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Pre-Live Beta throws those old ideas out and offers a much more challenging route to the top.
Yeah. I didn't even know there was a beta version before I got hooked :D
Game is really cool, one of the best things about it is that it has a free demo, which is a relatively rare thing in games these days it seems.
I can't say enough good things about Todd and his responsiveness to feedback from the community, as well as the communities willingness....make that EAGERNESS...to share their love for the game and help each other gain the most from the experience.
Everyone commiserates on the difficulty of getting a hit in the game....compare that to the difficulty of writing a game that has this kind of support from its fans.
That sounds more like what you'd expect from Spotify royalties, lol.
:D These comments from my code may help explain this...
// Sold through label distribution.
// These are always priced at $15 each, and cost the label $1 each to make.
// After distribution and retail costs, the net per unit is $5
// First apply income toward label expenses.
If you are capable of writing/recording more than an album each year, you can always crank out a private label album and a few Singles and/or EPs before you sign the next contract....then immediately sign and remix the Private Label album as a studio release using the best of the material.
Ooooh, that would explain that, yeah