Franka wrote:If you had a fantastic idea for unique gameplay or something, that would be something else. I mean, for example, Crypt of the Necrodancer only has a peripheral story, but a rogue-like rhythm game? That's just crazy enough that it works (plus, good production values and all that). You need a fresh idea like that, or a really, really strong niche setting, not just a desire to create something within a given genre.
Well I know Ryan's personally (we started being indie at same time) and he's a genius. If I made a gameplay-only game even 1/10 successful as his latest one, I would probably not need to work anymore

So of course I wasn't even thinking to have such crazy success like him! I could live with much less

The fact is also implementing/coding it. I know it's easy to say, but I have a lot of ideas for games, but one thing is the idea, another thing is implementing it. I can code (not really well) but what really I don't like is making looong games. Crypt of Necrodancer took 3 years, and talking with him he explained the whole process (lot of prototypes, going to conventions, gather customer feedback, etc) and honestly it's not something I could do (or like).
My gameplay-only games would be something maybe less original but could still be fun (I think of course) and also smaller scope. Stuff you can play for few hours a day, like roguelikes or sims with permanent progress and no real gameover. Think SOTW gameplay+team management (gladiator game) or stuff like that. I have no clue of course if I could do decent games like those since is a while since I did them
Rebly82 wrote:Just curious, are you basing this on the gameplay within the VNs or have you actually played any of Jack's older gameplay only games?

Those games are "ancient" so is not fair to compare to my latest ones

though the first two, the boxing/goalkeeper sim, were quite original (they still are, no other games like that are available on PC).