How developing an indie product differs from big studio products.

When developing, I've been taught a method called Minimum Viable Product, or MVP: Getting a product that is viable as quickly as possible.

The method is meant to test an idea to see if it works, so you can quickly iterate without throwing away too much work. It's an excellent strategy... for most products.

In these past months, I've been relearning my strategies. I've adhered to the MVP throughout development, and it got me a fine game, but I don't think it got me very much attention. The problem with MVP is it doesn't look like much. Indie game development is much different than other products. MVP works when you're trying to solve a problem that hasn't been solved yet. Indie games are trying to improve upon an already solved problem: easy to digest entertainment (generally speaking).

When I made my game MVP, that meant mostly placeholder art that roughly represents the feel and tone of the game, but not *WOW* anybody. And that's not the best way to get attention. Of those strategies I've relearned, an important one was that no one is seeking a solution to the problem of more games to play. They have solutions competing for them. If you're not stopping their twitter scroll, you lost your chance.

So, at a late and feeble attempt at bringing my game closer to looking *fun*, I've updated at least one of the worst looking things that should be the best looking thing in the game: the explosions. Although this may be the only thing I update for awhile as I pursue the next project and let the Beta simmer. I've at least managed to learn from this before it's too late.

I hope you enjoy the game despite the explosions being debatably the only good-looking thing in the game, and I'll see back to Asterius in a few months.

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I loved this game (Android version)