And what about now after its success? Did it provide enough income to pursue whatever you want full time?
I just make what feels fun. For a perspective on development cycle: the initial version of Agar.io took 1 week, while Diep.io took less than a month too (it was released a lot more polished than agar.io). Of course, they continued receiving updates for months, but the initial version was already fun.
While the initial version for both games was coded fairly quick, there were months of thinking about them before I even started coding, and from beginning of development to first version the gameplay plans didn't change.
The protoype of my successful (non-game) software took 2 hours (though it percolated a while). But I still haven't finshed a prototype of my recent ideas, after years of research and development. Could it be that successful ideas are simple enough to prototype quickly?
But what about complex games, like Horizon Zero Dawn, or Zelda: Breath of the Wild?
It turns out they did prototype BotW... and not the beautiful 3d graphics or physics, just a 2d top-down version.
:)
Is TagPro a "gg game" now, because they use the "gg" domain for their main site? I mean, how obtuse can we get..
How do you describe a particular genre? The one obvious thing this particular kind of games had in common when they appeared was the .io domain, thus the name.
Go to cursors.io, agar.io and slither.io. Now find a short phrase to describe all three.
A genre is precisely a collection of artistic attributes that occur and are repeated mostly as a historical accident (usually after a pioneer explores the space and follow-ups revisit) and are shared among a collection of works -- they are hard to concisely label with precise descriptive terms so their audience seeks a fairly arbitrary label to describe the collection. "io game" seems reasonable enough to me.
Just the same as (made up example) "Up-tempo minor-seventh-key highly-distorted guitar arpeggios with four-on-the-floor beats and legato vocals" gets called "wailcore" or something, the kids playing these aren't going to say "HTML5 games with an emphasis on large counts of concurrent players, with gameplay arising from emergent behavior of players instead of a large investment in story, art, or game mechanics." a hundred times to their peers -- even if they could consciously notice these attributes and articulate them that way.
They'll start saying "you know, it's kinda like agar.io" "I haven't heard of that is it like <whatever>.io?" "Yeah, exactly" suddenly you have a community of players of "io games". I don't really understand how anyone would expect anything else here.
Also it's just a bad name in general, since those style games can be hosted anywhere.
"Rock" for instance.