![]() It's even more blatant if you look at games like SNKRX. Gutwhale did sell less and at a lower price than Rising Hell, though not by that much.īut there's a massive difference in the effort that was necessary to produce the games. Now compare the number of reviews they each have: 156 and 113. Gutwhale was made in 1 month by 3 people. Rising Hell development has started more than 4 years ago and it’s made by 5 people. You could make 1% of someone else’s effort and get better results than them. ![]() Working hard on a game doesn’t mean it’ll be successful There are so many broken things in the game: music tracks that play when they shouldn’t (and disabling them works only half the time), memory leaks that force you to restart the game every hour or so, missing animations, an unbalanced matchmaking system…īut it’s still a very successful game with hundreds of thousands of players. I know that because I’ve been playing Dofus on and off these last years, a game that’s been out for more than 15 years. It means you don’t necessarily have to fix every bug and issue before showing it… or even releasing it. Your players can put up with a lot if they enjoy your game Players will instantly trust your game as much as they trust the person recommending it. Recommendations from friends or influencers are powerful because they basically circumvent the process. Players need to trust that they’ll have fun with your game. Marketing is about getting strangers to trust you Some of them might even get offended that you’re comparing it to a game they love.Ī recent example: Back 4 Blood being constantly compared to the Left 4 Dead franchise means players were disappointed when they found out it's not as good. They’ll probably end up disappointed when they find out it’s not as good as Dead Cells. ![]() If you’re making a tiny roguelite and tell them “it’s influenced by Dead Cells”, they’ll start with very high expectations. Enjoy! Be careful which game you're comparing yours to None of these are hard and fast truths, just ideas I got and observations I made while working on my action roguelite game. So I went through all of them, removed and updated some and compiled everything in today's post. I still think most of those ideas are relevant. Most of those were only read by a dozen people and the emails have been sitting on my Google Drive since then. While working on my first game Space Gladiators in 2019, I decided to start sharing some gamedev related ideas every week in a newsletter.
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