Lessons learned: Shing! post mortem speech
summary
Team releases Shing! on PC, PlayStation, Xbox and later Switch during COVID, self‑publishing worldwide while a Japanese publisher handles Asia; retail boxes ship but press averages 5–6/10 while players score ~75–80. Development expands from 4 to ~15–20 people, couch co‑op at launch, multiplayer lands ~14 months late, Switch requires heavy downgrades and 500 MB patch waivers. Xbox responsiveness and Smart Delivery help; Sony is slow, Nintendo is picky; Game Pass is a major publisher bargaining chip.
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chapters (14)
- 0:00Intro
- 0:40Company overview
- 3:12Publishing
- 4:43Publishing timeline
- 8:50Reception
- 9:38Selfpublishing
- 12:13Platforms
- 17:06Advertising
- 19:49Publisher
- 23:18Publishing plan
- 25:16Multiplayer
- 28:07Marketing
- 29:00Team
- 32:50Questions
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