So, I’m in the second stage in year 8 and have the maximum number of 4 employes.
With the money I get from my games I’m just making ends meet. I can’t think about researching because I need to constantly pump out games to keep from going bankrupt.
I try to change the platforms, genres and such, even used the powergame-list from the Wiki. But it doesn’t help, I just don’t sell enough.
What’s the secret in making money? Should I hold back games unless the game-values are way in the high triple digits? Usually I release a game when all bugs are removed.
So any hints how to make more money faster would be appreciated, right now I have no idea how to get to the further stages.
You have to match the different bars for the different game types n stuff, e.g. Action requires a Full A.I. bar. And of course, you need to change your type of games every time. It wont work if you repeat the 4. RPG in a row ^^
As I said, I’m switching and using the slider stats from the Wiki, but it just does not work. So I’m wondering if it has something to do with the number of technology-bubbles? Or not enough hype?
Sometimes its just luck I guess (or there r just some Bugs left). I stuck to the RPG and Action type at the beginning, because it was the easiest to develope. Another hint might be to develop Medium Games asap, because they really kick ass. I had to lent some money from the bank, but even just average Medium games gave me enough money to train, pay the bills n get new Games coming…
Small games are useless, asap you can get the Medium ones…
I keep running into the same difficulties, but earlier in the game. In fact, my first attempt went the best, surviving until about the PS1 before losing it all. Since then, I’ve had some attempts never leave the garage because I couldn’t get a “hit” game. Getting those seems the best way to progress, but what determines a hit or miss seems very unclear. I’ve checked the wiki, messed with sliders, produced nothing but great combos, sweeping in on fads in the market, and still nothing.
Is it best to go with the latest system? Stick to the steady PC market? Try to spread your games around? I don’t know.
For all the short-sighted 4chan types insisting this is a rip-off of Game Dev Story, I can tell you GDS isn’t nearly as hard or complex as this fine game. Just wish it were a tad easier or more clear on what I need to be doing.
My plays are the same, i really enjoyed the game the first round, but it’s getting annoying because i don’t understand what I’ve got to do, am not sure what it seems to be but as soon as my games start getting consistently lower ratings i eventually go bankrupt.
It’s not like i can get out of it by researching something or creating a new engine, because if i do i just run myself into the ground. It’s like i can’t use some strategy & seems to be purely based on luck, which isn’t ok, playing a game for this long just to see how far you can get based on “luck” is not very entertaining.
My longest was maybe my 4 or 5th run through after having a streak of bad luck not even getting out of the garage, eventually that went south after i made 2 games, first worth 2m, then an insane one that got me 9m, i used the profit to propel my research then made an insane new engine, thinking this will only make better games, which means more cash, but it didn’t at all, they all went instantly bad & got progressively worse until i ended up having to fire employes, to then making even worse games, then bankruptcy, what am i doing wrong?
A trick to get out of the garage quicker, which I am still testing, as soon as possible, research an engine and make it. Then as soon as possible research targeted audience, and the next game should be a hit. As you do all of this keep making games right after one another to keep the research points up.
at year 8 you could probably keep pumping out a steady flow of small games that can do suepr well which will greatly offset the salary needed to pay your team. If not, youre going to have to fire one or two and focus more on training the 2 workers you DO have to be really really good in either tech or design (One each obviously)
Something I don’t really understand yet: are small games still viable after researching larger games? For that matter, do I want to stack as many extras and options onto games I develop even if they don’t logically need one (joystick for an RPG or adventure game for instance), or should I try to custom tailor each game based on its needs (mouse only for adventure game on PC).
If there is a connection it’s not obvious. I had a game with large hype that was an instant success. But that game also had very good scores.
After that 2 Flops with bad ratings out of nowhere, the games were of course expensive, too, because of all the hype creation. And the dumped. Now I have to start again because I’m broke.
Next try will be the elite-path, as suggested here I will try to keep it small and make one or two employes “über”.