Tech Debt The Video Game is really starting to come together


Tech Debt The Video Game is really starting to come together

Tech Debt The Video Game is really starting to come together.

It is far more playable and less glitchy than ever before, and it actually feels like a game.

The Meta Challenges are working and allow you to unlock new tech with each run.

I added the concept of “Latency,” so, like in the real world, the more overloaded your servers are, the slower your network packets get processed.

To keep you on your toes, the further into the game you get, the more stringent the latency requirements become.

There are now 4 different Sprints (AKA Levels) you can play through:

  • Launch Week - Just getting started.
  • User Signup/Login - Gets you started handling your users’ Personally Identifiable Information(PPI), which, if it gets into the wrong hands, will cost you dearly.
  • Email Server - In this sprint, you will need to research and set up an email server to increase your profit margins.
  • Mobile Notifications - Pretty much the same, but with mobile notifications (Don’t worry, more variety is coming soon).

There are 2 other placeholder levels in there that have randomly generated level modifiers to make them semi-unique, but they don’t have a great focus yet.

There are a few new Release Rewards as well:

  • Database Indexes - Minimizes Network Packet Latency when hitting the dedicated DB
  • Multi-Threaded Processing - Decreases NetworkPacket Latency when hitting the Application Server
  • Contract Work - Allows you to earn a little extra cash to keep the lights on.
  • Tech Debt - Already existed but has been reworked. If the Tech Debt gets high, you will see an increase in events like Bugs and XSS Attacks.

I also added Code Pipeline, so you can automate your deployments. This means your team can keep focused on researching and building new tech.

The Sales Page Optimization reward has been beefed up, so you may want to focus on that to ensure you have enough cash to make it further into the game.

That and about a million little tweaks and bug fixes.

Meanwhile, I am taking a course on how to market a game on Steam. If you know anyone who has done that before, I would love an intro.