But do you have to make the graphics for your game?
Not long ago, I was studying how Thomas Brush revealed the secrets of creating graphics in Unity. Today, I will go out on my own and counteract myself.
As I've mentioned multiple times, I run a second newsletter on the side where I gather everything that can be useful for learning the Godot engine. Thanks to this, I learned something quite interesting.
DIGRESSION
Amidst my eternal doubts about whether to make games in Godot or perhaps in Mono Game, I even considered making a twin newsletter about Mono Game, but searching Twitter and YouTube, I noticed that there isn't much of it. Maybe that's because people making games in Mono Game don't tag their materials with useful metadata :-) That would explain why YouTubers sometimes list all their equipment in the descriptions. To make themselves findable :-) Lesson for the future: always tag your materials, even excessively!
END OF DIGRESSION.
Returning to this interesting lesson. I realized that when making the first games (test and learning experiences) and the first games based on my ideas, I didn't have to worry about the graphic aspect. The internet is full of assets that you can use, not too expensive, and even completely free.
If you think you can't succeed based on publicly available assets, remember Vampire Survivors, which used assets that could be obtained as part of a Humble Bundle
Not everything in your game has to be unique, proprietary, and unparalleled. Trees, water, and earth can often be created by asset creators who are already giving away their work. The fact that some elements repeat won't bother anyone. In some cases, it won't bother if the main character is also an asset. This was the case with David Wahle's The First Tree.
And where to look for assets?