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If you could only give one tip to a game developer on here, what would it be?

woody554

Well-Known Member
Jan 20, 2018
1,300
1,664
never give the player anything he wants without yanking it away at least a couple of times. doesn't mean scam the player or never give anything, but just avoid giving up things too easily. make the npc say no, make them change their mind at the last moment, make someone interrupt you just when the girl finally agreed to touch your dick. when the milf after a long game is finally ready to fuck you, make their estranged husband come back and they agree to try patching up their marriage one more time. you know the trick, you've seen it in a million movies and series, every time the couple is about to get each other SOMETHING comes up. create tension and KEEP IT UP. not knowing is a powerful aphrodisiac. knowing kills the interest.

and when you finally give it, it'll be 100 times better. the player will feel like he fucked the holy grail. frustration is good. anticipation is good.

just be sure to deliver it eventually. this only works if you deliver.
 

Amte

Newbie
Jul 23, 2017
65
199
Release a solid basis of a game. 99% of releases are like 0.01 versions that can't give you a world to get excited for.
(Honestly, many game makers should consider themselves lucky to even get 30 bucks together. Some get way more, live in ego and try to trick piracy with restricted versions. It's cringe.)
 
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GaboCAP

Well-Known Member
Jun 7, 2018
1,886
1,614
If you're planning start your game with "MC wakes up in hospital with amnesia" or "MC opens front door and a young girl says Hello daddy...", please don't.
 

Doorknob22

Super Moderator
Moderator
Game Developer
Nov 3, 2017
2,152
5,203
Aim low.

Go for a game you can start and finish. It's better to start with a small project you can can start and finish than drown under the weight of ever growing queue of features, plot lines and other content until you feel overwhelmed and despair. My game has a world conquest element in it and it's very tempting to try to turn it into a full blown strategy game a-la Civilization but I'm constantly reminding myself to keep it simple and not get carried away.

Once you release a small game you're happy with, you can increase the scope for the next.