How to get people to buy your game? if you do how much do you make?

Hello,

I was on the showcase forums the other day. And I saw a game, it was one of those infinity games like
temple run with regenerating levels. It cost $3.99 and over 1000 people had bought it. i think the number of people that had bought it was 3000 can’t remember but, it was on their website. It was a simple game. How do you get people to buy your game. And is it really that easy to land into riches? well not really “Riches” but, its a decent amount of money.

How many of you guys are that successful at making indie games and selling them ? What do I need to do to be earning such money? I understand VAT and all that does it apply to IndieDevs as well? I also understand that the money made would be shared amongst the team.

PM me and I’ll provide you with a copy of my ebook The secrets of instant wealth for a mere $20!

good reviews, exposure, advertisements, quality, and most importantly the game has to not suck.

that being said, i’ve heard that free games can end up making more money off of advertising. apparently angry birds made more money on advertising in the free version on android than on the paid iphone version.

well if you ask me advertising, good graphics, in-depth descriptions ,and ask yourself this… what do people want most…

fps
sandboxes
indie
horror
adventure
misc

also make your apps free. :sunglasses: also make your game infinite AWESOME etinifin

The first step is to make a good game. Make a game people would enjoy playing. Then, make a video of you playing it. Make sure the video encapsulates the funnest aspects of your game.

Then, the dry part… Marketing… Post your video on forums, etc… Put a link to your game in your signature on forums. Make facebook posts. Pay for a simple 1-day ad on Facebook and see how many people buy your game. ASK FOR REVIEWS. People love reading good reviews. It makes them feel more secure before they purchase something. But don’t worry if people start leaving a bunch of bad reviews. Embrace that, and take it as a challenge. Give the people what they ask for in your game, and you will eventually have a solid game that people will enjoy playing.

If this is your first game, I would suggest starting with something simple like an infinite runner.

But don’t expect to make your first game and start making money. You will most likely fail, or give up, on your first few games. Don’t let this get you disheartened. Just keep going. With every project, failed or not, you learn something new. Take that lesson and flourish. Once you have about 10 incomplete games, you’ll probably have the knowledge it takes to create a full-fledged, complete game.

I’ve made the backbone of about 50 games now, and never got finished with them. One was really close to being finished when I realized that I had to throw everything out and start over. These are the trials you will deal with when creating games. Again, don’t let this get you down. This is all part of learning. I would have never know how much it actually takes to create a game if I hadn’t put one foot in front of the other and started making games myself.

One of the biggest first steps in a video game career is figuring out YOUR role in the design process… Are you a programmer? Are you a texture artist? Are you a character modeler? Are you an environment artist, an animator? The list goes on…

I am a programmer. And let me tell you… The market is FLOODED with programmers. It is HARD to find a 3d modeler that will be dedicated to your project. It is equally as hard to find an animator that will animate your artists work.

This is why I am now teaching myself to model and animate in 3ds Max. You can never know too much. I am a REALLY good programmer, but I suck at art. So, I can make a game with amazing, and very fluid mechanics, but at the same time, people aren’t very interested in just that these days. They want some art. They want something that will catch their attention, and draw their eye to the screen. I can make Skyrim all over again with just capsules and cubes, but at the end of the day noone is going to want to buy it because there is nothing there to keep the users attention.

I could go on about how to make money with designing a video game, but the truth is that you aren’t going to make much money from video games until you create a game this is good enough to sell itself.

you can also do what many companies are doing now and give your game away for free, then make things go quick when they start out and slowly take longer each time, and then if they want to speed things up they can buy diamonds or whatever with real money from your in app store.

Or take the high road and release an app that doesn’t do this. There is literally NO RTS on the android market that takes as little time as, say, Starcraft. Buildings, etc, on the Android/IPhone always take like 1-2 days to build, and if you want them faster then you have to pay money. I am automatically turned off to these games.

Take the high road and create a game that makes you pay a one-time fee to download, and then all buildings are built at a reasonable pace. People would buy the crap out of that.

i HATE HATE HATE HATE HATE HATE …( + many more ) those stupid tricks they are adding to games now days…
its poor poor poor game design… its just money design, but the game is designed like crap…

one game recently totally made me mad… : warframe, a buddy of mine was into it, and its a fun game, BUUUT!!
basically, you can buy any weapon/gear etc for real money, or, you can play a bunch of levels to earn the gun.
whats nice is its not one of those games where they have some guns that you MUST buy

the only reason to play the game is to level up and earn more “crafting resources” … and you craft new guns and gear.
… heres the thing:
there is no game if you just buy the guns… if you buy the guns and gear you want,
theres nothing to work towards in the game… so why play the game??

choosing to be a player that does not buy gear is fine, you play the game “legit” and are not a “cheater”
but, you are constantly reminded that, you could just pay to advance in the game… but… if you pay to advance in the game, why play the game?? the whole game is about advancing…

its really stupid game design… … it made me absolutely LOATHE warframe… the game is crap… lool

I agree with Warframe, but I love the game. It really needs to fix the prices on things though as they are ridiculous unless you want to pay real money.

As for getting people to buy your game, there’s two things you gotta make sure of.
1.Marketing
2.Stay Active
3.Release Dates

For one, marketing. Once your game is around 70-80% complete, start sharing with people. You can share things like screenshots and such before that but this is where you really get it out there. Try to get on popular websites that have to do with games (such as Kotaku).
Here’s a few links that really helped me.
http://www.pixelprospector.com/the-big-list-of-indie-game-marketing/
http://www.pixelprospector.com/how-to-contact-press/
http://www.pixelprospector.com/the-big-list-of-indie-game-sites/

Second, stay active. Get a website for your company (I use blogger with a layout that makes it look like a actual website) and post dev logs
and updates. Make sure you have a twitter, facebook, and youtube to cover the places most people go to. On twitter use #gamedev #indiedev
so those people notice your games. As for Facebook there’s a indie developer group that is really helpful for talking to other devs like you.

A small answer but a big one that can ruin you, release dates. Never release your game near the release of a AAA game as when people decide what to spend it on they will probably go with the AAA one they’ve been waiting on. Releasing near other indie games is fine (unless there as big as Minecraft/Cube World/etc.) as people probably are going to buy more than one indie game.

The problem with this approach is most games are going free now, so unless you have an established brand, most will skip at the price wall.
The alternative is to offer a ‘lite’ version for free, then offer the full version through IAP downloads.