What went Right?
- Scope Control: hard to keep a game simple, smaller and more focused the original idea the better, avoided hard technical problems (2D, no multiplayer, single platform, one resolution, fixed-step framerate), safe design, design similar games for reusability
- Playtesting: get new players and observe, feedbacks
- Restricted Art Style
- Upgrades: certain changes are required to make the game better, even it means more time.
- Passion vs. Innovation: Build the game you like to play equal more motivation to play, improve and finish
What Went Wrong
- Pricing Indecision: set niche game at higher pricepoint
- Mental Beatdown: hard to work all the time knowing you're slowly losing money and will have to give up on your dream if things don't go better
- Minimal Personality: read this
- Branding Baggage: don't include company name as prefix, use box art logo instead
- Too Many Modes
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