31) continuing previous point, and I know some players might be annoyed to hear this, but it's better start with a higher price. You can always lower it later. Doing the opposite (starting with low price and raise it) it's possible too but only during beta / development stage
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42) repeated customers are good but change sometimes can also be good. If you never go out your comfort zone, you're unlikely to have a hit. Sometimes trying to do a different kind of game can be a good thing
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43) still referring to previous tweet, a good system is: make a "safe" game, one you know it will be profitable (as much as it's possible to predict that nowadays) and then make a "risky game". Something new, something different. Alternate the two
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44) scaling down AAA games. It's a good system, of course I don't mean to copy/clone completely a game, but the kind of setting/core gameplay and so on. For example taking Dark Souls and applying its most prominent features in a 2d game (real-time or turn based)
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45) multiplayer games are super risky. If you're an indie you can add extra multiplayer gameplay to your game but creating a multiplayer ONLY game (which requires other people to play well) it's probably the most risky kind of game ever
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End of conversation
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