I know Jays suck right now, but I built this anyway:
https://t.co/mleGDWfGC6
It's a daily stats panel that uses Fangraphs, MLB Stats and Savant data to show a ton of interesting information. I'm constantly adding new things too.
I made this for the people, so RTs appreciated.
@OAP_Scallywag Hop in the Discord (link in more menu in game) 😀.
Round 1&2 best of 5, finals best of 7.
Fatigue recovery is per game that the team plays (easiest way to think about this is 1 "day" passes with each game played)
Rosters are frozen for playoffs.
Road to 10,000 - 250 active players.
First card show in the books. Stouffville, 5 hours at a table trying to get baseball fans to download a mobile game.
34 downloads. I was hoping for 50.
Here's the thing I didn't anticipate: this show was probably 80% Pokemon, 20% sports cards. The crowd skewed young- lots of kids with their parents. Our game is built for adults. Most of the people who downloaded did it for a chance to spin the prize wheel and win free cards, not because they were genuinely interested in a baseball management game.
A few people really got it though. You can tell the difference- they ask questions, they're curious, they linger. Those conversations made the day worth it even if the number is underwhelming.
Was it worth it? Honestly, I don't know yet. The real test is next week in St. Thomas at a show that's 100% sports cards. Should be a much better audience. If that one doesn't move the needle, we'll have our answer about card shows.
The @BlueJays now have their own two-way prospect!
LHP/OF Austin Smith is slated to make his debut on the mound today in St. Lucie!
"I take what I can do as something special and I'm super excited to go out and do it today."
Last night I tried an experiment. WhatNot is a live streaming platform where people buy and sell sports cards. I wanted to see if I could flip that on its head- instead of selling, just give cards away for free. The only catch: download Meta Baseball League.
30 minutes and about $50 in shipping later, we got 10 downloads.
$5 a player. For an indie game with no real ad budget, that's tough to scale. But something unexpected happened- another game developer was watching, and we ended up having a great conversation. He downloaded it, said he'd share it with friends. One real connection might end up being worth more than the other nine downloads combined.
I'm not writing the idea off completely. There might be a better version of it. But right now the math doesn't work well enough to do it again as-is.
This weekend: the card show in Stouffville. Different approach, same goal.