40 billion users by hiring everyone with team to marketers ratio of 1:3. Slowly fired non-marketing team members and moved to firing marketing near the demo day.
100 billion on another try by pumping marketing up initially to gain organic growth then coasting by using 2 developers until demo day
Interesting marketing technique to put out a "game" that has things like "hire fairpixels.io" which does UI/UX design for startups (edit: its the company that built the game).
Anyone ever play Tom Clancy's Ruthless.com? A PC game borne out of the dot com era. I think it had elements of a MS style company doing monopolistic things and open source as well. I might have to dig it out and see if it runs on modern hardware.
I get a weird feeling playing this game, imagining that I'm a CEO that doesn't actually know the details of what developers, Marketing, and Design actually do, but I'm optimizing it based on external feedback only. This gives a plausible account of how many bad decisions can be made in good faith without better two-way internal communication.
A quick glance at the script (I may have missed important parts) shows that everyone costs the same so you should only need to consider the effectiveness of the type of hire; every type has a manual click button effect and a daily automatic effect that scales with count which affect growth and product quality which affect users and valuation.
And quality caps out at 4. So I guess focus on hiring developers/marketers and writing code until product quality is 4, then just marketers until you run out of money. Poor designers...
Hired 6 marketers. 1 dev and designer initially but let go after initial user growth.
Then I fired all 6 marketers and the funds stayed same or increased.
There should be a sales and monetization option after demo day.
Another one using script to automate clicking: https://cln.sh/F6kqFLLL
40 billion users by hiring everyone with team to marketers ratio of 1:3. Slowly fired non-marketing team members and moved to firing marketing near the demo day.
100 billion on another try by pumping marketing up initially to gain organic growth then coasting by using 2 developers until demo day
Anyone ever play Tom Clancy's Ruthless.com? A PC game borne out of the dot com era. I think it had elements of a MS style company doing monopolistic things and open source as well. I might have to dig it out and see if it runs on modern hardware.
Original Show HN: from the creator just over a month ago:
https://news.ycombinator.com/item?id=37021661
1 dev and 3x marketing but let two go as demo day approached (and my funds approached zero).
=
Developer:
write code: growth + 0.3, quality + 0.2
automatic: (growth + 0.3, quality + 0.1) * developers
=
Designer:
create design: growth + 0.1, quality + 0.2
automatic: (growth + 0.2, quality + 0.1) * designers
=
Marketer
promote product: growth + 0.5
automatic: growth + 0.5 * marketers
=
And quality caps out at 4. So I guess focus on hiring developers/marketers and writing code until product quality is 4, then just marketers until you run out of money. Poor designers...
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