Mad Games Tycoon is a in-depth, customizable game dev company simulation game. You start off with a small garage/office and slowly build your way up to dominate the game development business. Many people see similarities between this and Game Dev Tycoon, but in all honesty the amount of customization in this game set it in its own category. Getting a strong start can be difficult, but its easy-peasy with these tips!
Tip #1: Start with contracts
In the beginning, it is difficult to generate high quality games with such limited staff. Completing contracts is a lucrative way to sustain your business while your research team pumps out new features. With a cutting-edge engine, your end products become much, much better and generate a ton more income. Contracts also increase your overall rating which attracts better staff and affects sales numbers. A common start I use is to begin with making one single crappy game to unlock research, then immediately set the team on automatic completion of contracts. This is usually enough to cover any research and monthly costs until you’re ready to produce more games.
Tip #2: Research IMMEDIATELY
Like in real life, maximizing profits in Mad Games Tycoon comes down to how many new features you can cram into a game. The newer the better, and to do that you need to get into research as early as you can. Depending on how successful your early game business is, you can either start with a small 3-4 people team, or up to a 8-9 person team. Make sure that you hire based on their Game Design stat since that is what research looks for.
As for what to research, do the features first. These are the ones incorporated into your game engines and have immediate impact on your business growth. Next is the genre – these give your company more flexibility in what you can produce in line with what the demand is like. Creating a game with the right genre and theme combo can give your sales a substantial boost. Of course, if you would like more customization then you can get some more themes first but these are not necessary. Additional note: if you use the same genre/theme for too long, your fans will not like it. Change things up every 3 games or so to prevent this. The console development section is for a little later on once you have more cash available and when you unlock console development.
Tip #3: Make Game Engines ASAP
As soon as your research team has finished producing all available features, create a new game engine with all of the features. There is no point at all in using old engines unless you are making retro games and the first to market advantage gives a substantial boost to your game score. If you would like to obtain side income effectively, sell your engine to competitors for 40% share and $0 cost. 99% of the time your competitors will make a ton of money from your ballin’ engine and so the initial start-up cost is negligible compared to a large cut of their overall revenue.
Surprisingly, your competitors will continue to use your old game engines even if they are a decade old for some reason. Keep them on the market for a bit of extra income , because hey who says no to free money. This MAY have an impact on your overall rating as well so win-win!
Tip #4: Group your teams
Don’t make the same mistake as I did and just drag and drop people into rooms. I didn’t realize that doing so wouldn’t allow me to easily send people from different teams to the same training room. Couldn’t tell who was meant to come back to which room F M L. This also gives you a better idea of whether or not you have the absolute best people in each team since you can effectively sort by stat and place the best of each section into the appropriate team.
What I suggest is sort by highest Game Design, then place the top 4-5 in Research, then the top 4-5 Programmers into Console Development, etc. etc. Save yourself the headache and start early.
This will make your end game a whole lot more enjoyable and reduce the un-interesting micromanaging.
Tip #5: Self-Produce and Include All Features
Cut the middle man, take the profits. Early game it is necessary to outsource publishing since you don’t have the capital. Once you get the cash, the profit margins you end up with is much more bang for your buck. Early-mid game all you need is a small room large enough for 1-2 of the best printers and a small storage room. This lets you produce enough to keep up with demand. Getting into the production market also gets your studio name out there and increase future sales as well. Start as early as you can and the transition to later game becomes a lot smoother.
In general, adding all of those extra features (t-shirts, posters, stickers, etc.) is a solid way to increase your sales. This lets you charge a lot more for your product and setting it on auto-price usually maximizes your profits.
Tip #6: Use the “auto-furnish” option
The guys at Eggcode really hit the spot on this one. I’ve questioned myself many times in previous tycoon games whether or not if it was worth the trouble optimizing my office/factory purely because of how tedious it was. This feature is for those who aren’t into the building aspect of the game. It can be very tedious individually placing all of the desks, decorations, lights, etc. every single time you upgrade to a larger office, but this one button does that for you.
Auto-furnishing also means your office is more likely to be well-decorated – which makes hiring higher quality employees much easier. The only thing you have to watch out for is making sure the room sizes are optimal for the number of desks you want.
Note for other developers: take a look at Mad Games Tycoon and include this feature into your games as well please! Micromanagers will have the option to do their thing, but the rest of us can breeze through the tedious aspects of the game and focus on the fun parts.
Tip #7: Update your games
Immediately after your development team is done with a game, set them onto an update that upgrades everthing. Reducing bugs and increasing the quality of your game increases the number of fans, prolongs interest, and raises overall sales numbers. Of all the things you can do to increase game quality, creating updates is the most cost/time-effective.
Tip #8: Use this guide for Genre/Topic combos and sliders
One of the best parts of playing games that have been out for a few years is having awesome resources like this. Someone went through and optimized the genre/topic combo as well as figuring out what the best sliders are for each genre. This may take a bit of the “fun factor” away from Mad Games Tycoon, but if you’re really stuck in a pickle then this is the guide to use.
Keep in mind that using the right combos and sliders is only one small part of getting a 90-100% game. However, this can still give you a 10-15% boost minimum. Even with a slightly trash team, you can still make a decent 70% game.
Tip #9: Train your team
Improving your team without training is an absolute nightmare. It takes them forever to increase even slightly in skill. After your team has released a game and updated it appropriately, send everyone to a bunch of the training courses. Start off with the 1 star ones, then work your way up. As for the other teams, send them whenever they are not doing anything too important.
Strong team = quality game = PROFITS. Never forget it. If you want to get above 70-75% quality, send them to class.
Tip #10: Budget game then Bundle
You spend all that time and money into developing the perfect game… then watch it disappear after a few months of sales.Why let that go to waste? Re-release it and squeeze every last drop of money out of it. This is a quick and easy way to boost your income, industry recognition, and fan numbers. All you need to do is market it some more, print a few copies, and sell your old games for a discount. This is often overlooked as a time consuming and fruitless venture, but I can tell you 100% that it is worth the trouble. You can make millions off of bundles without breaking a sweat – why not do it?
All in all, Mad Games Tycoon isn’t a very difficult game to play. However, getting started with any tycoon or business management game can go a lot smoother with the right starts. If you haven’t gotten the game yet, please feel free to get it from Humble Bundle here and support this website! It comes at no additional cost to you and I get commissions to generate more tycoon-gaming based content.