The Art and Viability of Independent Development
Time invested into a game doesn't determine it's sales.
This is an important fact to acknowledge if you decide to enter the wonderful world of independent development.
If I had to do things over again I would create a simple game and focus on addicting game play and mechanics.
The real question I've been asking myself these last couple of weeks is what do people buy when it comes to games? And how can I incorporate these into a game the would only take a few months to create.
What's your approach in making an effective independently developed game?
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