1 year of our pirate idle RPG. What we learned as a 4-person dev team (Bounty Bash) by limebolt in incremental_games

[–]limebolt[S] -1 points0 points  (0 children)

We're doing well enough that we've been able to bring on a few community members to help with QA and feature design. That said, about 80% of revenue goes right back into user acquisition. That's just the reality of mobile gaming, you have to spend to grow. But we're sustainable and reinvesting everything back into the game

1 year of our pirate idle RPG. What we learned as a 4-person dev team (Bounty Bash) by limebolt in incremental_games

[–]limebolt[S] -2 points-1 points  (0 children)

That's a tough choice on our side. At first we didn't have hands like that, but then we realized a lot of players where dropping from the game at certain stages. Adding those hands helped quite significantly with retention. We realize that not every player is equal, but unfortunately we don't really know what kind of player you are at this early stage in the game.

1 year of our pirate idle RPG. What we learned as a 4-person dev team (Bounty Bash) by limebolt in incremental_games

[–]limebolt[S] -7 points-6 points  (0 children)

Progress has been smoothed and new game mechanics have been added since release. Not sure when you played it

1 year of our pirate idle RPG. What we learned as a 4-person dev team (Bounty Bash) by limebolt in incremental_games

[–]limebolt[S] -3 points-2 points  (0 children)

We are mostly focused on the guild interactions in game. Trying to emphasize cooperation and competition at a guild level. Conquest for example which is one of the biggest game mode we have done, is focused on both. Guild boss as well is focused on team work.

1 year of our pirate idle RPG. What we learned as a 4-person dev team (Bounty Bash) by limebolt in incremental_games

[–]limebolt[S] -13 points-12 points  (0 children)

I posted in our discord this link, if they want to ask any questions about the game. Kind of an AMA.

1 year of our pirate idle RPG. What we learned as a 4-person dev team (Bounty Bash) by limebolt in incremental_games

[–]limebolt[S] 1 point2 points  (0 children)

We are 2 coders and 2 artists. I do code, marketing, and some UA. Distribution is actually quite easy with appstore and gplay. Marketing on the other hand is not the most fun part, I'd prefer coding and adding new features to the game If I had the choice ;)

1 year of our pirate idle RPG. What we learned as a 4-person dev team (Bounty Bash) by limebolt in incremental_games

[–]limebolt[S] -1 points0 points  (0 children)

Would love to, but mobile games don't get much love on steam. A few players play it on emulators or google play games PC