
I'm making a dumb game, in reaction to Banana.
I was bothered by how the economy in Banana is entirely speculative and the items have no intrinsic value. So I started designing something that's also simple but actually has a use for the items it creates. I guess I really like making interesting economies 😅
Now that it's been a bit more than two three five weeks, I'd say the project is going well horridly surprisingly fine and I think it's turning into something more charming than I expected. Still, it's no small feat to quickly make anything with real design, solo, and drop it on Steam, and generally I'm very skeptical of anyone's release timelines, especially in software, especially in games. You should be, too.
I'll only bet and place limits on YES, often irrationally, and never sell, in order to incentivize myself.
Reasons to bet YES:
I'm an industry veteran and generalist with ~13 years of professional experience
I've done solo releases before, both smaller and bigger
I'm oddly good at learning new things when rising to a challenge
It's a shitty free game. I keep saying things like "Eh, that's good enough!" and "That's a bug, but this project is supposed to be janky. I'll leave it alone."
I really don't want to be still working on releasing this during the holiday season (which, of course, starts in October)
To: cheer me on
Reasons to bet NO:
To: support me by providing incentive
Everything is always over-scoped
Something always comes up out of the blue that wasn't expected
I'm deep diving into some tech I don't have a ton of experience with
I use Manifold a lot
I'm taking a trip at the end of September into October, so in reality I have less than the full month
I'm also working on getting funding for a more serious project, which requires some time and takes priority if it gets traction
I probably should be doing other things with my
timelife
🏅 Top traders
# | Name | Total profit |
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1 | Ṁ2,814 | |
2 | Ṁ176 | |
3 | Ṁ123 | |
4 | Ṁ58 | |
5 | Ṁ57 |