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[iPhone][iPod Touch][iPad] Game Dev Story


bradigor

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I like it, but I think I've basically won the game on my second go. I've moved into the third office, I've created around 20 #1 games in a row and have enough money to do anything. :/

I win every single award form the game awards thingy, apart from the game of the year, which I assume is the end-game? Anyway, it's still very good.

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We should post our best selling games, with their title and machine of choice.

Golfs sold 2.1m.

It was a golf sim. A spiritual sequel to Golf, a golf sim, which sold 1m. Golfs was sadly followed by GolfSim, which was struck by a power-cut and a crap designer, and sold 1.1m.

I suspect these aren't the cracking ideas you were speaking of.

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Brilliant stuff, like had been said gets pretty easy late game, all my games go to number 1, my RPG series Seven Heads has Q's round the block and sells over 6 millions copies, not won the grand prize at the awards yet tho. I have a mexican wrestler and an arab working in my studio and someone called Shigeto Minamoto.

By far the best iphone game I have played.

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My fantasy RPG for the Playstation called 'The Last Word' is my best seller so far with 1.8 million sales. Only scored a 29 in the reviews but healthy marketing push and lots of young fans plus an expensive Gamedex showing helped no end.

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I've struck gold in the last hour. I'm 13 years in, $73m in the bank and my last eight games have all sold over 6 million copies each across the Playstation and PSP.

Quick question though, is there another office upgrade after the eight seater one?

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plus an expensive Gamedex showing helped no end.

That's a good one. How many people can be expected at a good Gamedex? Between Golfs (2m) and Golfsim (1m) I hired some booth babes for the first time - the result was 38k visitors, compared to 31k the year before with just me stood there alone.

Is that a good thing or a bad thing?

I called my company Murdersim Inc :)

Mine is called AndrewioStudio.

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It's amazing but far too easy.

From the iPhone games thread, as it'll just get lost there:

So, Game Dev Story 1st playthrough:

*I released 75 games and sold a total of 783,983,367 units.

*My top selling game managed to sell 59,949,387 units on a console with an installed userbase of just over 22 million. Yes you read that right. And it was on my console, the awesome Hardcorelolz PS3 beater.

*I finished with £1,155,353.4k in the bank.

*I topped out at somewhere over 9,800 fans before they aged and I never quite got them all back. Because I couldn't be bothered (see money left over!).

Also, 4 grand prizes, 14 best designs, 15 best musics, 13 Runner Ups, absolutely loads of Hall of Famers (I had 19 sequels I could pick from by the end) and one 40/40 game.

I stopped playing although you don't have to. (It says) The genre levels remain wherever you got them to for your next game, meaning maxing everything out is something to chase.

It gets far too easy about half way through but it's enormous fun. Really worth the cash.

My 2nd playthrough with my heroic new dev team "Wageslaves" will have to wait.

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There was a similar game on the C64 (but it wasn't a port of Software House on the Spectrum, as far as I know). Came free on a Commodore Format cover tape. I adored it. Happy memories of taking the buyers from Boots and John Menzies out to lunch and wooing them.

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As someone has already mentioned in the iPhone games thread, it's all about the stories you make yourself behind the games. Alternating between blockbusters on big selling consoles and uberniche games on smaller systems, the sort you make, etc...

I started a second game today and I'm just experimenting with combinations, trying to level gametypes as much as possible up to 5 with niche products rather than go for pure commercial glory.

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Just bung a 2 on the end of the name?

Or HD even!

Runtime*, my series of marathon racers, has had that done to it. And Koo Zeeper* too.

But the reviewers ask for sequels. I want to give them what they want!

*The first one was struck by a power cut and was generally cack. Runtime Error didn't sell, but once its development moved onto the Playstation the series came into its own and Error was dropped.

*Animal Puzzle.

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