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The only thing I can say is to pace yourself, quality games can take years to reach the 1.0 mark much and that is with full teams. No point in stressing yourself out over a norm in the industry. That and it's just better focus on the now and what you can manage.

Grant though have ask what your workflow is like because spending that long on a event is unusual unless you don't have alot of time to work on art because of IRL matters. Also does sound like your running into the logical conquence of taking an quality over quantity approach to event desgin. While it's nice to have a game full of rich and meaningful events, it also means your spending alot of extra time on even minor events a player realistically wouldnt be spending alot of time on. 

That's kinda were common events like the ones I mentioned before come in, as reusable common events may not be crazy exciting compared to a high quality ones that you poor your heart in soul into, they do fill the niche better for minor events that the player isn't meant to spend alot of time on.

though that all is just my take on the matter I don't know what your workflow is like or what all you need to acount for but I definitely play this new update and future ones to give feedback that can help you improve and help this project live up to your vision.

(+1)

Thanks for your feedback :D

I wanted to make one event with full force to see how full it is. And it sure is full xD

My workflow is nothing special, but having done a lot of stuff now, I know how I could improve things when I get back to it. I also got hit by a lot of artist blocks and had needs to take breaks along with real life stuff.

Next, I want to see how low can I cut the events to reach a good balance of hand crafted control and shorter production time.