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What surprised you most after shipping your first version?
The discussion focuses on practical team decisions, tool choices, delivery risks, and what buyers or builders should check before committing budget.
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I would ask for a playable build every week. Studio name matters less than delivery rhythm.
Clear source code handover should be in the agreement from day one.
For multiplayer, ask about backend choices early because it changes the whole budget.
The cheapest quote usually misses QA, backend, or post-launch fixes.
A small prototype is useful only if it proves the risky part of the product.
For multiplayer, ask about backend choices early because it changes the whole budget.
I like to see one milestone with art, gameplay, and basic analytics before expanding scope.
Communication cadence matters a lot. Weekly builds prevent surprises.
If you are using Unity, test performance on the lowest device you plan to support.
Ask who owns the IP, source files, and deploy credentials before work starts.
For VR training projects, comfort and frame rate are not optional details.
If you are using Unity, test performance on the lowest device you plan to support.
This is why I like seeing a narrow scope before any vendor or stack decision.
Has anyone tried this with a two-person team?
A short demo build can answer more than a long proposal.