Universal Game Dev Story (by Kairosoft Co.,Ltd)

Discussion in 'iPhone and iPad Games' started by ojtitus, Oct 9, 2010.

  1. Noah

    Noah Well-Known Member

    Sep 30, 2008
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    Development Manager
    Atlanta, GA
    Actually, you need to accept all offers during Contracts if (and only if) they come at the very beginning. Move your research down to 1, and you still have a 31% chance of completion.

    During actual game development, again... always accept offers, and again, move your research down to 1. You have a 20% chance of success, but earn at least 10-20 bugs (which get turned into research during the debugging phase).

    Then once you earn 30 research, you can use the Boosts to improve graphics, audio, etc.

    I'm sitting on about 7 million in year 5. Keep at it!
     
  2. Remon

    Remon Well-Known Member

    Mar 18, 2010
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    I totally agree, its a must buy if you like simgames.
     
  3. randomisthehero

    randomisthehero Well-Known Member

    Aug 31, 2010
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    question for y'all since i don't have the game yet.

    lets say i make a Adventure + Ninja game and name it "xyz" and it sells well.
    can i make another Adventure + Ninja game that's separate from the first(a totally new game,not a sequel) and have it come out with a different score?
     
  4. Yes

    Oh and to the Mobile game port sayer: Bought. Hooked. Sold.
     
  5. randomisthehero

    randomisthehero Well-Known Member

    Aug 31, 2010
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    Florida

    Sold!

    thanks :)
     
  6. russiaone

    russiaone Well-Known Member

    Jan 4, 2009
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    Just bought, and I must say I'm totally in love. This game just makes you smile. My first game, iKon, sold just under 60,000 units. The sequel, iKonZ, got a write-up in Game Guy, but sold a few thousand less than it's predecessor. Oh, well, back to the drawing board.:)
     
  7. vansinne

    vansinne Active Member

    Jun 23, 2010
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    @randomisthehero

    Yeah, you can make a second game based on the same theme, but you should make sure to release a few other games inbetween. If you keep pumping out the same kind your fanbase shrinks.

    The option to make sequels is only presented later on when your games get a high ranking in the reviews. But when you can, there is not really any downside to it (you still get to rename the sequels to whatever you want).

    And no, getting this game is not a good idea. It's been replacing sleep, food and sweet love for five days now. Four playthroughs, and I still cant put it down.
     
  8. LordGek

    LordGek Well-Known Member
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    Feb 19, 2009
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    Saratoga, CA, USA
    I think some folk also miss that the player's own mind is filling in a lot of the gaps of this simulation. Your game is simply a theme, game type, system, and ratings for Fun, Creativity, Graphics, and Sound (and perhaps a few more hidden factors) that you can tag with any name you want. So I don't think calling your Animal Puzzle game "Squidgy", "Squidgy 2", or "Benefalops" really makes any difference to the sim.
     
  9. superbad

    superbad Well-Known Member

    Nov 6, 2008
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    CEO. Reviewer. Beta Tester.
    You need to stalk me?
    This is my biggest problem with the game. Why is it like sooo tiny. :confused:
     
  10. ZildjianKX

    ZildjianKX Well-Known Member

    Nov 23, 2008
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    Anyone?
     
  11. LordGek

    LordGek Well-Known Member
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    Feb 19, 2009
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    It so clearly is a direct port of some Cell Phone game...maybe the sequel will actually be OPTIMIZED for the iDevices.
     
  12. superbad

    superbad Well-Known Member

    Nov 6, 2008
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    CEO. Reviewer. Beta Tester.
    You need to stalk me?
    Yep I know. I'll wait for a price drop because it's not optimized. I don't really even care about optimization. Heck the original Sonic is funky but at least it's full screen.
     
  13. LordGek

    LordGek Well-Known Member
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    Feb 19, 2009
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    Whoa, nice call, I didn't even catch that!

    Since it didn't have the OFFICIAL universal icon I never made that assumption but, right there near the bottom of the description they make the claim!

    Kind of ironic as it barely feels "iPhone Native" much less actually supporting iPad graphics.
     
  14. chickdigger802

    chickdigger802 Well-Known Member

    Apr 14, 2009
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    Atlanta GA
    ign gave this a 9.0

    I think this game is getting way more hype than the dev's probably originally thought =P
     
  15. CaptainAwesome

    CaptainAwesome Well-Known Member

    Dec 22, 2009
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    The Island of Berk
    #195 CaptainAwesome, Oct 19, 2010
    Last edited: Oct 19, 2010
    So, I'm through year 17 on my second playthrough. It got really easy, since all the levels for your game types remain across playthroughs, and I think the direction points did as well. Since Year 9 pretty much every game has been in the Hall of Fame; for the past six years I consistently get over 80,000 visitors at Gamedex; my last ten games have all sold at least 25 million copies (max 34 mil); I'm nearly to 1 billion in revenue; and I've won every single award (except Worst Game) for the past five or six years. I think I have pretty much worn the game out, except I haven't developed a console yet. :p
     
  16. ScottColbert

    ScottColbert Well-Known Member

    And well deserved too. It's been far too long since I've had this kind of addiction to a game.

    Sure it's a port from an old cell phone game; the graphics are ugly as hell; the music is freaking annoying-I CAN'T STOP PLAYING!

    And that's all that matters. It's all about the gameplay, and not the looks.
     
  17. Ryhian

    Ryhian Well-Known Member

    Mar 12, 2009
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    Yeah this game is super addicting. Ive gone through 4 playthroughs now spending about 2-3 hours each time I launch the game. Its so simplistic, yet so entriguing. Not that the game needs it since gameplay is really what matters, but retina graphics and a few more modes to expand to would truely make this one of the best 'niche' iphone games ever.
     
  18. nikhsterboi

    nikhsterboi Well-Known Member

    Just finished my 37th yeard! ;) Too much playing.
     
  19. chickdigger802

    chickdigger802 Well-Known Member

    Apr 14, 2009
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    hopefully this will lead to a native iphone sequel with retina resolution sprites and all the features people wanted =P
     
  20. dc213

    dc213 New Member

    Oct 19, 2010
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    #200 dc213, Oct 19, 2010
    Last edited: Oct 19, 2010
    Great game. Been playing nonstop. Just released a game that sold 90,919,794 units.

    photo.jpg

    I got that score in year 24. My best in the first 20 years is 67,168,690.
     

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