- Jan 25, 2018
- 34
- 39
I've been playing these games long enough, that I've felt inspired to make my own. I've spent the last couple weeks wrapping my head around scripting, DAZ lighting/physics/composition/texturing, and coding. I've been looking up to games like FILF, Man of the House, Echoes of lust, Daughter for Dessert, Light of my life, and many more. These games have a huge following, with great production, great if not decent writing, good CGs with good composition, and mostly good game flow. ....and rightly so, these game studios are raking in thousands a month.
But as I delve deeper into the games on this site, I've noticed a TON of games with AWFUL lighting, plasticy characters, stilted or boring writing, cookie cutter assets, and just generally low effort games. I look at their support pages, and more than half of these games are drawing several hundred, if not thousands a month in revenue. I just can't figure it out.
I won't call out any of these games in particular, but obviously I'm missing something. What is the secret sauce in these crap-tier games? What is it that is driving the appeal of them? If you don't come for the stunning visuals,(artistic or erotic) then I would think you come for the writing, and if not that, then a game mechanic?
But as I delve deeper into the games on this site, I've noticed a TON of games with AWFUL lighting, plasticy characters, stilted or boring writing, cookie cutter assets, and just generally low effort games. I look at their support pages, and more than half of these games are drawing several hundred, if not thousands a month in revenue. I just can't figure it out.
I won't call out any of these games in particular, but obviously I'm missing something. What is the secret sauce in these crap-tier games? What is it that is driving the appeal of them? If you don't come for the stunning visuals,(artistic or erotic) then I would think you come for the writing, and if not that, then a game mechanic?