CHAPTER 24
Your game is ready for release. Or is it? The nitty-gritty details of this are beyond the scope of this book, mainly because they have changed so radically over the years. This brief chapter includes some general advice that was valid forty years ago and should be valid forty years from now.
First and foremost, your game should be an experience worthy of your audience’s time. Whether it’s mindless fun, a tough challenge, or a way to tell your story, make it good, whatever that means. You are the ultimate arbiter of goodness. By the time you reach your release date, check to make sure that you’re still mostly pleased with your creation. Don’t release something that you know to be a bad game! On the other hand, if you like it ...
Get 2D Game Development with Unity now with the O’Reilly learning platform.
O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.