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After being an indie game developer I begin to doubt myself

Started by September 23, 2016 08:22 AM
25 comments, last by ronan.thibaudau 8 years, 3 months ago

bro, you need really to work on your marketing!

The video doesn't explain anything! It's only a bunch of effects and sounds!

Take a day and learn how to make a simple video, cut the best scenes, show your different monsters and bosses, write it on the screen... put an intense music to fit the game art on the video...

and after you do it, make an update so the Google Play and the App Store can bump it a little bit...

and at the end, you will try to advertise without a budget... so try to find people / communities who like to play this type of game and show it to them!
But remember, before you do it, please improve your page, video, screenshots! :D

http://trydierepeat.com

Week of Awesome III

We don't have extra budget to buy google adwords , i think it's expensive.

You're right.

I don't do our marketing, but know we have used it sometimes.

I thought they were cheaper then they are, asked the guys doing our marketing about it now, and yeah, they are pretty pricy per user.

You need arpu of >$1 for it to be a straight win, but if you can use it to climb on toplists, then it might be a win even with lower arpu

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see if someone can share some marketing tricks.


Moving to Business.

-- Tom Sloper -- sloperama.com

1. grossing $3K per year per warm body is not exactly making a living. its pretty obvious you guys need to get some sort of jobs to support yourselves while you get the company up and running, and perhaps fund the company as well. reducing your living expenses will free up funds from the jobs for use by the company. all profits from the company will need to be plowed right back into the company. not until the company can pay for everything (gear, marketing, telecom expenses, office furniture and supplies, etc) and still have a bunch left over for you two (say at least $20K each per year or whatever you need to live on) - only then should you quit your day jobs.

2. market research: how much do the best selling games of this type make? maybe just one of this type of game won't get the returns you seek. you may need a dozen titles to get what you want. or maybe these games just don't cut it at all as a way to make a living and you'll need to do some other type of game that sells better. also, can you match the quality of the best selling games of this type? if you can't, you have no product at all. 2nd place is 1st loser.

3. assuming there's evidence that these games can get you the desired returns, its all about marketing, marketing, marketing. and then some more marketing.

Norm Barrows

Rockland Software Productions

"Building PC games since 1989"

rocklandsoftware.net

PLAY CAVEMAN NOW!

http://rocklandsoftware.net/beta.php

One small but important thing, don't do the English text yourselves if your English isn't perfect, ask someone to do it for you on the app store, there are plenty of errors (mostly small ones) but it can easily scream "the English will suck in game" to global players.

After getting the game and playing 2 stages i wanted to buy the limited edition and instead got this : https://www.dropbox.com/s/ip9mdffcl7lfv7v/2016-09-24%2018.26.08.png?dl=0 so that could be why you're not getting more money, wouldn't let me purchase (no password / pay popup, just get this message, on IOS 10)

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After getting the game and playing 2 stages i wanted to buy the limited edition and instead got this : https://www.dropbox.com/s/ip9mdffcl7lfv7v/2016-09-24%2018.26.08.png?dl=0 so that could be why you're not getting more money, wouldn't let me purchase (no password / pay popup, just get this message, on IOS 10)

Thanks for your advice. The IAP seems to be bug of appstore's review. Our update version gets "Ready for Sale" state in the morning but the new-added IAP items : giftbox and golden was still in reviewing states. So you can't do purchase. I don't know why , maybe tomorrow will be OK.

1. grossing $3K per year per warm body is not exactly making a living. its pretty obvious you guys need to get some sort of jobs to support yourselves while you get the company up and running, and perhaps fund the company as well. reducing your living expenses will free up funds from the jobs for use by the company. all profits from the company will need to be plowed right back into the company. not until the company can pay for everything (gear, marketing, telecom expenses, office furniture and supplies, etc) and still have a bunch left over for you two (say at least $20K each per year or whatever you need to live on) - only then should you quit your day jobs.

2. market research: how much do the best selling games of this type make? maybe just one of this type of game won't get the returns you seek. you may need a dozen titles to get what you want. or maybe these games just don't cut it at all as a way to make a living and you'll need to do some other type of game that sells better. also, can you match the quality of the best selling games of this type? if you can't, you have no product at all. 2nd place is 1st loser.

3. assuming there's evidence that these games can get you the desired returns, its all about marketing, marketing, marketing. and then some more marketing.

Thanks for your advice, by two days to ask on the forum, I now have more clearly how to do the next step. Thanks for all the warm people like you on the internet.

I would suggest resetting the 8 hour timer for people who couldn't purchase it in next update then, the package will probably be gone by the time it's fixed :(

Finished first pack of 4 levels, enjoying it, the difficulty goes up pretty quickly at times but it's nice and surprising that it's non linear (althought it may be just a tad much at time). In any case enjoying it so far.

500$ per month each?

With below 50 installs a day?

I've actually studied the mobile market a lot the past 2 months, and these metrics would indicate your game is far above average actually. Very few games are profitable below the top 1000 games.

I think the problem isn't you, it's the market.

Mobile has the lowest discoverability of all entertainment platforms with approx 800M+ players for 1.4+1.2M games.

Other platforms get a much higher chance of discoverability. Steam for example gives roughly 33 times more chance for a random person to actually stumble across your game because there are this many fewer games (and only 150M players).

I'm surprised indies still even bother to try to make any money on mobile. It worked in the earlier 2010s because it was new, but now, only 170 companies in the world actually make real money on mobile...

Have you considered making PC, console or web-based games?

I heard ad-revenues on Kongregate isn't too bad for a low burn rate partnership.

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