up your project with flashy visuals and bold claims, even if you don't have a fully workable demo yet. Use Kickstarter as a marketing tool to generate buzz and secure initial funding for hardware, software, and audio samples. Remember, the key is to build excitement and get backers on board with the dream. Just make sure to manage expectations and deliver something, even if it's not exactly what was promised. It's all about making big bucks with the least effort.
Scams
Scams are cringe, and only noobs do them. A true pro yoinks code, art, and makes something awesome instead of scamming. Seriously, if you're thinking about scamming, just stop. It's like trying to win a game of chess by flipping the board — everyone hates you, and you still lose. Read every contract like it's the terms and conditions of a free pizza giveaway. If you don't understand something, ask a lawyer (or at least someone who can read). And if you accidentally give out keys for your game, don't panic! You can burn them through the Steam Partner tools faster than you can say "Oops, my bad."
Marketing
I could write a whole book on marketing strategies, but let's be real — it's all about ragebaiting and acting dumb on the internet. Seriously, nothing grabs attention like a good ol' fashioned meltdown over a missing semicolon or a bug that just won't go away. Stream your development process, make a big deal out of every little hiccup, and watch the viewers roll in. The more you rage, the more they'll engage.
And don't forget to ban viewers who tell the truth. If someone points out that you're overreacting or that the bug is actually pretty simple to fix, just ban them. It adds to the drama and keeps the chat spicy. Plus, it makes you look like the underdog fighting against the odds, which people love to root for.
Reacts are another great way to yoink viewership. React to other developers' streams, game trailers, or even memes. The more outrageous your reactions, the better. People love watching someone lose their mind over the smallest things. It's like reality TV, but for game development.
So there you have it — ragebaiting, acting dumb, banning truth-tellers, and reacting to everything. It's a foolproof marketing strategy that will have viewers flocking to your stream and your game in no time. Happy yoinking!
How should I launch my game?
So, you want to know how to launch a game? Well, buckle up, because I'm about to drop some knowledge bombs... or at least, I would if I had any. You see, I've never actually launched a game myself. I mean, I can't even release a demo without it crashing harder than my hopes and dreams. But hey, at least I have a Steam page, right? That's gotta count for something!