Ali:
That's a very cool presentation. I agree, it's similar and different at the same time. It's funny that I have some kind of tendency to not like puzzle games, yet I loved tetris and columns (I think on GameGear) and the design I'm making now will combine the building with a puzzle like interface. I wonder if I'm subconsciously turning it more into this way because it seems to be a good selling genre, yet my design kind of naturally evolved from the initial idea into this.
How much did you look at the market when creating Greedy Bankers? Or is it exactly the way you would want to make it even if you could do any kind of game you imagined?
Glad you liked the video
I think it seems perfectly reasonable that your design would shift the way you say it has. Creating stuff when you can do anything is all well and good, but once there's limitations to be overcome in order to create what you want, that's where it gets interesting. It's why Minecraft is a more fun than MS Paint, and probably why putting some kind of puzzle mechanic in the building could probably add interest. I look forward to hearing how it pans out!
As for the market for Greedy Bankers, the game is exactly how I wanted to make it, and didn't design it to attract a specific audience. I do really enjoy this kind of game, and it was really a case of exploring how I could make something "simplex", like I talk about in the video. I love a good arcade game, and really go for games which you can play in short bursts but keep on coming back to, striving to improve. The main reason I chose the Greedy Bankers prototype to develop into a full commercial product was because it was my favourite thing I'd made so far.
I think there's a lot to be said for not second-guessing your market, unless you know it really well, though. I'd assumed that because puzzle games were so popular with casual players (especially on mobile devices), that Bankers made perfect sense from a commercial standpoint. The flaw in this thinking is that there's already a massive number of similar-looking titles available, so encouraging players to try out mine is actually quite challenging. People seem to really enjoy it when they play it, but so far it's been hard to catch their attention in the first place.
But we all learn with experience, and I'm hoping I can find a way to get more people interested in trying it out as time goes on