![]() There is a spreadsheet at the end of the article to automate these calculations. Therefore, this strategy will try to keep increasing your Game Score by no more than 13% each time. If you have raised your plank by over 20% while in the garage - you will have to do this several times (receive reviews as close to 9 as possible) to lower the plank back gradually, and it will be harder to calculate your target - so better not do it in the garage ever. But in this case, your 112% release will be graded 8+ while it could have been a 9+. And in order to lower that plank back, you will have to develop a game somewhere around 112% of your Top Score, and then it will be set as your Top Score, and you will again have a Target Score equal to ~112% of your Top Score. However, if you make a spike in quality, meaning the difference between your newest Game Score and your Top Score is bigger than 20%, you will raise your plank to 120% of your Top Score (In the garage you will raise your plank really high because it's not limited by 20%). What this means is that as long as you never increase your Game Score by more than 12% than that of your previous best result, you will keep having a Target_Score of about 112% of your Top_Score, which in turn means that you can either keep releasing games of the same Game Score as the last one over and over, and receive 7+ reviews (with an average score of 8), or releasing games with a Game Score just a little bit higher than before (like, 2% more), and receive 8+ reviews (with an average score of 9), and in order to get 9+ reviews you need to only increase your Game Score by ~13%. Meaning, Target_Score can range from 1% to 120% of your Top_Score, depending on how your Top Score compares to your 2nd Top Score. If (not in garage) and (Top_Score - 2nd_Top_Score) > (0.2 * Top_Score) Target_Score = Top_Score + Top_Score_Modifier, The calculation for it is complex and without performing several calculations after each release, one can never be sure of it, but it can be reliably approximated by the following : The "Target Score" is what you have to achieve with your Game Score to score a 9+ review. Remaining quirks of Review Algorithm Target Score * Platform_x_Genre * Topic_x_Audience * Bug_Ratio * Trend_Factor * (1 + Design_Tech_Balance_Mod + Time_Management_Mod + Sequel_Mod - Miscellaneous_Penalties) * Quality * Platform_x_Genre * Topic_x_Audience * Bug_Ratio * Trend_Factor 5 Helper spreadsheet that does calculations for you.4.2 Balance in correlation with (un)important fields.4 Addendum: Attractiveness of different genres.3 Addendum: Wait, so simple slider allocation works?.If it is too late for that, you can release with more bugs, or try putting someone on training to make him contribute nothing to the project (the latter is not a reliable solution). If it happens before Stage 3 was already in development, you can remove some features to decrease your final D/T output. If you end up getting a positive trend however - you should make sure to compensate. If you end up getting a Strange Combos trend and a penalty associated with it! - this will just mean you will not get another highly rated game, but instead a ~8 game, which is usually fine. Vice versa, as you cannot expect trends to last till release, you cannot either expect a trend to not pop during development if it was not there when you started it. ![]() Please also change the background colour when you change the fitting! If you update the article to reflect the current version, please archive the page referring to the older version and categorize adequately before removing this template. Its information may not be accurate for newer versions of the game. ![]() This page applies partially or entirely to version 1.5.24.
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