Whats the most you've invested for your game?

expired_012expired_012 Member Posts: 1,802
edited November -1 in Working with GS (Mac)
Im investing around $500 on my current app,
So I was wondering is this too little? Too much? Just about right?
What's the most you've invested on one of your apps?
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Comments

  • StrykerStryker Member Posts: 40
    as in paying for graphics, sounds etc?
  • expired_012expired_012 Member Posts: 1,802
    Yes, things like artwork, music, sound effects, screenshots, game trailer, etc.
  • design219design219 Member Posts: 2,273
    I spent about $40 for images and sound fx for Tickle Stones. About $25 for images on Nesen Probe. I didn't have to purchase anything for Food Fight.

    ____________________________

    Nesen Probe 99¢ on the App Store Codes still available here.
    Tickle Stones 99¢ on the App Store
    Food Fight! FREE on the App Store
  • StrykerStryker Member Posts: 40
    design219 said:
    I spent about $40 for images and sound fx for Tickle Stones. About $25 for images on Nesen Probe.

    How much have you made back from those apps? if you don't mind my asking...
  • design219design219 Member Posts: 2,273
    A little over $200 from Apple at this point. Nothing to get excited about, but I'm doing this for fun.
  • dmilinovichiiidmilinovichiii Member Posts: 620
    I've never spent anything on any app I've ever made and I've made a little over $200 in 6 months. Not impressive at all.
  • chosenonestudioschosenonestudios Member Posts: 1,714
    The most i've spent on a app is $35 :)
  • aalzankiaalzanki Member Posts: 283
    I've never paid more than 3$ which was for an icon

    Regards,
    aalzanki
  • peachpellenpeachpellen Member Posts: 977
    I've never spent anything, mostly because I'm a poor struggling artist with no money ;) but I've made around $230 in 6 weeks.
  • scorelessmusicscorelessmusic Member Posts: 565
    I suspect for a number of us, the most costly thing we have spent is our time ^_^

    For me, the main cost is really the licenses and time. Most everything else is free-to-use assets (and time taken to find them and to prep them for GS)
  • PhoticsPhotics Member Posts: 4,172
    These are my apps...
    http://itunes.com/apps/photics

    I spent $69.90 on audio.

    I created all of the artwork for Photics: Revisions - Course Correction, the Photics: Toolbox and Arcade Action. For Puzzling, I used the free "Aiko" model and I created the rest of the artwork.

    I spent...
    $9.95 on the background for Photics: Fireball.
    $19.95 on artwork for Commove.
    $9.95 on a Soccer game I stopped working on.
    $50.80 on Annoyed Tomatoes.

    Also, I spent $44.33 on artwork for Photics: Conquest, a web game for Android and iOS, which I took down recently... but I reused some of that artwork in The Unofficial GameSalad Textbook. All of the artwork in the Textbook was either available for free from Daz3D or I created it myself. (Most of the images are screenshots of GameSalad in action.)

    So basically — wow — Annoyed Tomatoes is my biggest game project yet.

    I noticed that my artwork, aside from the Toolbox, doesn't perform well. So, to answer the original question... is $500 too much to spend on assets... I don't think that's a lot, if you make your money back. Apparently, good artwork can make a big difference in game sales. The game design has to be good too though. Investing a lot of money on art might not be a smart move if the game design is bad.
  • debugdesigndebugdesign Member Posts: 886
    $2000 for development
    $40 for music & SFX
    Graphics and project management by me, over 3 months...

    Result: Quizicards, great game, small market, $400
  • PhoticsPhotics Member Posts: 4,172
    debugdesign said:
    $2000 for development

    Heh, did you buy the Pro version of GameSalad?
  • debugdesigndebugdesign Member Posts: 886
    nope... it was before I discovered Gamesalad... I wanted to jump on the app band wagon and i didn't know how much it would cost... it was an Indian offshore partner...
  • ChunkypixelsChunkypixels Member Posts: 1,114
    Im intrigued to know how the outsourcing of programming development went.

    Was it a good experience? Was it easy communicating with the developer? Do you think you got value for money?

    Regardless of how much money you made back, $2000 dollars isnt a great deal when were talking development costs, but its interesting to know how that works out in relation to overseas talent.

    But regarding Artons opening question... nope $500 isnt a huge amount. Its still in the lower end of indie/bedroom development spend for a project, but its definately a good step up from nothing. I guess its really down to what you can manage to get for your money.

    I think it definately shows Artons belief in himself and his projects though, and his efforts to build his business. Hes investing in his products, and I think over time, that investment will be worth it.
  • ChaserChaser Member Posts: 1,453
    $99 for apple
    $99 for GS
    $0 for apps
    The fact that I get anywhere from $200-$600 every month from Apple
    PRICELESS!!!! JOY!!!
  • butterbeanbutterbean Member Posts: 4,315
    I usually don't invest more than $50-100 per app, but with my platformer, I invested over $600 or more for graphics, and had to shelve it for now because of memory issues.

    I just hope I can make that amount back :)
  • debugdesigndebugdesign Member Posts: 886
    The graphics for the platformer really are awesome though :) what about getting a cocos 2D developer to do it?
  • butterbeanbutterbean Member Posts: 4,315
    Yeah they are! Especially because you did them! :) I could do that, but I'd be investing more money into programming it, and not sure if it would pay off in the end....
  • BarkBarkCoBarkBarkCo Member Posts: 1,400
    I had been talking about getting into iPhone apps for a few months without any progress. To be honest, the app thing was just an excuse to buy a macbook ($999).

    Within a few months of getting the mac, I found GameSalad and convinced my brother to cover the rest of me "start-up" costs ($99 for Apple + $99 for GS) in exchange for 20% of any app related profits AND a promise that if I did't make any money, I'd pay him back in 12 months out of my pocket. After 2 paid months in the app store, he had his money back (and more)...

    So far I have not had to invest any money into graphics/audio resources... ;-)

    As of yesterday sales report, I've netted $3,609 ($5,155 gross), and my first app hit the store on July 23rd.
  • debugdesigndebugdesign Member Posts: 886
    Holy Cr@p! BarkBarkCo - $5k - is that from your flashlight app???
  • JuggerJugger Member, PRO Posts: 238
    time only :)
  • BarkBarkCoBarkBarkCo Member Posts: 1,400
    debugdesign said:
    Holy Cr@p! BarkBarkCo - $5k - is that from your flashlight app???

    Yeah, over $3.5k of that number is from the flashlight. The soundboard I released on Sept. 8th makes up the $1.7k difference.
  • THRSTNTHRSTN Member Posts: 178
    wow BarkBark that's the kinda story i love to read about on here.I'm in for 500 so far.

    99 for GS
    99 for apple
    300 for a mac mini a buddy sold me (that i give to him upon the sale of my first app if i can ever get the level locking and unlocking working correctly, will come out in the next 3 weeks)

    the 200 i had to convince my wife was a good investment (not an easy thing to do since we just had a baby a couple months earlier and money isint tight but not growin on trees) hopefully ill see my investment returned.Ive already got an idea for 5 more apps to start on after this one.
    So stories like that really help motivate and encourage me even when GS keeps crashin on me and i wanna punch the screen cause ive been working on the same project for 3 hours and still cant wrap my head around the problem (locks and unlocking !!!).

    way to go

    THRSTN
  • FetaboyFetaboy Member, PRO Posts: 191
    $750 for a comedy writer for one app.

    In general, 1 year subscriptions to a royalty free sound fx web site and a year subscription to royalty free clip art.
  • firemaplegamesfiremaplegames Member Posts: 3,211
    Well, for a game to be successful, you generally need great art, great programming, great sound design, and great game design.

    Somebody has to handle each discipline, either you do it yourself or pay somebody else.

    I enjoy doing everything, but I am horrible at the sound design. I can record different sound effects ok, but I cannot compose music. I would love to pay for professional sound design, but until I become rich and famous, I cannot afford it. So for now I just buy royalty-free tracks from the internet. It's not ideal, but it's the best I can do right now!

    So for each of my games, I generally spend about $60 on music. Everything else is just my time.

    My first two GameSalad games have netted me about 30K, and I just uploaded my third one a few minutes ago...

    Hopefully it will do well, but you never know. The App Store is such a gamble. You might be successful, barely break even, or completely fail.

    And you are always just one game away from striking it rich!

    Which is why it is so addictive, fun, and frustrating!
  • expired_012expired_012 Member Posts: 1,802
    Yeah, its definitely risky for me. This is the first time that im actually investing some cash in a game so we'll see what happens. I don't really mind if it doesn't make me too much in return though because i've made way over the amount im investing, and the whole point of this is to use the money you make to make better apps.
  • vegasmike1vegasmike1 Member Posts: 192
    Prior to GS I spent 20K on making apps, 4 of them. Art, sounds, the whole deal, since GS I have spent NADA, ZERO, with both investment pools, so to speak, I have made just under 4K on the effort for all games. I did a couple of games for clients and made more cash there then on any Itunes store revenue.

    Time is the biggest investment you can spend, it is worth the most, you dont get it back, money, cash etc is in the end easy to get back but if you spend the time, make nothing then decide if you got something for the time you spent.

    If we are all given a dollar a year for each year we are on the planet, then how many dollars have you spent and what do you have to show for it. I have almost spent all of my allotted dollars but what the heck it is all a game.

    The problem with the Iphone etc all I devices is this, its almost impossible to rise to the top of the sales heap without Apples help./ NandN, What we are playing etc, if you dont get there, then your potential is low.

    Angry Birds folks have done a great job of milking the cow, I like Tshirt Booth and Firemaple games better then angry birds, but for some reason it has done well, and they have spent lots of cash on that game, much of it in other areas, marketing etc.

    The amount of money spent to make PACMAN was around 500 bucks for the computer, so what?

    only 1 percent of every app is going to make money, the larger the pool of apps, the less chance we have of making it the holy grail. Some of you are doing this for fun, and learning, dont spend any money, do it all yourself, some like me are trying to find a way to make a sustainable revenue stream, so without spending the money and time there is no chance of making a money machine.
  • butterbeanbutterbean Member Posts: 4,315
    Firemaple gives the best advice, all aspects of the game must be great, or it will fail.

    Also, if at first you don't succeed, keep plugging away. Like Joe said, you're always one game away from striking it rich :)

    The More polished titles you come out with, the more likely you are to succeed, so don't give up, and it may not happen until your 40th, 50th, or 100th app. :)
  • expired_012expired_012 Member Posts: 1,802
    I think I may be investing $700 now, give or take 30-40 dollars

    I need the following things:
    -A bunch of images and animations ($400) (Im buying them all from istock.com so anyone who has experience with this site should know that it's pretty expensive)
    -Some sound effects and music ($100)
    -A trailer for the game ($50)
    -Screenshots for the app ($70)
    -A GS PRO user to take out the GS splash screen ($30-$40?)
    -My own splash screen ($30)
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