![]() On Steam, we are currently at 98% positive reviews, which feels absolutely surreal. That month alone we sold over 60,000 units, double my highest estimates. Streamers and Let’s Players recorded hundreds of hours of gameplay. Scores and verdicts exceeded our wildest dreams: an 86 rating from GameStar, 92 points from PC Gamer, even Rock Paper Shotgun and Kotaku praised us. Roughly at the same time, the first reviews came in. Roth: Shadow Tactics was released on December 6th, 2016 – the day before the German Developer Awards, where we won in as many as four categories, including “Best German Game” and “Best Studio”. ![]() What Went Right 1) Going all in, achieving great quality Making games and crying about it since 2011. ![]() In this postmortem, the two founders of Mimimi Dominik Abé (Creative Director) and Johannes Roth (Managing Director) will dive into what went right and what went (awfully) wrong. There wasn’t any money left to survive for another month. Our previous game, the 3D action adventure The Last Tinker: City of Colors, did okay, but never reached a significant audience.īy end of December 2016, our biggest dreams came true: Shadow Tactics: Blades of the Shogun, our love-letter to Commandos and Desperados was finally released and loved by both players and press.Īt the same time, we were nearly bankrupt and had already signed terminations for most of the team. Nearly a year ago, Mimimi wasn’t known to many people. Read more about how that happened (and what lessons were learned from the experience) in this frank postmortem of the game, written by Mimimi cofounders Johannes Roth and Dominik Abé. ![]() Shadow Tactics sported an intriguing design (check out this deep dive into its dynamic detection mechanic) and became something of a standout success for Mimimi - though the company almost went out of business shipping it. ![]()
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