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by gnrlst
1374 days ago
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You're optimizing for revenue/chance of success, not for the creation itself, which most world-class indie games are optimizing for (e.g. stardew valley, dwarf fortress, celeste, hollow knight, etc). Also, building a million simple mobile games will not magically compound into making you a great complex/deep game builder. Not trying to say your strategy is wrong, I just don't agree with your strategy if someone's goal is to build the game they have in mind, exactly like they have it in their mind (assuming it's more than a simple mobile game). It will help in terms of general "steps" to have built a couple simple games before sure, but that's about it. |
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Having a tight release loop is a good strategy. You will find mechanics that work over time and iterate on them, finding more and more reliable success. Eventually one will hit. You don't even have to avoid looking like shovelware. The mobile game audience doesn't care about that, it's more of a capital G Gamer gatekeeper thing.