Some Success with Gamesalad!

JustMe74JustMe74 Member, PRO Posts: 542
edited June 2012 in Working with GS (Mac)
Thanks to (mostly) everyone in this forum for being very helpful, and especially to @tshirtbooth and @FryingBaconStudios for their great tutorial websites. I went from just exploring GS as a prototype tool in March to releasing a full game with it this month. My game was released on the 5th, and so far, sales have paid for my Apple Developer License and Gamesalad Pro membership, and it continues to sell. This small success has encouraged me to continue with the other two apps I'm working on (an interactive story book and a word game).

If anyone is curious, my app is Pin's Penguin Puzzler, and it's available for iPhone, iPad, and Mac as well as Android (on Google Play, Amazon, and Barnes & Noble). I've had most success with the iPad, Mac, and Amazon versions. Google Play and Barnes and Noble have so far been a real disappointment -- maybe B&N will be better with the Nook specific storybook app I'm releasing next. Most of the reviews and emails I've gotten from players (and you can see a pretty good review here: http://www.theiphoneappreview.com/2012/06/pins-penguin-puzzler-ipad-app-review/ and here: http://bestappsforkids.com/2012/06/pins-penguin-puzzler-hd/) have noted the difficulty and loading times as a weakness. I plan to release an update addressing the difficulty, but the loading times would be hard to fix without completely re-engineering the game. However, this as much of a problem with the way I designed as it is with GS; had I used tables to build the levels, and put the level select and main menu screens on one scene, it would have been a lot faster. Maybe the GS LUA-free update will help a bit, whenever that comes out.

Anyway, I just wanted to post this to encourage people who might be on the fence about using GS as a serious tool, or might be getting discouraged about finishing an app; my game is not nearly as polished as it should have been, and with very little marketing, it still sold (and is selling) decently. With a more polished game and a little more marketing effort, there is no reason that you can't publish a hit game with GS. I know I learned a lot from making this one, and I am pretty sure that the next two are going to be a million times better.

I had been on the fence about using Stencyl or maybe Corona for the next two games, but after this experience (despite the 0.93 bugs fiasco) I think I'll stick to GS for the time being.

Anyway, kudos to the GS team (especially @LaurenSalad and @SaladStraightShooter for being up front and visible in the forum) and this forum community -- please get the LUA free version out as quickly as possible though! :)

Comments

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273
    Awesome man!

    Did you do any marketing?
  • JustMe74JustMe74 Member, PRO Posts: 542
    Nothing significant for this app.
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    I'm glad the site and videos could be of great help to you. It is stories like this that makes the effort I put in to do that stuff worthwhile. To approach success the most important thing is a real and positive outlook and it seems you have it in spades! You are a testament to all those individuals who give of their time to help on these forums and I am glad I could play a small part in that.
  • JustMe74JustMe74 Member, PRO Posts: 542
    Wow - holding pretty strong in the Top 10 Paid Kid's games for Mac OS X .... It was #3 yesterday (wish I had taken a screenshot of that!) and is #7 now.

    image
  • AppTekAppTek Member Posts: 152
    Great job man, the game is really well developed, you deserve it.
  • scrapee_netscrapee_net Member Posts: 424
    Nice job.

    How many downloads you are getting daily?
  • JustMe74JustMe74 Member, PRO Posts: 542
    edited June 2012
    scrapee -
    I'd rather not discuss the #'s publicly right now. I will write a post-mortem for this game when the sales slow down that gives more insight on how it did financially. I won't be quitting my day job, but in a week it has sold "many hundreds" of copies on all platforms.

    iPad, Mac, and Amazon seem to be the highest sellers overall by a huge margin right now. the iPhone version is just doing "ok" and the other Android outlets (Google Play - 2 sales.. lol and Barnes & Noble - 30 sales.. haha) are a real disappointment. They are an order of magnitude lower than any other individual channel.

    I'm surprised that my Android version has sold very many though -- there are some sound issues on a lot of the devices when more than one sound effect triggers. I mitigated this a little by removing some sound effects, but it's still choppy. Runs great with sound off though!
  • simo103simo103 Member, PRO Posts: 1,331
    @JustMe74 congrats it looks like a great app, well deserved!
  • EatingMyHatEatingMyHat Member Posts: 1,246
    Great job! Hope you will continue to see good sales.

  • JustMe74JustMe74 Member, PRO Posts: 542
    edited June 2012
    STILL selling... charts as of 7:00 ... surprising Mac sales just won't stop...

    image

    Right on the front page of the Mac App Store in the Games / Kids category (watch out Rovio!) :

    image
  • JustMe74JustMe74 Member, PRO Posts: 542
    edited June 2012
    If anyone is interested, it's still in the top 10 in the Games-Kids category in the Mac App Store (at #3 as of this writing, behind Angry Birds and Cars 2, and in front of Disney Princesses). While this doesn't translate into millions of dollars, it is a few hundred downloads a week. During the day, it stays pretty firmly in the Top 10 of the US store, and then it drops a little at night (but typically stays in the Top 50). It fluctuates a lot in the top level "Games" category, but has yet to fall out of the Top 200.

    Clearly people are looking for Mac games. I might start making it my primary platform over iOS. My sales for iOS are respectable, but not as consistent as this. With a game specifically targeted to Mac OS I think I could do really well in sales.


  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772
    This is great information, and great for you! Thanks for sharing all the details.

    Jamie
  • prajpraj Member Posts: 68
    how long did it take for u to build the app? the app i am building, i feel i shoud not start on the app just yet as i am still struggling to get the basics right.
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598

    @JustMe74

    Excellent news; well done! As you say, clearly people are looking for Mac Games (and penguins... ;-) ) Here's hoping sales continue for a long time for you. :-)

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • JustMe74JustMe74 Member, PRO Posts: 542
    @praj -
    I bought a very rough draft of this game from @tenrdrmr (one of the "Sous Chefs" here), which had the basic mechanics already done. Creating the graphics and 60 levels took the most time. It was about a month long project.

    In retrospect, there are a lot of things I would have done differently, but I'm not making any major updates to it right now (I am, however, fixing bugs as they are found by customers). It was a good learning experience. I have two other projects in the works right now.

    The Mac version is continuing to sell very well (10-20 copies a day), but the Android & iOS versions seem to have run their course. I released a free version for the iPhone that has 15 levels and ads, and it did boost my sales a teeny bit. I might make a 60 level free version for iOS that is ad supported.
  • anithmukanithmuk Member Posts: 235
    Interesting stuff, congratulations on the success!
Sign In or Register to comment.