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"perfect is the enemy of good enough" I learned a few years ago. Thanks for sharing, this is really interesting as I'm working a multiplayer project right now. What was your marketing budget like? How did you get those 4000 people? Do you have a postmortem or dev log from the time?



To get the list of people: We went to a lot of indie meetups/presentations, posted all over Reddit at every opportunity (got on the front page of many gaming subreddits a bunch of times), constantly spammed our friends (there were 5 of us working on it), got involved with faculty and students at Full Sail University, anything we could. We were all very passionate about it and it pretty much consumed every waking hour of our lives; I even refinanced my home to pay for development.

It was an incredibly fun endeavor... until it wasn't. Haha.

We never did a post mortem because it didn't actually end... It just fizzled out (it did end some friendships though). I (lead dev and co-founder) left the project and my ownership share (after the Kickstarter failed) to the other partners; . They then tried to find someone to either buy or invest in the development of the project for a few years. I only got notice that they finally stopped paying the server bill a week or so ago.

Good luck on your game endeavors!


Is Fullsail university a good place, or a diploma mill? Their commercial spots of a decade ago made it seem 1:1 to places like Everest University or ITT Tech.


I don't know. We thought it was the best graphics school in central Florida (where I live) and we had an in with a professor there. We paid some students there for most of the 3d modeling work we needed.


I've seen enough failures exactly because "Perfect was the enemy of Good enough". It's a good mantra.


The version of this phrase that I am familiar with is “perfect is the enemy of done.”


What about underpromise and overdeliver?


What about it? Nobody ever complained if they were over delivered did they?


But in a world where hype is the standard, you will likely just get ignored, if you do not hype, but undersell your product.


The problem is knowing what is "good enough". It comes with experience and, if you're doing something new to you, I think it's hard to assess.

You may probably tell what went in hindsight, but even then, it's just one if in the lifetime of the project.

"Oh, we could've released when x was done". Maybe, but maybe not too.




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