Things That Aren’t Obvious from The Start
A few things that aren’t obvious from the start:
- The more people you hire, the better your games may be. This isn’t a GDT clone, you aren’t limited to a dozen people in your dev rooms, and in late game (or in cases like mine, early game,) you may end up having hundreds of employees.
- Experience in all game elements are as important, or in some difficulties more important, than sliders.
- Games need a minimal amount of points in each of their four stats to get to 90%+. If you need 2000 points minimum (not at the start of the game, but this goes up steadily,) jhaving 5000 points in Sound will not mean a thing if your Graphics are only at 300, for example, your graphics being low will harm your review scores.
- Not having a subgenre or subtopic counts at having zero experience in them, which harms your review score.
- Difficulty matters: The higher the difficulty you use, the more demanding reviewers are.
- Releasing a game without debugging is bad. Some people think it doesn’t matter, but it does, your review score will be worse if you release the game with bugs, and buyers may get angry and reduce your sales further (unlike Steam’s reviews, user reviews in-game reflect what the buyers think, not what meme is popular at the time.)
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