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For the sales and popularity, I do not know.
but all audiences dont work for all platforms so I've adjusted my target audience on a per platform basis as they are released but the randomness of where in the genre tree I'm dropped determines what genre I can target my audience with has yet to lead me to a perfect run
What level can boosts get too?
There is some leeway that allows you to tweak it to get more design or tech , which is the main thing
The tech/design balance is the main thing to get right , The sliders are easy as you can keep making the same genre and never touch them again.
Adventure i would say is the easiest as the slider settings naturally get you the T/D balance you need.
To get a 10/10 needs luck and it's not common , 9.75 is repeatable and i can get say 5-10 in a row , then a 8-9 and then back to 9.75's in a row again.
Once you get a 9.75 all you ahve to do is make the next one slightly better and you will get another 9.75 . Gradual improvement is how you keep making 9.75.
T/D balance all depends on your workers skills and sliders , when you hire a new worker or move the sldiers it will unblance it again , if you hire someone with 700 design when your balance was perfect you will need to adjust to that a bit.
It is far far easier to keep making the same genre over and over as you dont need to touch the sliders and controlling T/D is easier.
You make a game slightly better by either the natural levelling of skills , adding a new technology to the game , or training your workers , or using a new engine , or a new topic , or adding a new worker.
Think sensibly , if your struggling say when making an action game to get enough Tech , tweak the sliders to make more tech but stick within the rules , or tain workers in tech , or hire a worker with tech. Again do everything over time in improvements not leaps.
Once you make a 9.75 its fairly easy to keep repeating it. Constant slight steady progression is the key to making 9.75 very often.
I'm not sure if that guide tells you the T/D balance but thats the thing i have written down for each genre, There is leeway in it you dont have to be exact. So for example and Adventure game i aim for slighlt yless than twice as much D than T , an action game would be the other way round , i think you have about 20% either way leeway.