Tiny Glade is out!

Disagree :wink:

“Nice” and “creative” is determined by users. You do have limited agency over them. “New”, like it or not (I don’t btw), is something old with a new colour. Therefore marketing in the sense that your target market detertimes (to a large extent) the features of your product: if they want blue, you don’t produce red. Obviously, the game you create might coincidentally align with a target market. But if you want to count on luck…

Quality over quantity: I think, eventually, quantity wins: produce lots of low effort shit games (with ads, micro transaction, all that). Spread the risk. If you only have one “quality” flag ship, if it sinks, you are done. Ok, unless you have a multi-million budget, then you can make lots of quality AAA shit games :smiley:

Passion: Then you are emotionally attached. Makes it, e.g., super hard to pull the plug if you have burnt too much money.


FYI: What I have written above I only mean in the context of profit-driven projects. The game I currently make is for the dumb reason “because I always wanted to make a game” :flushed: