Mad Games Tycoon

Mad Games Tycoon

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Wardaddy™ Jan 30, 2020 @ 2:45pm
Tips for Legendary Play?
Hey friends,

I've been trying to follow the tips and guides in the steam tab that other people have tried and am not having any luck. What I have been doing:

- Only 1 dev, thats my main char.
- Doing all contracts.
- Tried developing my own game, failed badly so dont really do it anymore.
- Been making other publishers games and hope for the best.

Any tips would be super helpful.

Thank you!
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Showing 1-10 of 10 comments
Jackie Daytona Jan 30, 2020 @ 5:39pm 
Originally posted by Royalty™:
- Only 1 dev, thats my main char.
I would only do this from 1980-1985. Eventually your single character won't be able to keep up with all the contracts. 4-bit games are easy to develop with one person. Beyond that (8-bit and better) you really need ever increasing numbers of people to make it efficient.
Originally posted by Royalty™:
- Tried developing my own game, failed badly so dont really do it anymore.
You need to have the default optimal settings memorized. (Or in a note you can reference during game.) On legendary it's important that all conditions be ideal. Games will generally sell poorly until you establish a fanbase. You need to self-promote.

It's almost inevitable that you will lose money when starting out. (Like most small businesses.) Keep making games, but use contract income to stay afloat.
Originally posted by Royalty™:
Any tips would be super helpful.
It's the maximum difficulty level. Don't expect it to be simple or easy.
https://www.youtube.com/watch?v=fAIC8B0lTs8
Last edited by Jackie Daytona; Feb 4, 2020 @ 1:29am
Neo Blitz Jan 30, 2020 @ 6:35pm 
Marketing is your best friend, therefore sequels early on should be the piece of ass you are hoping for :P

-Assign always the highest appropiate staff for the available positions in the dev office and to keep the priorities as Game Design highest, than Programing, than Graphics, hardly any music is needed I find, while others may lack initially the small amounts do add up to a suffcieient amount ,but assigning some to music is still recommended but the priority is always fairly low in compariison tot he others, esepcially Game Design.

-Buying Subsidarys should be your main focus, watch the little feed in the corner for when they release a game, this is also the the only time you should be publishing, when you can buy the subisdary imo since the work you do other wise deving your own game would be a much better investment of both time & money, if you own even 25% of the subsidary though you can be very fortunate upon a successful publish. When you see that feed thing come up immediately pause and buy the subsidary that week of release and you will be fortunate enough to do all the things you want after you sell once the sales period cooled. The bank can significnatly help you achieve this.

-Don't worry so much about fan base, if you can't exploit it up high immediately, it is typically a poor investment, but still a very necessary component. I mean like don't go to the tier 3 booth every year, the small one is fairly good, excellent for the beginning and to near mid game when you just start to use the large one instead because you sold your subsidary, but do not neglect the medium one either especially after you've sold your subsidary even, as the money burns fast and you're dependent on a number of things before you can make alot at one time on legendary pre establishment and consoles are super expensive.

-You essentially don't need bathrooms, staff rooms etc until you actually get penalised for it, you will see the little unhappy face and have to fix some things but you can delete them right after too. Stars are important though, the item not so much, but always always have heat and fans and about 1 toilet for every 25 staff (1 sink entirely is fine), and a few of each cabinets, printers, plants, seats(either Seating or Staffroom seats), first aid kits, fire extinquishers & water coolers. The staff room has the same ratio as toilets for fridges & tvs, but I always just fill my staff room up with both, since they have 3 stars, when I am ready to invest into Stars. Look at little icons and such on items, like the most expensive office desk you can see it is has highest Work Speed +%, even if only a little, but also items you can place in the hall have a little icon like the heates or the the filing cabinet. Stars will allow you to hire better staff so when the time comes invest in stars, that time is usually the moment you can afford that it won't detract from the dev process at all.

-I usually have a small dev (see minimal) dev room to place the stupid seats into (they are big and bulky so i don't like using them but one or 2 are neccesary, I like the other little chairs too though that you can sneak in small pockets like the head office, I don't think there are any hall seats iirc and that really sucks, but also you can place a developed game in this spare dev room while you work on something else in the other rooms, like acquiring 100 hypebefore release.

-You want the highest Office skills person in the Head Office with the best desk you can get, you should have it it coordinated on your slowest room or w/e your in-play room is like if you need that new engine feature or to the finish up the bugs, it should be constantly moving around in a legendary game.

-Extra Languages should be assigned after you develop 10 games in my experience, only sooner if you know the game will be marketed properly. If you get a high rated game in the frist 10, it is sometimes appropiate to use the language pack feature under updates and apply some updates but this is typically a lower deifficulty tier feat, you shsould be avoiding this on legendary and it is really only a beginning game feat otherwise. Don't ever use Copy Right Protection or extra languages for contract games.

-If you develop a game in the first few years and it didn't come out good, contract a game and do it ♥♥♥♥ just ♥♥♥♥ it up bad, you will still be paid a small amount back and you won't have worst game of the year that way. There are no penalities other than slight loss of time you could be developing as far as I know.

-Update your games imediately upon release, 1 update opens up a whole world of sales in the long run, updates are super important. Publishing a game for a subsidary if you do this alot the sales last like alot younger than yours because it is your fan base and theirs together muliplying the sales period length and updates significantly increase. Watch the bars once they drop after 1 or 2 weeks you will know how necessary it is update at the time or not, it is like riding a bike, once you got it you got it, you just have to take into account that while you are raising this games sales periods and what not, you could be also be deving your next one, so unless it is a long term thing for you like an MMO it is more appropiate to have a moderate amount of these important features, usually 6-12, but while optimally each game you release should have like 50 of these updates that wouldn't be very fun :P

-I find have a sequel for each genre that I am using better than constantly chaning the genre of the sequel, I find my score typically is higher when I do this and noticeably lower when I just use one game and constantly sequel. (Not Tested) Having more than one though ensures that if you do flop or want to branch out you always just use an old one, but you have to drop a console nuke, you are gonna want all the genres to have hype built up already most likely.

-Console Nuke: Buying a new property at the appropiate time to quickly put out both consoles with a crap ton of games.

To do this move your property you don't need anything else, just dev your consoles depending on your budget you should just use all real estate you currently have. Release the consoles, perhaps with a game or 2 deved beforehand in the previous property (YSK if you put only 2 or 3 consoles on in the dev process you can assign your new consoles to that previously released game too prior to development of the consoles! (Updates-Change Consoles in Development room.)

Anyways, once you've released both your consoles. Just use a head office, a small bug buster room or 2 as well as 1 or 2 marketing rooms, all the rest develop games. have many spare dev rooms as previously mentioned and one extremely large dev room, cover as many genres as you can as well as all age groups as soon as you can, you don't need grand dejours games just marketed, bug fixed, games that should still be coming out about 75-90%. The point here is many games, not good games, Your consoles should quickly raise if priced appropiately and everything you lose on the cheap consoles you make back up for in soft ware sales on your highly marketed consoles. It also helps to have lots of subsidaries assigned to dev for you console only. (These games should all be exclusive to your consoles to corner the market.)

The genres for games are like multipliers for the consoles, you want them all to entice all fans of all bases to buy your console, the price is the most important thing you can do though, just remember to raise it back up once you have a high market percentage.on your consoles.

Now you can make like a batrillion dollars fully developing games like normal.



Wardaddy™ Feb 1, 2020 @ 1:00pm 
I cant even make it out of the garage. Only producing good games in contracts, all other games being developed for 30-60 but mainly below 50%. I've tried with 2 developers and it seems to be working best but eventually I just fall behind and dont have the cash flow to make B+ games, plus features and still make money back. Game at the moment basically feels impossible no matter what.
Neo Blitz Feb 1, 2020 @ 11:05pm 
You need to have the right Topics for the right Genres in the right age category or very close to even start to do well when you are just starting out.

Just build a large dev room 8x4 and put as many best office desk as you can hire staff until you reach the max of 8 (not in the first month so don't fill immediately.)

Don't over borrow, if you can develop a PC game on contract in the first month, do it and pay off your loan before month 2 and just be minimal everything just like that except game dev skills from now on,

don't switch staff too much just acieve the highest amount for the stars you have for 3 people each in GD and Pro, the remained graphics and music of them will suffic with the 1 musician and graphics you use, patience is a virtue, if they have high office skill don't hire them immediate, it will cost money to fire and replace them and people with office skills should be the only ones with skill discrepancies that is worth while to replace at this point, so dont hire high office skilled people.

Don't build engine research right away, it detracts from development until you are fully established with 10. But if you have the bucks.. this is your next step, getting a decent engine, the first feat isn't that big a deal though and will only bog down getting to 10.

by the end of month 2 you should have 3 games out on super fast speed. One which is hopefully a contract to ease things up a little by not being in debt to the bank. These games have a wide range RNG but if the settings are right its narrows it done to around 75. Use the guides if they just keep being absolute crap. I have done this on random concept settings so it can be done, a real important part is the first bit of settings under the name but they are all integral to get a high star game.

You cannot achieve high star games controllably at this time, you can't even market the quality you do have. It is best to pump 10 $40kish games quickly, only do the low %, high money contracts when you need money, don't borrow unless you can pay it off by doing contracts before the end of the month (which should take you about 2 weeks on super fast speed,)

seriously don't do research for quite some time depending on your cash flow, you really are a dev company at this point and thats it, no goodies or staff, this your starting golden era you need to thrive on developing

around 6.5 months in you want that marketing boost for 100k and I prefer to use a game in dev to offset the cost on the recently researched features that the marketing from 100k will recup (also fans).

Contracts only need a certain % you don't need languages or copy right, you don't actually really need them for the first 10 unless you are developing 75+ the benefits do no over come the consequences, with 3 consoles... its is about 65 probably.

If you don't get a 75 in the first 2 months just restart your save from an appropiate time to redevelop the problem.

Wardaddy™ Feb 2, 2020 @ 4:23am 
Originally posted by Neo Blitz:
You need to have the right Topics for the right Genres in the right age category or very close to even start to do well when you are just starting out.

Just build a large dev room 8x4 and put as many best office desk as you can hire staff until you reach the max of 8 (not in the first month so don't fill immediately.)

Don't over borrow, if you can develop a PC game on contract in the first month, do it and pay off your loan before month 2 and just be minimal everything just like that except game dev skills from now on,

don't switch staff too much just acieve the highest amount for the stars you have for 3 people each in GD and Pro, the remained graphics and music of them will suffic with the 1 musician and graphics you use, patience is a virtue, if they have high office skill don't hire them immediate, it will cost money to fire and replace them and people with office skills should be the only ones with skill discrepancies that is worth while to replace at this point, so dont hire high office skilled people.

Don't build engine research right away, it detracts from development until you are fully established with 10. But if you have the bucks.. this is your next step, getting a decent engine, the first feat isn't that big a deal though and will only bog down getting to 10.

by the end of month 2 you should have 3 games out on super fast speed. One which is hopefully a contract to ease things up a little by not being in debt to the bank. These games have a wide range RNG but if the settings are right its narrows it done to around 75. Use the guides if they just keep being absolute crap. I have done this on random concept settings so it can be done, a real important part is the first bit of settings under the name but they are all integral to get a high star game.

You cannot achieve high star games controllably at this time, you can't even market the quality you do have. It is best to pump 10 $40kish games quickly, only do the low %, high money contracts when you need money, don't borrow unless you can pay it off by doing contracts before the end of the month (which should take you about 2 weeks on super fast speed,)

seriously don't do research for quite some time depending on your cash flow, you really are a dev company at this point and thats it, no goodies or staff, this your starting golden era you need to thrive on developing

around 6.5 months in you want that marketing boost for 100k and I prefer to use a game in dev to offset the cost on the recently researched features that the marketing from 100k will recup (also fans).

Contracts only need a certain % you don't need languages or copy right, you don't actually really need them for the first 10 unless you are developing 75+ the benefits do no over come the consequences, with 3 consoles... its is about 65 probably.

If you don't get a 75 in the first 2 months just restart your save from an appropiate time to redevelop the problem.

I havent hit 75, not even close and am past the 6 months but now Im sort of suriving asround the 500k mark by constantly doing contracts. Its def not easy.
Neo Blitz Feb 2, 2020 @ 4:50am 
It is a tycoon success is dependent on enjoyment, in the grand scheme of things in this game though if you kept going the goal posts don't change, just how much work you have to do to get there. You have 500k sell your prooperty, bottow from the bank and get a bigger dev room immediately and just get the best game you can out, put everything into you can into it, especially the best desks, I like to put at least 1 light too if I can make it the best you can but prioritize how many consoles it is on over features, but make sure it is B+ appropiate otherwise you will be using a large portion of profit to make up for it and than update it like crazy, just constantly update it when it is done, again again and again, add another console at this point if you did not enough (after a week of an update or so you should recup losses.)

Of course though if you haven't created a market for yourself by this point it probably would be best to start over and focus on having an esetablished market when you really need it. Otherwise from the above paragraph about going all-in you will have to just de-staff and sell everything and wait till the bank will loan you enough in more years.
Gopher Feb 25, 2020 @ 7:55pm 
I beat legendary after i memorized all the requirements for the games then it trivialized the difficulty setting.

Then I moved on to randomizing the settings and... I can't win lol.
Jackie Daytona Feb 25, 2020 @ 8:12pm 
Originally posted by Sweaty Gopher:
I beat legendary after i memorized all the requirements for the games then it trivialized the difficulty setting.

Then I moved on to randomizing the settings and... I can't win lol.
The trick is to take game development contracts. Then test different settings, and use the QA department to look for the correct settings.

You'll fail to get the desired review percentage most of the time. However, you'll generally still get paid. (Probably not the full amount, but something.) In a way, you are paying to figure out the correct game design settings.

Once you get rolling you can do this with your own games. (Just realize you'll be taking a loss on those.)

(Alternately, you can try different settings and reload when you choose incorrectly. It's tedious and cheesy, but it'll work.)
Last edited by Jackie Daytona; Mar 5, 2020 @ 5:48am
Gopher Mar 4, 2020 @ 8:13pm 
On legendary you definitely do not get paid you are basically hoping you get lucky as the contracts do not come fast enough to sustain you and you actually lose money on producing games.

It's doable with everything unlocked but if you're playing normal mode on legendary with random it's impossible and pure luck lol
Last edited by Gopher; Mar 4, 2020 @ 8:13pm
Wardaddy™ Mar 5, 2020 @ 12:45pm 
Originally posted by Sweaty Gopher:
On legendary you definitely do not get paid you are basically hoping you get lucky as the contracts do not come fast enough to sustain you and you actually lose money on producing games.

It's doable with everything unlocked but if you're playing normal mode on legendary with random it's impossible and pure luck lol

Totally what Im seeing.
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