Thanks @Asatte !
Yes, it’s quite challenging, but I noticed that players actually enjoy higher difficulty levels the most. Sometimes that works really well for a game, and sometimes it doesn’t.
For example, I saw my daughter (she’s 11 years old) playing the same level for quite a while. She would intentionally give enemies a bit of an advantage just to push them back again, repeating the level over and over (without winning or losing). Each run she created different spawn patterns, making it slightly more difficult (and probably fresh) every time.
Thanks @selimanac !
I’m always exploring new opportunities for my team at Roshka Studios, and we’ve started porting some of our games to CrazyGames (they actually reached out to us on LinkedIn to do this and release on their platform like 2 years ago).
From what I knew at the time, releasing on Poki required extremely small build sizes (<10MB or even <5MB), which is almost impossible to achieve with Unity.
And this time, I just wanted to learn a new engine, have fun and at the same time maybe explore opportunities for my team at Roshka Studios. Defold, GDevelop, Playcanvas, Construct3 are very lightweight engines so I also took the opportunity to finally test something on Poki.
Both Poki and CrazyGames have amazing teams, and I can highly recommend working with both of them. I believe some games perform better depending on each platform’s audience. The key is to explore what players are engaging with on these platforms, identify opportunities, and go for it.
Tip
(1) Take a look at the games featured on their front page to understand their market and audience… or…
(2) Just make the game you want and see later if it finds an audience
I follow (1) when working professionally on projects at Roshka Studios, I follow (2) when I want to have fun and fully pursue my own (creative?) goals at Toonminator