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Our game cost $200,000 and we only made $10,000

https://old.reddit.com/r/gamedev/comments/18s1z8u/our_game_cost_200000_and_we_only_made_10000

								

								

First, the context about what we were marketing: the game is called I See Red, it's a twin-stick shooter roguelite about a man in search of vengeance, with a noir aesthetic, tied into the actual gameplay and also the narrative, meaning the graphics style is not just a "it fits/looks cool" but is also both a game mechanic and is part of the plot as to why the game looks the way it does. This is the USP of the game.

$200k on a "twin-stick shooter roguelite with a noir aesthetic" i'm fricking dying

:#marseyemojirofl:

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the crash had 2 key things that really got us badly: it only occurred when playing on a non-development build (meaning Gameforge's quite large QA team didn't manage to find it since they played only on the development one, like ourselves)

what the frick is this a normal thing? testing a version of the game that isn't even going to be released?

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No, it's definitely not endemic to release untested software and fix issues in real time :marseyclueless:

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endemic? no one is talking about covid, assbutt. :talk2hand:

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rDrama codecels do that, maybe they should git gud :marseyshrug: :tayshrug:


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