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1: Make sure that you have at least 100k fans before you start self publishing mediums. If you don't have enough fans, not enough people will buy it, and you will get a HUGE loss.
2: Make sure you have at least 2 staff. Not just one person can do all the sliders anymore in medium and up games. You need at least 2 staff not including yourself to preform at optimal level.
1. Don't jump to medium games before you have at least 1 additional employee (2 additional is much better). Don't jump to the large building until you have massive capital.
2. Make sure to not max out your employees when allocating the design and tech sliders (i.e. every employee should be at or below 100%). Putting them over 100% causes more bugs and fewer design and tech bubbles from each overworked person per game.
3. Be careful to keep track of your employees stress levels while making games and inbetween making games (the verticle bar that appears next to each employee at their workstation). If you don't let your employees go on vacation when their bar gets low, they literally become useless. Because an empty bar looks like the same color as the workstations, it can be very easy to miss it. I wish this bar had a black outline...
4. When you get the chance between games, always do contract work that you can complete. It is an easy way gain research points and get some quick cash.
5. As your company gets bigger, don't be afraid to fire the oldest employees. They make a huge salary compared to newer, better employees because of seniority. The older employees are also harder to train because their stats are low.
6. Hire diverse staff members. Aiming to have 7 employees, I found it good to have 2-3 specialize on design and tech each, with 1-2 being balanced for the low-medium allocation sliders.
7. For training, aim to get a few people to boost first. Then, get a few people to specialization with the extra boost. Afterwards, focus on speed and the opposite specializations. Using a full 2 or 3 boost on training works does wonders and is completely worth saving over game development. Also, if you use a boost early on the project, it should be almost ready after a large or AAA game is done.
I have beaten the game without any mods before, but now i ran into a similar Problem
I'm currently using: Expansion Pack, Camelot Expansion Pack, Percentager and Hit Games
Even when i play with the informations of my past playthrougs at some point you just are not able to make a good game anymore, even knowing the best genre / topic combinations and how to adjust die sliders for them, with actual engines, enough fans and not tired staff you often only get 2.5-4 Score
Perhaps im trying again in some days without the expansion pack mods and see if its me beeing dumb or not ...