STATUS
That feeling you get after staying up to 4 AM to finish THE FINAL BOSS AND WATCH THE CREDITS ROLL TO YOUR OWN GAME! YEHAAAH!
Luiishu535
- 11/17/2015 01:26 PM
Posts 

Pages:
1
Thanks! It's hard to describe the feeling of completing a game with words... It's simply magical. Looking forward to play LA later this year!
The hard part isn't finishing a project, the hard part is dealing with how irrelevant it is once released!
I'm sorry, that was meant for Sated's post. I never quote or use "@s" if there are no posts between. It is Castle Oblivion I'm talking about, so you were never wrong. xD
I mean that the hard part of game development is getting people to care that the game exists, not actually making the game in the first place. Finishing a project is only a good feeling if people actually care that you finished the project; games are supposed to be played and so a rarely played game might as well not exist.
This may just be because I'm much better at one of those things than the other. It also doesn't apply specifically to the game you've made, it was a general comment.
This may just be because I'm much better at one of those things than the other. It also doesn't apply specifically to the game you've made, it was a general comment.
That's right; advertising. That's why I try to update the game every know and then to make sure people don't think I died or something. I have to admit that I'm kind of bad at it though. I'm a hard worker when it comes to game development, but at a cost.
One of the best ways a creator can do IMO is to release the games on multiple portals and platforms. What it really comes down to usually is the visuals and presentation.
It's hard to please everyone though, so I try to keep a particular target audience in mind when making games.
EDIT: I understand your comment now. Thanks for elaborating.
One of the best ways a creator can do IMO is to release the games on multiple portals and platforms. What it really comes down to usually is the visuals and presentation.
It's hard to please everyone though, so I try to keep a particular target audience in mind when making games.
EDIT: I understand your comment now. Thanks for elaborating.
Pages:
1