u/Prior-Command-8998

The races aren't what I remember most...surprisingly

I finally sat down and read the 42 playtest forms for my management game.

People talked far more about salaries, budgets, and firing expensive veterans than about the basketball itself (which is funny, because it is a basketball game).

That's why I keep coming back to games like F1 Manager : the races are exciting, but months later I barely remember them.

What I actually remember are the difficult decisions I had to live with between races, even several years later.

reddit.com
u/Prior-Command-8998 — 3 days ago

I was scared to open my first playtest feedback

I finally sat down and analyzed the 42 playtest forms for my basketball management game today.

I should have done it two days ago, but honestly, I was just scared to open them.

When you've spent years building something, opening my first batch of feedback feels strangely personal.

I was genuinely surprised by how many comments were about salaries, budgets, and even firing expensive veterans (rather than the basketball itself).

They had understood exactly the kind of game I was trying to build. Phew...

Avoiding the feedback turned out to be much harder than actually reading it.

reddit.com
u/Prior-Command-8998 — 5 days ago

The hardest part is not hitting a wall, it is knowing what the wall means

How do you tell the difference between a real problem... and a sign that the project itself is not working ?

Over the years of building my game, I've hit dozens of walls.

Sometimes the answer was to push through.

Other times the answer was to throw away weeks of work and rethink the whole thing.

The difficult part is that both situations feel exactly the same when you're in the middle of them.

What signals based on your own experience, help you decide whether to persist or change direction (time to rethink everything) ?

reddit.com
u/Prior-Command-8998 — 26 days ago

How do you design momentum where players start to care ?

How do you balance progress and setbacks so players stay engaged ? That weird moment when a setback hits players harder than you expected... and you wonder if they’ll come back.

-> Enough progress to make players feel rewarded. Too much momentum, and the game feels decided.

-> Enough setbacks to keep tension alive. Too little, and every win feels meaningless.

Finding that balance feels surprisingly hard.

How do you decide where that line is in your own games ?

reddit.com
u/Prior-Command-8998 — 2 months ago

How fast do we get attached to things we build ?

It makes sense to get attached to something you build.

What surprised me is how fast players seem to get attached too.

Not because of graphics.
Not because of story.

Just because they named something, made a few decisions, lost a few games...

Ever regretted a bad decision ? Felt the stress when everything started going wrong ? That weird pride when you somehow turned things around ?

Suddenly it feels personal.

I’m building a basketball management game, and this is the part I genuinely didn’t expect.

At what point does something stop being “just a game” and become your team ?

reddit.com
u/Prior-Command-8998 — 2 months ago

I am updating a basketball management game where you run the club, on and off the court. So every decision matters (coaching and managing).

Playable in browser (mobile works too) : https://tizona2026.itch.io/basket-manager

Do you enjoy sports management / strategy games ? I’d love your feedback : did you feel like playing another match ?

u/Prior-Command-8998 — 2 months ago