Game Development Reference
In-Depth Information
More counsel: “This one's harder to do, but it worked well for us—Zack put the game online before it was
finished. It was playable, but it was the barest skeleton of what it ended up being. We had just enough game for
people to enjoy playing it and make suggestions, and we were able to develop it with constant input rather than
in a vacuum. That experience—including learning what feedback to ignore—was invaluable.”
Related to this, many developers have pointed to the danger of not releasing early. It's easy to fall into an
“it's not good enough yet” trap, spending extra weeks or even months tinkering on and improving a game, when
it's generally better to tinker and improve after getting player feedback.
Learning from Desktop Tower
Defense—and What Its Developer Learned
the Hard Way
When Paul Preece launched his Flash game Desktop Tower Defense in 2007 (see Figure 9-3 ) , he was just a
Visual Basic programmer with no professional experience in game development. Within three years, he'd be-
come a co-founder of KIXEYE, one of the industry's most profitable social gaming companies.
CROSSREF You can read more about KIXEYE in Chapter 5, “Facebook Design Lessons from KIXEYE
and 5th Planet Games.”
Figure 9-3: Desktop Tower Defense
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