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the game may be simple, but with a bit of polishing and more options to explore more official maps and buses, and user created content, the game could become more attractive and addictive.
dlc would be great if they sold small collections of new buses and maps (ie 5 + 5), for a dollar or less, following more specific themes.
If DLCs were to be thrown into this crock pot, I would prefer more maps or modes then bus skins (unless they are actually dope looking perhaps?).
Bus loot boxes would be a memey nightmare tho
also, more "buses", less monotony. Also more pedestrian variants, and more animals (thy are hardly visible, but variants could be appreciated).
I'm happy with my 75% off purchase but I would have expected more if purchased at full price.
Still, wouldn't mind seeing free content updates, maybe a DLC pack to add more spicy variety!
imo full price is currently too much to the amount and quality of content, and i think many can agree with me on that. Devs still need money, and small games like this one unless they offer something very innovative or special wont be attractive enough to have very good sales. This game offers a unique gameplay experience, using a known game mechanic in a different way. Thats very good. If a good pricing strategy works, and workshop integration was made possible, sales could increase its success and maybe help its evolution into something more polished, and maybe become a franchise.
Why DLC can be a good thing, and why it could help also making the game workshop compatible.
If many people are ok buying the game for more or less one dollar, then the main game could even be offered for free and each dlc could also be sold for a similar price tag with discount (a bit more or less than a dollar) and maybe double without discount (lets say around 3 usd), as long as the amount and quality of content in them was as big as the main game, similar to what episodic games do. The workshop and mod community can help increase sales a lot thanks to the absurdity and cleverness of some mods (mods are what make games like "city skylines" and "a hat in time" very attractive to new players, even if the base game is great)
that can help to increase sales, and also allow devs to keep making more content, until many dlcs (lets say 6 or more) are available, each with the same price (either a more or less than a dollar with discount, and around 3 dollars without it):
that could allow the game to be sold as a "full version" too (a dlc collection) with a bigger price tag than the current one while still offer a smaller free version available that could work as a demo (including a bit more of multiplayer options), and become more attractive thanks to having more and better content, + maybe even workshop compatibility which could help the game be more popular thanks to modders creating things devs wouldnt imagine, keeping the game alive and growing, or evolving into a sequel (ie same concept, but maybe with more game mods, bigger levels, more animations and performance even with outdated hardware, etc).
I partially agree with that: for example, something i think can be fair as DLC is a new game mode.
With this game, im not so sure thats possible: the multiplayer game is already a mix of "arena + racing game", which should have more content to attract more players, because its very clever.
What could be offer as DLC unrelated to that, could be workshop compatibility. So users could create new content, independent from "official collections" (or expansions).
imo dlc for this game should be an extension of their current gameplay: collections of more "buses" (including atypical or unusual creatures), more levels, more arenas.
"A hat in time" has two dlc with different game modes each, which they could only integrate to the game after the "core version" was already on sale. It would have been better if it was integrated in the core game as part of a patch, but then the new chapters maybe wouldnt be as attractive for most players, so they didnt have much choice.
in the witcher 3, the dlcs are extremely long and but dont need to add much new content in relation to gameplay (ie mini-games or "new powers") because players that like the game already wanted to learn more about the characters and their stories. In rpgs, new bosses, and new levels or landscapes can be more than enough: anything extra is appreciated, but not extremely necessary to motivate a sale.