
The Case of the Golden Idol
Authored by Andrejs Klavins
Professional Development
Professional Development
Used 2+ times

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8 questions
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1.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
How did we decide what prototype to make?
We created visuals at first and then tried to figure out what kind of game could look like that.
We brainstormed to find an interesting unsolved gamedesign problem.
We chose our favorite genre and put a personal spin on it.
We chose one indie top seller and figure out how to upgrade it.
Answer explanation
Would we do it again?
YES
2.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
How did we validate if our prototype was any good?
We played it and tweaked internally until both of us had fun with it.
We showed it to a lot of people and asked them if they enjoyed it.
We showed it to people who enjoy puzzles and observed them.
We sent it to publisher scouts to hear their professional feedback.
Answer explanation
Would we do it again?
YES
3.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What important improvement we had to make to our demo after meeting a mentor?
Add a super easy 5 minute intro scenario.
Make it at least twice as long, so it there would be at least 2 hours of playtime.
Showcase all the features of the game (we showed only 8 out of 10).
Include as much as possible backstory, lore and impressive concept art.
Answer explanation
Would we do it again?
DEPENDS, BUT MOST LIKELY YES
4.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
The best way to attract audience to our Steam page turned out to be
Share demo in Gamedeveloper discord and facebook communities
Participate in various contests (e.g., Indiecup or Game Eurovision)
Post in similar game subreddits
Participate in Steam Next Fest
Answer explanation
Would we do it again?
MOST DEFINITELY
5.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Which of these criteria was the most important for us when choosing a publisher?
Successful game track record and limited yearly portfolio.
The size of money they were ready to invest in the development of the project.
Their focus on narrative games in terms of portfolio.
The most favorable revenue share.
Answer explanation
Would we use the same criteria again?
YES
6.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What really motivated our publisher Playstack to try out our game?
A big streamer had picked up our demo version.
We had prepared a very professional pitch deck with good financial estimates.
Lucas Pope had made recommendation tweet about it.
Our trailer really lured them in.
Answer explanation
Would we try to reach out to indie veterans and stars with a demo?
YES
7.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Why did we have a very smooth development period?
We aggressively overestimated our time requirements to have a big reserve.
We had already built core gameplay, so estimating content production was easier.
We had a super detailed gamedesign document which allowed us to estimate everything precicely.
We did not have smooth development. Hello, this is gamedev after all!
Answer explanation
Would we do it again?
WOULD LOVE TO, IF POSSIBLE
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