Good article on a simple point for indies selling a game…
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Ouch. That sucks a lot for them, but I’m finding it hard to understand
why they made such an elementary mistake as failing to make the in-app
purchase big, obvious, and easy.
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.
Living on your friends couch sucks, but living on the couch at work
sucks even more :(
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
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.
The market is pretty flooded and people actually making a decent amount
of money are in the vast minority. I read an article not too long ago
where someone took out the top tier games and computed average amount
made. I think it was in the hundreds or low thousands per game. These
guys really just made a few marketing mistakes. They apparently made
enough to live for a couple years on their earlier game. They need to
work on development time and execution. If you are going to make it a
business then you have to treat it that way.
my best guess, is make the engine - and flaunt the same code as much as
possible - get way more games for less code, less pain involved.
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.