Many players simply bought the sequel without any research, expecting a finished game (for an idle game – this means “infinite” content), and they were terribly disappointed. Some who purchased it didn’t know what “Early Access” meant, and it was their first time installing Steam. We should have realized that many players would assume the product was complete before they bought it. It had a few days worth of content at the time we launched it. However, especially considering the game was a sequel, we vastly underestimated how complete the game needed to be for Early Access. We like developing games with a community, and we had felt we had kept the game behind the scenes for long enough and wanted to get real player feedback to validate our game design. Mistake #3: We underestimated how complete the sequel needed to be to launch in Steam Early Access.īefore launch, we were very excited to get the game out to the community so we could start interacting with them and getting feedback. A lot of the new game mechanics were risky decisions, which in the end, turned out to be the wrong choices for our audience. For many players, Clicker Heroes 2 doesn’t resemble Clicker Heroes 1 enough. We did what we felt would be fun, but it is likely we went a little bit too far. When designing it, we weren’t sure how novel we should get. Mistake #2: Clicker Heroes 2 was too different from Clicker Heroes 1. This noticeably slowed down our development, in part because maintaining CH1 (which is also Flash) took up more of our time than we expected, and CH2 became increasingly difficult to develop. Many high quality development tools that most developers take for granted on other platforms (like Unity or Unreal) just weren’t available for us. We should have started from scratch, with a new platform, or we should have kept the scope as small as we initially planned for.Ī few years later, with a rapidly declining community of Flash game developers, modern tools and supporting products became difficult to find. In retrospect, continuing the larger scope of development with Flash was our biggest hurdle, and possibly our biggest mistake. ![]() But we kept with Flash, because we had a reasonable prototype. We could have started over from scratch, once we realized the scope needed to change. We hired some developers and grew the scope of the project. So we decided to spend a lot more effort on the sequel. It slowly became more clear to us that we had big shoes to fill, and that it would be a challenge for us to live up to expectations. Once we launched CH1 on Steam, we realized how massive the audience would be, and how much revenue we were going to make from the project. At this time, Flash was still a popular development platform for games on the web. For those who aren’t familiar with it, CH1 was written entirely with Adobe Flash. Our ambitions with CH2 were similarly small, and we used CH1 as the project base. At the time, Clicker Heroes 1 (CH1) was still a relatively small, unknown project. In 2014, when we began work on CH2, the idle game genre was still in its infancy. We are outlining a series of mistakes we made and learned from, and hope our players can forgive us. At release it was the result of 3 years of hard work by a small team of talented developers, designers, and artists.Ĭurrently, the game is not in a state that we are very happy with, and this is mostly a post about what went wrong. Information taken from the official PlayStation Store website, all rights reserved.Clicker Heroes 2 (CH2) is an idle game that we released in Steam Early Access on July 16th, 2018. One-time license fee for play on account’s designated primary PS4™ system and other PS4™ systems when signed in with that account. ![]() Software subject to license (us./softwarelicense). Online features require an account and are subject to terms of service and applicable privacy policy (/terms-of-service & /privacy-policy). But don’t forget to come back and spend all that sweet gold on new heroes and upgrades! Offline single player Optional In-game purchases Feel your power grow exponentially! Need to do the laundry? Give the puppy a shower? No worries! Your heroes will farm monsters and automatically collect the gold while you’re gone, even when the game is closed. The more damage you deal, the more gold you will get. Spend that gold on hiring new heroes and get more damage. Transcendence is now available! Enjoy a massive amount of new content including Mercenaries, Auto Clickers and more! Clicker Heroes - the Idle RPG! Ever wondered what one quadrillion damage per second feels like? Wonder no more! Embark on your quest to attain it today! Start out by clicking on the monster to kill them, and get their gold. Although this game is playable on PS5, some features available on PS4 may be absent. To play this game on PS5, your system may need to be updated to the latest system software.
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