Hello @Pastew,
It was a long time since I have asked this question... I have lots of information gained since then.
Short version will be next:
Make a ”pilot” game, publish it and see the reaction. Also invest at least 100-200$ for marketing (AdSense, Unity Ads, Fb, Instagram or whatever you find more convenient) just try to test it all and see which one works the best for your type of game. This will give you a clear view on the numbers and the whole process of selling games. Focus in the beginning on Hyper Casual cause it is faster to create, maybe something 2D, also because it is faster to create. Now you have an idea of how it all will work, whats good, what was bad in your production pipeline. From this point a real research is starting.
If you are a hobbyist and you just enjoy making ... something in Unity, thats totally ok. But if you wish to sell games, this is a completely another set of mind. Forget about ”my dream game that all the world will love...” and focus on ”How to Sell” or ”How it is being sold and why”. You will find out lots of interesting things like: long/short term strategy, Retention strategy, what is considered a pleasant art and which one is not, statistics and where to find it, who is selling it and for how much, how can you extract data from it and What the hell it all means for your strategy. This is relay fun.
On 3/20/2019 at 12:25 PM, Devian said:
There are Millions of Hyper Casual Games on the market, how to stand out ?
It is and most of them will be forgotten after 7-30 days. Its good and bad at the same time. To stand out you need a ”good” game. By ”good” I mean = better then other games (10-30% better), with a new approach on some existent versions, with a better art (this is more important than you think, this is what sells at the first contact) and of course, make sure that you have your game well presented on Google Play or App Store - make that God Damn gameplay video !!! Those 30 seconds are very often a foot in the door.
Cruel reality...
Mobile games are made not for being played, they are made to sell other things, like Commercials and IAP-s. This is not a PC or Xbox/Playstation... In this type of business developers doesn't care about ”users desires”. They care about trands and if it brings money back. Thats why, if you see a good looking game, with no invasive commercials, with a story or something special in it, most probably created by some Indie developer, please download it and give it a chance ! That is a small spark of someone there who created if not for money but for pleasure, for you and me to enjoy !
On 3/20/2019 at 12:25 PM, Devian said:
Is there any way to have an income (1000-5000$/per game), without a publisher and using from 0-2000$ for marketing ? Im talking about real examples not ”luck” or some ”hype miracles”.
Yes it is possible and even for less money on marketing. As I said... The game has to be good or at least decent. Invest 200-500$ in marketing, after an update, invest more 200-500$ or create something new and do the same. ”If people see it, people will buy it...”
What is a ”good” or ”decent game” ?
I compared a series of Hyper-Casual games like Helios Jump (clones). I could create a top 5 game chart from 5 different clones. Some of them were very different from the original, some were exactly the same or worse. This is what the chart looked like and why:
1. Original Game. - made by a very known brand with a good marketing campaign. (100.000.000 Downloads)
2. A decent clone - 10% difference between mechanics and a very fresh Artwork - fruits instead of just cylinders. Good music...(10.000.000 Downloads)
3. A so-so Clone - the same visual aspect, the same mechanics but with some new features - 2 skills available. (5.000.000 Downloads)
4. A bad clone of a clone - the same fruit style but with a very ugly art. (1.000.000 Downloads)
5. A bad clone of an original game - the same mechanics and art but more ugly. Unclear interface and ugly colors. (500.000 Downloads)
The less quality, the less downloads, the less earnings.