▼ Not recommended
3 hrs
This comes across as a low key asset flip. The most likely explanation for this is when someone who isn't a professional game developer tries to shortcut the process by using a pile of pre-made assets. Without the talent to actually design a game, they just push this kind of junk as fast as they can onto Steam Direct, resulting in a product that doesn't hold much at all in terms of quality or interest.
This is the Chinese basketball sports team manager asset flip nobody wanted or asked for, but we got anyway. The developer themselves indicate a few disturbing things, first they had no idea what they were doing but got bored during Covid so they did a Unity game development tutorial, and secondly, they unabashedly admit this is an asset flip made from stock assets stolen from the Unity Asset Store.
Yet, proudly, they have the gall, the sheer audacity to try charge money for this... they want YOUR money for Unity Asset Store assets.
So, the game might look better than you'd expect from an amateur project, but this is because it's partially or completely made up of stock assets, "borrowed" from asset stores and free asset websites. Very little in this game is truly the creation of the "developer", it's just a bunch of rearranged assets.
While there's no up front price for this asset flip, the other problem with asset flips is that when developers aren't capable of doing their job and creating high quality assets, we quickly find they can't do any of the rest of the job of a game developer either. That's definitely true for "BAMG2023". This is a clunky mess of a sports management game, with nonsensically bad interfaces, and that's just the start of it. It's a train wreck all the way down from there.
There is no English support here, but it isn't necessary. The language of bad games is universal.
This comes across as something unambitious and "simple" in terms of implementation and technical quality and depth, more like a game dev tutorial or an experiment. It’s a classic case of a developer prioritizing the low effort needed to get a game listed on Steam over the actual delivery of a technically sound or compelling product. Whatever is needed to hammer out something "good" enough for Steam Direct self-publishing.
Let's look at the price and what kind of value this actually offers gamers.
The developer is charging $1 USD for this, but from time to time they have given it away for free.
Price barriers, especially on low quality products, can be a direct cause of failure. It seems like a nice gesture for the game to have no up-front cost anymore, but it also tells us that the game wasn't good enough to succeed as a paid product. This is also a bit of a slap in the face to anyone who showed enough questionable judgement to pay money for this... nobody got refunded.
Even as a free game, this couldn't find an audience. With a peak of only 3 players, it's clear the Steam community took one look and walked away. They literally couldn't pay people to spend time playing this.
Given that this free game won't increase your game collector count, is it worth your time to add it to your library?
Nope. This isn't worth downloading. There's no financial cost up-front, but you'd still be spending your time and a little hard drive space on a product that's far from the best. There's thousands of better alternatives on Steam.