Recognize What Your Game Wants To Be
I just finished the release of my first Steam game. Making a game “professionally” for the first time, selling it for money, having to follow all of Steam’s policies, it taught me a lot. I’ve written other articles already about specific lessons learned and examples from that game, but this article will be the biggest lesson of them all. Or, rather, the most important thing I’ll try to take to heart for future games.
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