First time here, so I apologize in advance if I'm not posting in the correct section.
I've planned out all the things I want my game to support eventually, but I need to find that sweet spot between time needed and user-needs for initial launch. As you know, the more I include, the more time it will take to get it all produced. Are there things in the list that are definitely not necessary for an initial launch? If so, why? Any insights you may have are greatly appreciated.
The game is 2D, and has a sort of Geometry Dash meets Zelda type of gameplay.
Here's a list of the things I planned for:
1. Story mode - this is the original game and sets up the whole thing.
2. PVP - In the game, you collect Gods as you meet them, who can later be used in this PVP mode. Used to create ongoing interest after storymode is complete, and to provide change-of-pace for users struggling to get through the story mode.
3. Marathon Mode - an endless component to help with resource collection
4. Achievements - planned for to give the player a sense of accomplishment outside of the general storyline, so there's a sense of progressing even if they're not in the linear story.
5. Daily Challenges - to give the player a reason to come back everyday outside of just progressing in the story,
6. Guilds - huge for creating that sense of obligation and camaraderie, and for motivating the player to progress more (maybe help sell some IAPs in the process). The guilds are initially planned for the PVP mode, and later in an additional Raid mode.
7. Raids - definitely planned for Phase II, but these are to drive the players (in guilds) to work together towards a common task.
8, etc. - Post missions, new characters to collect, new ways to collect them, new character skins... all set as later phase stuff.
I am using Unity and plan to launch on Web/Android/iOS initially. Any other questions, please ask. Thanks!