The most successful GameSalad title?
HappyKat78
Member, BASIC Posts: 173
Hi Guys,
I read that the average iOS developer makes just $200 on an app. Of course we all know it's a brutal market with choice overload for the consumer so it's not that surprising. Anyway, I'm wondering if anyone has had what they would consider phenomenal success with a game made in GS? If so, how much revenue did you/they make? (Obviously appreciate it if you don't want to share the last data point)
Cheers
I read that the average iOS developer makes just $200 on an app. Of course we all know it's a brutal market with choice overload for the consumer so it's not that surprising. Anyway, I'm wondering if anyone has had what they would consider phenomenal success with a game made in GS? If so, how much revenue did you/they make? (Obviously appreciate it if you don't want to share the last data point)
Cheers
Comments
Most developers are lucky to make $1000 per year. There are some here that make a decent living at it. But…. keep in mind they spend an enormous amount of time creating their projects.
If you wanna do well, be prepared to put time in. That's all there is to it unless you're a one hit wonder.
Plus, again I say if you're only here to make money then gtfo! Because you gotta love what you do
Games aren't a walk in the park
Spoken like a true champ!!! :-bd
I've not released it yet.
I'll be releasing it in a couple months
I've got my bank on standby, I've told them to hire extra staff.
While I agree with the advice that development requires a lot of time and dedication, I would encourage you guys to think more about effective ways of acquiring, engaging, retaining and monetizing your customers. High quality is required to enter the race, but sadly that alone doesn't help you win. I may be a keen GS hobbiest by night, but I'm a an industry professional by day! ;-) It would also help if GS had some tools to help drive virality i.e. facebook connect, gamecenter, multiplayer etc. GS team, are you writing this down?! :-)
my 1 game made with GS made 40k in 1 month, so don't worry, magic can happen!
I've got about 4000 downloads in 6 months (free) and about 20 downloads (paid) lol. It's tough to get your name out there, that's the real kicker.
I've decided that once I'm done university I will give one year to develop games full-time. Hopefully it works out, if not, i'll move on. If you want to succeed you have to try, and try hard!
Space Dash! - https://itunes.apple.com/us/app/space-dash!/id530383662?mt=8
120mm HEAT - https://itunes.apple.com/us/app/120mm-heat/id526258399?mt=8
To add to the thread, there is always a market for good games. Just the idea needs to click.
Yesterday I was reading an article that clash of clans with hayday (same company release) is earning 500000 $ a day. Obviously multiplayer but that's freaking awesome.
As more and more developers join the rat race it's harder now but still possible to make some decent money on the store.
Darren.
Lump Apps and My Assets
So if it took six people to design and code the game but also three people to make the graphics, four people to make the sounds and music, two people to make the animations, one person to make the cut scenes, and eight people to do the marketing, do we say that six people made the game because those were the employees of the company, or do we add up all the other people who had an impact on the game and say it was closer to 25?
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