Shortening the dev cycle is probably the best way to increase the likelihood of your game being profitable.
Sure, you need to balance it with the amount of stuff you want to put in, but having (artificial) constraints is good too
Sure, you need to balance it with the amount of stuff you want to put in, but having (artificial) constraints is good too
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not your gmail ......
Sure the game might have fewer features, but if it is somewhat succesful at launch, it proves that the idea/execution is good.
Devs can then add more features and reach a larger audiences