Hey guys, I am quite new to GDT, and I want to make a 10/10 or 11/10 game. If anyone has any hints or something, please say. P.S I’m in about year forty.
There’s no way to be sure of making a 10/10 or 11/10 game. It’s all about experimenting and picking the right focus for your games. Try beating your high score (your highest design and tech score) to make sure you get at least a decent review score. In my whole Game Dev Tycoon career, which have been 25 + hours I have only been able to make one 10 game. This was in the harder version before 1.4 but it’s still hard. I would recommend you aim for 10, because 11 is like almost impossible. I hope this helped you a bit and one last hint: don’t use the wiki.
Thanks, that acutally did help. Not sarcasam. It motivated me. If someone with just 25+ hours only made one (not insulating) perfect game, it motivated me to try to do even better.
Glad I helped.
Is it weird, that I found it easier to get 9+ games before 1.4…
Why wouldn’t you use the wiki? I had terrible scores before using the wiki. My design is markedly better through its insight.
I think it’s made harder too actually, but it’s still not impossible.
At first I think it ruins the fun of the game. AAA companies like EA or Ubisoft can’t go on a wiki and search for how to make good games too, right?
At second, the wiki is not always accurate and can help you get worse games then when you do it yourself.
Arbitrary ideas like it being impossible to have a good game if it involves ninja + simulation are unrealistic too. In the real world a game like that could have a shot. The wiki gives a player more opportunity to understand the universe in which he plays. It sure wasn’t any more fun when most of my games were in the 2 to 6 range.
Actually, AAA companies would have tons of research and experience knowing what works and what doesn’t.
On the other hand, there are a lot of things in this game that aren’t intuitive. For instance, the fact that you only ever compete against your own scores.
That doesn’t mean their games always were successfull.