Today I Learned - Rocky Kev

TIL defining your video game in hooks

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I was reading this post The Making of Colossal Cave – Part 1, a point-and-click re-imagining of the original game.

Here is on Steam: https://store.steampowered.com/app/2215540/Colossal_Cave/

It's at 37 positive reviews, and about 0-20000 owners.

Very sad numbers unfortunately, where good games hit about 10,000 reviews

One piece of advice from the devs:

I like to think of a game’s potential in terms of "hooks." By this, I’m referring to the inherent momentum within a title to hook a buyer. I was just looking at the data on Steam, and there were 10,963 new game titles released in 2022. My strong suspicion is that most of them never generated a dime in revenue. Without some hook for your game, no one will ever play it, much less buy it.


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TIL defining your video game in hooks

I like to think of a game’s potential in terms of 'hooks.' By this, I’m referring to the inherent momentum within a title to hook a buyer. I was just looking at the data on Steam, and there were 10,963 new game titles released in 2022. My strong suspicion is that most of them never generated a dime in revenue. Without some hook for your game, no one will ever play it, much less buy it.

TIL how to JUICE up your UI

The delightful chimes sound that plays when Mario collects a mushroom. The 1UP text that appears is essential. Communicating the player gained an extra life. The sound is the Juice.

TIL how to JUICE up your UI

The delightful chimes sound that plays when Mario collects a mushroom. The 1UP text that appears is essential. Communicating the player gained an extra life. The sound is the Juice.