So, theoretically speaking, and from my example, you can make “good” game with absolutely no money, no investitions.
So, does any further work require money? I noticed there is uncountable number of games on the internet and stores such is Android Store, Google Play…I think that is the same… So, I don’t think someone will notice your game if you don’t promote it…Am I right?
Ok, so tell me, if I “must” invest in advertising my game so people will notice it. For the example, how did the Flappy Bird do it? I just heard about it from other people, not from ads…
Speaking of ads, it can be good way to earn money with your free app (More precisely, Android app). So, is it worth putting money in the game you would like to make, but you need money from it to make it better in the future?
Has anyone managed to make a game with no budget at all and just earn money on it?
If you know any case, please post it here. And…if you don’t mind, try to answer me on those questions upthere.
Thank you for your time.
Thank you very much, I just read that fast.
So I have just wondered how much can you earn adding adds…speaking of average revenue…
And I started this thread not asking questions too much…more wanting to hear others expiriences
about my needs, not Google, and just see how is that whole thing actually working…marketing and other.
I am still not so much expirienced at those fields. I have no help for now but there are some friends of mine
that are interesed in helping. Thank you again and may this thread not be shutted down so fast…
“Great” isn’t exactly what you’re aiming for. Great games get ignored all the time.
The main thing that an indie game needs in the current market is differentiation. That’s not the same thing as being totally unique! But people are always going to ask themselves “Why should I buy this game instead of the thousands of others on the App Store?”. Your entire game should be designed to answer that question.
But Unique should be definition of what separates my game from thousands of other on App Store. Unique doesn’t consider just graphic style, also gameplay and idea. People with ideas are not often programmers, they are usually people with money. I am not any of it. I worked with GameMaker…but that was just in educational porpouses and for fun and I was curious. So I’ve got plenty of ideas…they are not all good, but I know what I want to make. Unity provides me HALF of resources/options for work. So it can take a while for me to make it…I will have help for sure.
I am currently looking for what should I expect of making game and of finished game.
Don’t get me wrong, I started this thread just to get some advices and learn on others expiriences.
And YES, I am aware of market and trends today, but as I said, I can’t do it all alone. Until I get real help, every further online help will be helpful. Thank you all again, for your help and your time. I am sure that help is really helpful if it helps someone that need helping helpers help.
Can you point to some games designed to asked that question? Games like Angry Birds, Temple Run, Flappy Bird, don’t fit.
I guess you are either lucky and make it and unlucky and don’t succeed with a particular game. In that case you can make another game and another and another until either you acquire some success or you give up and find yourself a paid job.
If you are using Unity, the answer is short: No. It will cost you $3000 for Android and iOS and another $1500 if you want to release for the web and publish it on facebook.
But now Unity gives Android export for free and last time I checked you could make money using free license (unless you make $100k/year by which point you probably have enough money to buy it). So you can make money without budget if “Powered by Unity” splash doesn’t hurt you (most commercial engines like Unreal makes you to put their logo anyway).
Sure they do - just in a more shallow way. Remember that when you’re targeting mainstream mobile phone users, they’re not too discerning about unique gameplay. Angry Birds was a bit lucky in that it was one of the first mobile games to catch on, but even then, it had a really memorable art style and theme.
So the answer to “why should I play this” was something along the lines of “it’s simple, quick, and addicting”. Nowadays, though, these attributes are common to most successful mobile games.
Temple Run, I think, does fit the description. I can’t recall any mobile 3D infinite runners before it, or really, any good 3D games. It stood out in a crowd of 2D games, which, at the time, were all trying to imitate Angry Birds’ success. So I think the reason to play it was as simple as “it’s 3D”. And of course, there were mobile 3D games before it, but for some reason - either lack of marketing or lack of resonance with players - they didn’t make it.
Flappy Bird is a bit of a mystery to everyone, but it actually does have a few stand-out factors:
It’s familiar (we’ve all played some of those helicopter games or Jetpack Joyride), but something about the physics is off: you can never really stay still, you’re either moving up or down at any given time.
It’s the first ad-funded smash hit since the freemium revolution. I think that gamers are getting tired of IAP, even when executed well, and Flappy Bird resonated well in that it wasn’t actually built with the goal of earning a ton of money.
The other common thing about all of those games is word-of-mouth. I didn’t download a single one of those games after seeing in the Android Play Store - but I did after I heard my friends talking about it.