My first game has been released! Aaaand... it sucks. It sucks very bad actually. The rating was 1.5 out of 10. And this is with the genre being hyped at that time. Something that I noticed is that the game now comes under released games, with the cost, rewards and the amount of reward rounds left.
Time to go back to the drawing board then, before we have to declare bankruptcy right out of the gates.
This first game was developed in 12 hours, so my theory is that it might be better quality the more time you put into it. So, what my plan is for the second game project is to do almost exactly the same, but have it developed over a longer period of time, 24 hours.
In the first step I selected all the attributes that had a positive trend at the moment, which gives us a solo Fighting Music game for Console. Sounds fun already!
Then I used about 1% of my brain power to write a title and description, which came out decent, I think. And the AI helped out with generating different cover images.
I selected my newest developer, so she can prove her skills for the company.
And with the game points, I decided this time that it would be more about performance (engine) and gameplay, since we don't want any lag or bad experiences with fighting games.
The crucial difference here will hopefully be the time difference, since 24 hours costs literally twice as much resources than 12 hours.
After a while, when all 20 rounds where finished, the first Pirate Dragon Slayer game lost about 5.5% of the initial investment. So we need to figure out how to turn this thing into profit fast, or else.
For now, I would like to keep an overview of what I spend on this new Hive game, and how much I get out of it, other than fun. Because of course I had to make this about the economics as well.
Overview so far:
IN:
43.607 HIVE
OUT:
0