One Last Shot

Koda89Koda89 Member Posts: 275
edited November -1 in Working with GS (Mac)
So, I've decided to indefinitely put on hold the current game I was making(Let Me Die), because things with that game weren't going the way I wanted it to for the time being. So, instead I am going to make a puzzle game using arog's Puzzle Dropper template as the base form, what I've worked with so far does seem like at least a decent game in the making.

However, if this game bombs, that's it, I'm calling it quits. Because I'm at the end of my rope when it comes to iDevices game apps. Not a single damn one of my games succeed. I'll admit some of them do suck something fierce, but damn it, 9 released game apps and only a mere $284 USD to show for that? I've seen people with much worse apps make way more than that in a single freaking week! Some in a single day! I'm a very patient person, but eventually that patience wears thin, so one last go. This is for all the marbles. If it doesn't even make a few hundred bucks, I'll hang it up, so wish me luck. :(
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Comments

  • TaidakenTaidaken Member Posts: 271
    good luck!
  • MotherHooseMotherHoose Member Posts: 2,456
    That is sad...but, you have had the joy of creation...and recouped your membership fees for GS and Apple.

    I think perhaps you should chill a little and not be so hard on yourself...or set such high expectations...step back...take a deep breathe and keep on working. Try to let what you feel is a completed game set for a week...maybe put-up in GS for comments or suggestions...then go back and try to improve the quality of graphics.

    I know with the background on my game...I did about 1000 layers...and months of work to get it to please me.

    You might even want to redo some of your prior releases to improve them and try for more sales on what you have done...rather than start something new.

    I wish you luck!
  • StusAppsStusApps Member, PRO Posts: 1,352
    Koda89 said:
    I'll admit some of them do suck something fierce, but damn it, 9 released game apps and only a mere $284 USD to show for that? I've seen people with much worse apps make way more than that in a single freaking week! Some in a single day!

    ***Ok, I really really don't mean to offend with the following comments, but I think feedback ultimately is good for everyone. This is my opinion and it may not be the same as others.***

    Some people just get lucky with games their games and make good money. But I still am yet to see a game that doesn't look polished and has crappy screenshots do well. I just looked through itunes at your games and what stands out to me from the screenshots (and i assume to all other customers) is the poor graphics. If you are not an artist then pay for some professional graphics, I personally wouldn't even get to try the gameplay in any of these titles if I were a customer because I wouldn't purchase them based on the screenshots. On the zombie game I can even see white pixels around objects where they are not cut out well. All the games have very basic mis-matched sprites. For your next project I wouldn't do your own graphics.

    Also in the screenshots I can see the horrible gamesalad fonts in the text. Take the time to do custom fonts for scores and use nice quality fonts (check out fonts4mac.com) for the titles. These GS fonts just look so unprofessional.

    Also think about the actual game idea you want to do. I can see lots of games you have done that are just the joystick tutorial with a few shooting, moving and scoring elements. At least change the graphics for the sticks and make them look unique. Another was obviously electroplankten copied. Find a cool, new idea and make the gameplay elements before getting someone in to do the graphics (or buying them from stock sites).
  • UtopianGamesUtopianGames Member Posts: 5,692
    Stu is right, it's all about the eye candy....if a game looks bad the reviewers wont be interested even if it has the most amazing game play and just releasing without marketing is crazy.

    You need to make quality, doesn't have to be a massive game just look good and play nice then you can market with passion and that passion sooner or later will get you some press and the press will get you some sales.

    Hope that helps,

    Darren.
  • skippyskippy Member Posts: 106
    Koda89 I gotta agree with StusApps and Motherhoose and Utopiangames there is some great advice in there for you, also i think that and this is just me personally, i would rather release 1 good quality app in a year than 10 average one's for example. I think that excitement gets the better of people and they just want to hurry and release something to get it out there and then think later how they could have improved it or done things differently. I work a 12 hour day as a courier and have a couple of hours for lunch and you guessed it i work for an hour to hour and a half on my game or graphics. I might just open gimp and just work on one image making it look better, improving it some way, why because when i release something i want to make an impression on people. So my advice is on this puzzle game your doing now make things different, try do something unique, make the graphics better, work on this one until you really are satisfied with its end result, get friends or family to try it and get some feedback on it.
    Good luck with it, lift your spirits and get crackin :)
  • Koda89Koda89 Member Posts: 275
    Again guys, I DON'T HAVE THE MONEY FOR ANYTHING. I can't afford good graphics(and I am an artist, btw, I just don't have a tablet, so if I do any hand drawn art, it takes hours to get done and looks crappy because I have scan it in and it decreases the image quality), I can't afford a decent ad campaign, I can't afford good music for the game, I can't afford any of that. My entire experience was a giant freaking catch-22. You need to have a lot of money to even dream of making a lot of money on the app store. And I know about doing custom fonts, only problem is custom fonts eat up a CRAP load of space.

    But, you guys don't need to worry about the graphics for this game, because it is going to be the best I can do with my budget of absolutely nothing. Here is what one of the background images will look like in the game.

    http://i207.photobucket.com/albums/bb64/Koda891/background.png

    See, much better than previous ones.
  • goliathgoliath Member Posts: 1,440
    Let me first start off by saying I understand your frustration and I truly wish you luck. Next- that image that you linked looks really good and nicely polished. Keep it up man!!
  • DhondonDhondon Member Posts: 717
    So, is this an business or an hobby? If its an hobby, money should not matter. If its an business, you have to spend some money if you hope to succeed. Really hard competition on the Appstore.
  • Koda89Koda89 Member Posts: 275
    dhondon said:
    So, is this an business or an hobby? If its an hobby, money should not matter. If its an business, you have to spend some money if you hope to succeed. Really hard competition on the Appstore.

    It is my career. It is what I'm freaking going to college for currently.
  • DhondonDhondon Member Posts: 717
    I see. Well have you thought about teaming up with someone? What are your strengths? Coding?
  • Koda89Koda89 Member Posts: 275
    dhondon said:
    I see. Well have you thought about teaming up with someone? What are your strengths? Coding?

    Everything is my strength, except for music. I can't make my own music to save my life. And I can't exactly team up with anyone because I don't know anyone who would like to team up with me(plus I don't want anyone sharing my accounts).
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Koda89 said:
    It is my career. It is what I'm freaking going to college for currently.

    Wouldn't now be the time for stuff to flop left and right if your going to college to learn programming or any kind of development your probably learning programming languages which means you can use GS now in your spare time to learn what a good app needs and not worry about making bank. then once you have learned xcode or whatever you will have so many more capabilities at your fingertips than what GS can offer. you've made your membership fees back so just try an enjoy the development process and learning what people want from this. I personally decided before i bought in that as long as i made the fees back i would be happy although turning this into a business would be nice. And i would think you could prob find someone at your college who would work with you on stuff for a cut of the sales if nothing else.

    Good Luck
  • Koda89Koda89 Member Posts: 275
    tenrdrmer said:
    Wouldn't now be the time for stuff to flop left and right if your going to college to learn programming or any kind of development your probably learning programming languages which means you can use GS now in your spare time to learn what a good app needs and not worry about making bank. then once you have learned xcode or whatever you will have so many more capabilities at your fingertips than what GS can offer. you've made your membership fees back so just try an enjoy the development process and learning what people want from this. I personally decided before i bought in that as long as i made the fees back i would be happy although turning this into a business would be nice. And i would think you could prob find someone at your college who would work with you on stuff for a cut of the sales if nothing else.

    Good Luck

    I did make the fees back, but of course, I haven't been paid all my money yet. Apple still has over $100 of my money on hold because of their damn threshold.
  • firemaplegamesfiremaplegames Member Posts: 3,211
    You don't necessarily need any money to make a good game. Both of my iPhone games had a budget of zero dollars, and they have done fairly well. I did pay about 25$ for each one for some professional music for both of them, but that was it.

    If you are making a puzzle game, you are directly competing with all the puzzle games in the App Store.

    Your graphics need to match games like Bejewelled, Plants vs. Zombies, Doodle God, etc. It doesn't cost extra money to make better graphics. There are free image editors like GIMP, inkscape, and www.sumopaint.com There are free 3D modeling programs like Google sketchup. All of the graphics for any of those games could be made with those programs.

    Because people cannot test out your game ahead of time, your icon and screenshots are absolutely critical. You should also try to make videos of your game and put them on your website. If you cannot afford a website, then put them on youtube.

    There are free audio editing programs like Audacity. And you can get free music from www.incompetech.com

    Apart from that, the game design needs to be rich and most importantly - fun. Have lots of people test your games before you release them. Don't just test for bugs, but make sure people are not confused about anything, make sure they are smiling when they play your games!

    Put your games up on gamesalad.com and have people test them out before you publish them to get feedback, etc. There are lots of great people on these forums who are willing to help.

    Anyway, good luck with your new game!
  • JamesZeppelinJamesZeppelin Member Posts: 1,927
    I will make my statement in genral as I haven't checked out you recent work yet. Also sorry in advance for many auto corrected typos.

    But there is no easy sit back and collect the money buisiness model. The app store is no exception and most the big money makers work their asses off on the creation and buisiness side.

    Tomexpect success just from uploading some ok games is crazy. Or even some great games for that
    After.

    If you don't have time to really spend hours daily pushing one app don't make another.

    The problem with game salad is it gets you a product but that is it.

    Many assume that's all you need.

    No you still need to be very buisiness savy.

    I could be wrong but many you g developers especially treat getting buisiness like making friends on facebook n

    By that I mean if you are there so are the friends n

    But it's a buisines and it's tough.

    And it really isn't for everyone.

    For most if they have a great game a publisher is the way to go.
  • Koda89Koda89 Member Posts: 275
    firemaplegames said:
    You don't necessarily need any money to make a good game. Both of my iPhone games had a budget of zero dollars, and they have done fairly well. I did pay about 25$ for each one for some professional music for both of them, but that was it.

    If you are making a puzzle game, you are directly competing with all the puzzle games in the App Store.

    Your graphics need to match games like Bejewelled, Plants vs. Zombies, Doodle God, etc. It doesn't cost extra money to make better graphics. There are free image editors like GIMP, inkscape, and www.sumopaint.com There are free 3D modeling programs like Google sketchup. All of the graphics for any of those games could be made with those programs.

    Because people cannot test out your game ahead of time, your icon and screenshots are absolutely critical. You should also try to make videos of your game and put them on your website. If you cannot afford a website, then put them on youtube.

    There are free audio editing programs like Audacity. And you can get free music from www.incompetech.com

    Apart from that, the game design needs to be rich and most importantly - fun. Have lots of people test your games before you release them. Don't just test for bugs, but make sure people are not confused about anything, make sure they are smiling when they play your games!

    Put your games up on gamesalad.com and have people test them out before you publish them to get feedback, etc. There are lots of great people on these forums who are willing to help.

    Anyway, good luck with your new game!

    I'm never putting another game of mine onto Gamesalad.com because of how easy it is to steal games from this site. That and I don't want to waste time resizing every thing.
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Koda89 said:
    I'm never putting another game of mine onto Gamesalad.com because of how easy it is to steal games from this site. That and I don't want to waste time resizing every thing.

    Ok, well then you could always ask a few ppl to test on there device for you and you only have to send them a provisioning profile and the .app file. Thats what i did earlier today, and got great advice back. I'm also concerned about ideas being stolen but you seem bitter about the whole process as well.
  • DhondonDhondon Member Posts: 717
    Just looked at you games at the appstore, and $284 is not bad for games looking like that. Polish and make it perfect.
  • JamesZeppelinJamesZeppelin Member Posts: 1,927
    Koda89 said:
    I'm never putting another game of mine onto Gamesalad.com because of how easy it is to steal games from this site. That and I don't want to waste time resizing every thing.

    Yeah its pretty easy but i wouldn't really worry about too much.
    stealing has been around forever and game salad doesn't really make it that much easier than it already is.
    if someone doesn't directly steal a good idea they will just remake it so, not much you can do.

    I.E. fuit ninja - veggie samurai
  • ShpintShpint Member Posts: 404
    You don't really need to resize anything, and trust the forum members.
    About the sales, how long did it take to make $284?

    I'm a high school student, studying abroad, and making games with GameSalad is my hobby. I know that you don't really have time to spend on making apps. At least I don't. Only a few hours per day.

    My games has been out there for almost 2 months now, and it only make a total of $155 or so...

    However, over the course of 2 months, I've learn so many things.

    1. Screen Shots:
    Use screen shot with the actual iPhone in it, not only the "screen shot". You know what I mean? It seems to be that screen shots with the actual iPhone in it makes more sales, for some unknown reason.

    2. If sales are bad, don't make it free. Increase the price by one tier for 2 days, the return it to an original price. That way, your app will show up on many price tracking website as "App on sale" That helps a lot. My app goes from 0 per day to 2-3 downloads each day. Which is better than nothing.

    3. Don't spend too much time on a game. I usually spend a day or two making each games. (around 14 hours overall) If you spend too much time on it and it bombs, then you will feel very down, but if you only spend a few hours on it; You'll be fine. I'm not saying "make crappy apps", but rather make apps that doesn't take much time. I know graphics do eat up most of the time, but Doodle graphics is also a solution. There are also many Royalty free images site than many GSer use which provide from poor - totally awesome graphics.

    4. Lastly, don't push yourself. I've been in Germany for a month and two weeks now. I have had no time to spend on making games, but use those time wisely. I usually carry if not a book, an iPad with me. When I have an idea, just type or even DRAW it out. When you are home, do them step by step.

    Regards,
    :)
  • JamesZeppelinJamesZeppelin Member Posts: 1,927
    good stuff Shpint

    If i might add that the icon is everything

    Look at what is hot, look at what colors are hot

    small details matter and that icon IS 99% what makes the sale
    by that i mean if you consider there are thousands to click on and no one will even see anything else if the icon doesn't grab them.

    My best selling game to date intentionally used the exact color scheme from AT&T just because the colors are successful and everywhere.

    The game has had runs 300+ plus days and i really feel it is just because the icon and name grabbed them. Once someone clicks on your icon your chances of a sale probably increase by 1,000,000 (no joke when you look at your competition)

    BOTTOM LINE
    get someone to click on your icon

    Might I add that Bumps has an amazing icon and great colors... I can see why people were compelled to click it.

    Darren is amazing with his eye candy!!!

    image

    notice the colors
  • Koda89Koda89 Member Posts: 275
    It took me 7 months to make the $284. That averages out to just $40 a month.... :(
  • RiffelRiffel Member Posts: 1,272
    Koda89 said:
    But, you guys don't need to worry about the graphics for this game, because it is going to be the best I can do with my budget of absolutely nothing. Here is what one of the background images will look like in the game.

    http://i207.photobucket.com/albums/bb64/Koda891/background.png

    See, much better than previous ones.

    about your game art:
    -there are 3 styles: the montains are cartoon , the clouds are semi realistic, the sky is a solid color
    -clouds project shadows at sky?
    -the clouds shadow have a abrubt cut on base

    just sugestions:
    -make cartoon clouds without shadows
    -add blue and remove greeen from sky solid color

    Regards, Riffel
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Koda89 said:
    It took me 7 months to make the $284. That averages out to just $40 a month.... :(

    You made it out like you have made your 284 in a year or more. thats really not that bad(read the what have you made posts). especially considering what everyone has said about your apps. You should be happy and work harder on your graphics. Riffel's right about your graphic you posted i didnt say it cause im no good at graphics but he's right.

    Oh not to hijack this thread, but while we are on the subject I really need to talk to someone about doing some graphics for me. email me at myGSusername@yahoo(.)com for more info
  • StusAppsStusApps Member, PRO Posts: 1,352
    Koda89 said:
    Again guys, I DON'T HAVE THE MONEY FOR ANYTHING. I can't afford good graphics(and I am an artist, btw, I just don't have a tablet, so if I do any hand drawn art, it takes hours to get done and looks crappy because I have scan it in and it decreases the image quality), I can't afford a decent ad campaign, I can't afford good music for the game, I can't afford any of that. My entire experience was a giant freaking catch-22. You need to have a lot of money to even dream of making a lot of money on the app store. And I know about doing custom fonts, only problem is custom fonts eat up a CRAP load of space.

    I don't think it is a case of spending lots of money. In my first 4 weeks I made $3000 without spending out more than $100 total on some graphics I couldn't create and some sound effects I couldn't find for free. I have had my drawing tablet out once, I tend to prefer what can be done with extreme zooming in and using the mouse over the tablet. No real advertising apart from a few forum posts on different sites (that's free).

    I'm not sure what you mean about the custom fonts. For doing scores the 0-9 actors use minimal RAM and add a total of about 50kb to the binary size. If you mean information text in the game done as pngs then it will take up a little space (maybe 200kb in the binary for a screen full of text), but none of my games have gone over 20mb yet and they are full of png text. The GS fonts are a serious turn off to customers, use them sparingly.

    FMG mentioned earlier a good site for music, and I noticed a post on the forums from a musician offering their work for free earlier today.

    I know I probably sound horribly arrogant, but as has been mentioned time and time again in other threads crappy looking games don't sell. If you want some return on simple looking things and concepts then think about maybe doing kids educational games. Good rate of return, kinder reviewers and easy to make.

    Ultimately look at the top games in each category you are making for, this is what you need to aim for if you want to do well. The other thing to do is look at what sells to kids. Kids don't play as many shoot em ups and fighting games as when we were young, the most popular games are the ones they can play on facebook (time management, thinking games, god games). Of all the ideas I come up with for games most of them get thrown out after a while because I realise they either don't have a good market, they are something I want (not others) or I am making it just because I can.
  • Koda89Koda89 Member Posts: 275
    Riffel said:
    about your game art:
    -there are 3 styles: the montains are cartoon , the clouds are semi realistic, the sky is a solid color
    -clouds project shadows at sky?
    -the clouds shadow have a abrubt cut on base

    just sugestions:
    -make cartoon clouds without shadows
    -add blue and remove greeen from sky solid color

    Regards, Riffel

    I'll try, but I dunno if adding blue is going to work.
  • RiffelRiffel Member Posts: 1,272
    Koda89 said:
    I'll try, but I dunno if adding blue is going to work.

    your sky RGB is 0,222,255 it is cyan, try 0,120,255
    may be a gradient ( use a png image ) if you have free memory.

    Tigerfish art was made with macbook trackpad
  • StusAppsStusApps Member, PRO Posts: 1,352
    clouds would look cool if they were the same style as the mountain tops.
  • Koda89Koda89 Member Posts: 275
    Also, quick question, how do I make the screenshots where it shows up on the iPhone?
  • StusAppsStusApps Member, PRO Posts: 1,352
    Koda89 said:
    Also, quick question, how do I make the screenshots where it shows up on the iPhone?

    You mean the ones with the actual iphone in them?

    You create them yourself to a size of 320x480. You can get the iphone and ipad graphics from your apple developer area, they are in the resources bit to download in a zip file. Slot your actual screenshots into the phone and then add graphics, text, fingers, anything to make it look aesthetically good.
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