2 ms·
We run into this a few years ago. We spend around 25k euro (2 guys living in starved artist mode for over a year) and then released because we couldn't risk tak
by coffeeaddicted 15y ago
We run into this a few years ago. We spend around 25k euro (2 guys living in starved artist mode for over a year) and then released because we couldn't risk taking any further credit. We had a working game and it was even some fun - but everyone playing it immediately noticed the parts still missing. And it was pointless, people knew what to expect of that kind of game (a 3d-racer) and so it never had a chance to sell.
But there is one more thing - we would have gotten a lot further with a second game. That year was mostly spend on doing the base technology and also learning to do a complete large game on my own (I had done a bunch of trivial games before and worked a few years on big titles with teams in companies - but never did a big title completely on my own before). So not sure if that $100000 rule is still valid for the second title.