It's Tough Being An Indie
Posted 15 August 2012 - 08:04 PM
Good article on a simple point for indies selling a game...
Posted 15 August 2012 - 09:27 PM
It also sounds from some of the comments (I haven't played their game myself) like they made too much of the content free, although that's an area where you might just need experience to make good judgements. Unfortunately it's difficult to walk that back post-release. They'll probably provoke massive outrage if they move previously-free content behind the paywall.
Posted 16 August 2012 - 12:22 AM
Their marketing model in my opinion was their first downfall. Giving most of the game away for free and hoping for philanthropic customers is like holding your coffee cup out for cash. You'll get some kind souls, but the majority will look the other way. Can't really say I blame them though. With all the GPL, LGPL, MIT, BSD, CC licensing schemes brainwashing us to think software devs should give everything away free. They're in a tight spot since more often then not first impressions are lasting ones. Whatever they do, they should tread carefully. If they stick with the in-app purchase model, they should abandon their one-time full version purchase and instead opt more for offering a shopping mall worth of goods and a reward system to entice gamers to stick around and spend.
Their second downfall I believe was taking 2 years to develop that game. Since they already have past experience developing games, I think they could have cut down that time significantly.
Posted 16 August 2012 - 11:13 AM
Posted 20 August 2012 - 10:34 PM
im no solution tho = perhaps im arrogant for saying a month is pumpable time for the game (once all the generic code is in - all of it, media importing, animation, networking) but what if my games are just a dullery? quality might be my set back.
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