Releasing early doesn't mean releasing crappy software-- it means trimming your feature-set down to be as lean as possible while still offering some value.
That's a starting point that can help you learn about what makes your users tick.
For a game, I don't know how this applies. If you know your game isn't fun, I don't think you should release it. If you aren't sure if your game is fun ENOUGH, I think you should.
FWIW, "releasing" isn't all-or-nothing. Start by releasing to 10 friends. Then 100 strangers. Then 1000 strangers.
For a game, the fundamentals have to be right, and you can usually tell that early on, but the 'fun' can take a long to get right.
I'm going to polish to a point where I can take feedback from friends and iterate from there.
Comments
Releasing early doesn't mean releasing crappy software-- it means trimming your feature-set down to be as lean as possible while still offering some value.
That's a starting point that can help you learn about what makes your users tick.
For a game, I don't know how this applies. If you know your game isn't fun, I don't think you should release it. If you aren't sure if your game is fun ENOUGH, I think you should.
FWIW, "releasing" isn't all-or-nothing. Start by releasing to 10 friends. Then 100 strangers. Then 1000 strangers.
For a game, the fundamentals have to be right, and you can usually tell that early on, but the 'fun' can take a long to get right. I'm going to polish to a point where I can take feedback from friends and iterate from there.