Releasing your first game... what was some of your expectations, fails and successes?
I am very close to putting out my first game on the Apple App Store. I'm sure that we all have delusions of grandeur after we complete our first app and maybe even a small few of us actually achieve what we want. I am honestly just happy to have this game finished. I think that I have realistic expectations for my game because I know its short comings and strengths, but the knowledge I have gained over the past months has been invaluable. I sorta figured it was time to finish the game up and take my growing knowledge and start on something new... rather than constantly going back and implementing into my current game.
My question to you guys is what were your expectations when releasing your first game to the app store? Did your game do better or worse than you expected? Did anything happen with your game that you didn't expect after you released it (for better or worse).
My question to you guys is what were your expectations when releasing your first game to the app store? Did your game do better or worse than you expected? Did anything happen with your game that you didn't expect after you released it (for better or worse).
Best Answer
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DreamLab Posts: 2,127
Still working on my first game, haven't had much time with school and all. But the only advice I can give is make sure it's polished and looks like it came from Chillingo, Gameloft, EA, ect. If you want a successful game, the first step is having a great game.
Looks good- Attracts buyers
Game is fun- Word of mouth, good reviews
Word of mouth and good reviews- more buyers
Not all great games get noticed right away, so don't get down if your first game doesn't do so well.
Answers
Ace
Good luck!
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Mainly because, while I was proud of the accomplishment, the game just wasn't good enough.
This was back when GameSalad didn't even have a 'save' feature!
My first games aren't available anymore. But I learned the value of having good graphics, gameplay and music, and of taking my time to make something I was truly proud of.
So much time and effort goes into making a game that it does take it out of you after a while. I try, these days, to have no expectations going in as to how much it might sell.
Instead I focus on trying to make the game fun
Hope that helps,
QS
:
DDr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Then I took a good look at the game I thought it would make me rich and I said: "I was really thinking on becoming rich with this crap?"
Take your first games as a learning experience and then move on to make your games better and better until hopefully one day you will have your hit
Shadows Peak is an atmospheric psychological horror that explores the dark side of a player.
But then yeah, you look at it and it sucks, but that doesn't matter
Ace
The only tip I can give is this: The last 10% of an App is about 50% of the total effort if polished and honed well. And at that point, you just want to get the thing published. Take the time to make good screenshot/art for previews and a great product description. Look at other apps from proven developers to see how they describe their product and present images. Don't skimp on this- it is the ONLY thing aside from word of mouth that will get someone to pull the trigger on a purchase or download.
H