Conference
2017 TGDF Notes: Postmortem on What Went Right and Wrong

Speaker | Monkey Potion | Jheng-Wei Ciao
Jheng-Wei Ciao has six years of game company experience and six years of independent development experience. He worked on mobile games including Bonnie’s Brunch and Magatama Ninja, and wrote the book Halfway Defection. He runs the Monkey Potion blog and has the kind of production history where schedule slips and budget explosions are not theoretical.
─ Excerpted from TGDF official
These are personal notes and may not fully represent the original speaker’s intent.
Other articles in this series
- 2017 TGDF Notes: Creating 3D Japanese Animation Quality in a Small Indie Studio
- 2017 TGDF Notes: Game AI and Level Difficulty
- 2017 TGDF Notes: Finding a Path in a Crowded Market
- 2017 TGDF Notes: Making the Future Present Through Rez Infinite
- 2017 TGDF Notes: Lanota Development Experience
- 2017 TGDF Notes: Postmortem on What Went Right and Wrong
- 2017 TGDF Notes: The Art Direction of Detention
- 2017 TGDF Notes: Visual Design Notes from Qubot
- 2017 TGDF Notes: Survival Rules for Game Software Engineers
Game case: Beast Soul Battle
Types of Taiwanese indie game teams

Team composition
- Small team with operational needs
- Internal team: 1 planner, 2 programmers, 3 artists
- Outsourcing: 1 music, 1 sound design, 5 art contributors
Postmortem lessons

-
What went right
- Found money and people: co-developed with a game company and received publisher funding.
- Started moving before everything was settled: tested and iterated early while the plan was still incomplete.
- Target:Uncle mobile games
- Lower competition
- Casual rhythm: play when you want, stop when you want
- Emotional appeal
- Took breaks at the right time.
- Talk about success after it actually happens.
-
What went wrong
- People problems: collaboration creates differences between people. The three barriers to entrepreneurship are money, people, and law.
- Schedule delays: a game is not only its core loop. Polish, operations tuning, social features, and similar work all consume time.
- Both mainstream and independent:
- Japanese style VS. American style
- Cute girls vs. beast men
- Auto Play VS. Manual Play
- Disposable story VS. real story content
- Operations VS. Experience
- Gashapon VS. Paid Download
- Testing started too late.
- The project was not settled early enough, and the publisher contract was terminated.
Attribution
Please credit ARKAI Studio and link back to this article when quoting or reposting.