Releasing a new game : how to get it right.

Gwedelino

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Sep 4, 2017
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We can see a lot of new games being released every day on F95.

Devs trying their luck at creating their own project and releasing a demo on F95 in order to create their own audience since it's the biggest existing porn game website.

Most of them will fail, however there is surely truly some rules that are better to follow if one's want to maximize their chance.

What are those rules according to you ?

I'm giving you some examples, might be right, might be wrong.

- Only a polished first build should be released

- Communication should start even before the release of the first build

- The very first updates should already be ready to go when the first release is done
 
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anne O'nymous

I'm not grumpy, I'm just coded that way.
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Most of them will fail, however there is surely truly some rules that are better to follow if one's want to maximize their chance.
Hmm, I would say pray a lot.

Of course, some rules can apply, like your polished first build, and communication prior to the release. To what one could possibly add, communicate intensively at first, and starts by releasing really frequent updates. But the truth is that for each example that have succeeded following those rules, or even just one of them, there's more examples of games that haven't succeeded despite following them.

In the end, success is mostly a question of luck and patience.
 

Doorknob22

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First releases should have at least 30 minutes worth of content which very very loosely translate to 500-600 lines of dialog. Sex is not mandatory on the first release IMHO, but I don't find it respectful to future player's time to release a first launch which can be breezed through in 10 or even 15 minutes.
 
Feb 3, 2023
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Imo you need to market it heavily. On reddit, 4chan, other image boards, pornhub, etc. That's the biggest thing imo. We all want to say make decent renders, make sure the game doesn't crash, have an actual gameplay, etc. But you and I know there are games that make decent amount of money despite those negatives.
 
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Gwedelino

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Sep 4, 2017
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Hmm, I would say pray a lot.

Of course, some rules can apply, like your polished first build, and communication prior to the release. To what one could possibly add, communicate intensively at first, and starts by releasing really frequent updates. But the truth is that for each example that have succeeded following those rules, or even just one of them, there's more examples of games that haven't succeeded despite following them.

In the end, success is mostly a question of luck and patience.
Of course, it seems like luck is heavily involved, I have no doubt about that.

But if people don't want to rely solely on luck, then they at least have to get things done properly.