Chris Benjaminsen · Entrepreneur, Developer, Workaholic.

Creating a Minimum Viable Product

27 August 2014 #startup #indiedev #gamedev #frvr

I am currently doing last minute changes to the first game my hobby startup will publish. The game is functional but it is nowhere close to what I envision as the final product. My todo list currently has more than 150 outstanding items from minor art updates to major structural changes in the game engine. Even so I still expect to release the game this weekend.

Simply put: I am a strong believer in releasing early and relying on future updates for product improvement. This makes my games more of a service than a sellable product and doing so have some major advantages:

When creating my todo lists I try to sort items into two categories - nice to have and required for a Minimum Viable Product. Doing so helps me narrow down the scope of the project and actually get something live. 

While I have been successful in releasing and building upon simple tech demoes here is what I believe should be included in a MVP:

Big mobile studios test their new games by exclusivly releasing them in test markets such as the UK and the Netherlands allowing them to sort out potential bugs and do game balancing before going live globally.

Here HTML5 gives me a unique opportunity to do fast product iterations in the browser without having to worry about pushing updates to App stores. For about a month the first game will therefore only be released on web while I bring it closer to the final product.