A Dance of Fire and Ice is the best one. You get how the game works within the main menu itself, songs can have their own tutorials for specific patterns later on the song but are fully skippable.
Rhythm Doctor also has really good tutorials, a fully skippable tutorial that tells you anything newly introduced in the upcoming track
Microids has organised quite a few competitions for its players in the past year on Garfield Kart-Furious Racing, which was weird considering the game didn’t have much player activity. I even joined a few of them for laughs, and i guess that’s why it gave priority to Steam’s reccomendations; the game’s announcement showed instantly on my Steam’s “What’s New” tab.
That’s very clever marketing, I’ll give them that.
This is the only game I’d pay 60$ on release date.
The source of this claim is very sketchy (a reddit post that gives the vibes of ‘yo guys i heard gaben at a conference say 3 look its his photo’), but I really hope it’s an actual thing.
The video pace feels way too slow and doesnt make the progress interesting to watch. I would reccomend you to watch this as a good reference for the pace you should aim to achieve at your videos. The AI voice cannot compare to how you can retale what you did about the project. Think of it like you’re presenting your work to your friends.
On the visual part, avoid showing the developer UI and show what you have done from the perspective of a player wanting to try the game. I’ve used the video in question becuase, it mostly has footage from the game itself and a viewer with no experience in development at all can tell what work has been done outright. You’re not doing a development tutorial after all.
If you’re trying to get more onto your thought process behind the development, show your thought process visually, not the development UI itself. For reference, i think this video executes this idea very well.