@poisenden I think these people bring up valid points. However, this does not mean I don't think you should start this startup. In my opinion, you should take some time of and work on a paid game and/or change your highly successful (300k+ ) download app to paid temporarily and report the $$ sales you make. (Before you change it to paid, do some marketing so you can prove your marketing skills) You should also work on your other services, and report of how they were also successes.
If you do those things above, I feel that people will be more assured of your marketing, development, and leadership skills, and you will get the people you're looking for!
@dhondon Prove my skills? Ha! I have sold over 300k units of my game. What more do you need?
Downloads is not the same as sales.
As @Chakku says, it's probably a good idea to actually do what you say you can do on a commercial product. Preferably with an experienced hand to teach you how to do it. And then do it again. And then, again. Basically, prove that what you say you can do is repeatable and was not just a fluke.
Also, internet forums are pretty anonymous. Nobody has any idea if you're even the person who actually DID do the stick figure runner. Maybe you have a link to an online portfolio? They're pretty common these days, and (obviously) a good way for people to learn about who you are/what you do.
People would want to know who they're partnering with. At least, if they're the kind of people worth partnering with.
@Chakku I already changed it to paid, but I'm not going to disclose revenue figures.
Oh no, you don't have to do that. You can just say that it was a great success (if it was) and then tell the people that are interested. That way people that are interested can know that you're capable, and you won't be disclosing it publicly on the forums
So all of these where sold for 0.99$ or more? Just checking. Giving something away for free isn't considered a sale where I come from.
@dhondon Prove my skills? Ha! I have sold over 300k units of my game. What more do you need?
Downloads is not the same as sales.
As @Chakku says, it's probably a good idea to actually do what you say you can do on a commercial product. Preferably with an experienced had to teach you how to do it. And then do it again. And then, again. Basically, prove that what you say you can do is repeatable and was not just a fluke.
Also, internet forums are pretty anonymous. Nobody has any idea if you're even the person who actually DID do the stick figure runner. Maybe you have a link to an online portfolio? They're pretty common these days, and (obviously) a good way for people to learn about who you are/what you do.
People would want to know who they're partnering with. At least, if they're the kind of people worth partnering with.
Not doubting you @poisenden, but in general you can't trust everything a person says on the internet without some kind of proof...
Thanks for all your feedback everyone. I agree, I wouldn't want to work with someone who I didn't know or trust at all. @dhondon it doesn't matter if they are free downloads or not. It's still an impressive accomplishment. I only know for a fact that 1 other person on the forums has gotten more free downloads than me, and he got 500k from the brazilian appstore.
My game has sold better than half the "success stories" (epigs dash got number 1 on chilean store, I got to 1 on chilean, argentinean, and finland stores). Check App Annie rank history for Stick Run by Global Whirl. If you don't believe that, check on the GS marketplace for the template.
So I don't need to 'prove' anything. Beating almost every GS game created in terms of downloads certainly isn't a fluke. (Now I mean almost every, I'm sure there are a few that have done much better than mine, but still..)
. . . but sounds and music are still an important factor. And I think it's counter-productive to consider them lesser importance than graphics (or programming). A great programmed game with slick graphics can be made even greater with decent music and sound effects . . .
Thanks for all your feedback everyone. I agree, I wouldn't want to work with someone who I didn't know or trust at all. @dhondon it doesn't matter if they are free downloads or not. It's still an impressive accomplishment. I only know for a fact that 1 other person on the forums has gotten more free downloads than me, and he got 500k from the brazilian appstore.
My game has sold better than half the "success stories" (epigs dash got number 1 on chilean store, I got to 1 on chilean, argentinean, and finland stores). Check App Annie rank history for Stick Run by Global Whirl. If you don't believe that, check on the GS marketplace for the template.
So I don't need to 'prove' anything. Beating almost every GS game created in terms of downloads certainly isn't a fluke. (Now I mean almost every, I'm sure there are a few that have done much better than mine, but still..)
So, what you're saying is that you're a kid who has not the foggiest idea of what they're doing.
It must've rolled right next to mine. We can roll our eyes together. Sound is just as important as visuals, and do just as much in setting the mood. Sound/Music is the ONE thing I'm shelling out real money for on my GS project. Graphics folks (of which I am one) are easy to come by - real musicians are a whole other story. And I don't know about you, but the last thing I'd want is a musician being distracted by having to write documentation as well, which is typically the Game (not Graphic) Designer's thing.
Well said !
(I have to say that as my day job is composing for film/TV !!).
There's no point in distributing shares for a weekend-only "company."
It's no big deal, they are weekend shares 8-X
If the idea was decided upon in half an hour, you're so doing it wrong I wouldn't even know where to begin. "Let's make a sci-fi shooter" is easy to say. Now, make it unique so it stands out from the 99.9% of shovelware in every app store. Oops! That takes serious effort. Ideas are worthless - executing them is a different story.
Absolutely agree, the ideas stage starts at the beginning and continues all the way to the end, it's not simply a half hour process at the start . . . "Hey guys, I got an idea for you, I scribbled it down in the gym, alien skull crushers, freaking cool yeah !? Ok, here you go [hands over the scribble] . . see you in 6 months, good luck"
@Socks@PixelMetal It's clear you don't want to join the team, so please stop commenting. I'm sure I could point out the flaws in every one of your ideas too.
Take the top 50 best made game salad games and I bet half didn't even make the $100 dev fee back.
If those statistics are true, maybe I shouldn't finish work on my game(s)...
I wouldn't be so hasty, it (his claim) is a bald assertion, he's not corroborated it, he's just made the figure up in his head, no disrespect to poisenden (or any children trying to do something ambitious), but he's just a 14 year old kid.
We're not asking people to work with us without any proven experience in what we want to do - you are. These are the kinds of questions and discussions anyone worth considering as a business partner would ask and should expect.
@Socks@PixelMetal It's clear you don't want to join the team, so please stop commenting.
This is a public forum, I think if someone has an opinion on this (positive or negative) then there's nothing wrong with them expressing that opinion, you are essentially attempting to employ people professionally, I don't think it's wrong to question this arrangement as thoroughly as possible.
I'm sure I could point out the flaws in every one of your ideas too.
Would you rather people not point out what they feel are flaws in this idea ?
Quite ambitious as always. You seem to have an ability to market your stuff, but marketing and number of downloads does not equate to quality, sucess and more importantly reputation. If you have the capital, I'm sure you can get what you want, however some folks here are looking out for other's best interests. Your proposal has some pulling more weight than others, and your philosophy on game design goes against what many find or have learned to be sacred.
For those looking poisenden's acomplishments, look into past threads or look up Stick Run. The rest you can figure out youself. This is why I'm saying less and less in these topics.
My game has sold better than half the "success stories" (epigs dash got number 1 on chilean store, I got to 1 on chilean, argentinean, and finland stores). Check App Annie rank history for Stick Run by Global Whirl.
) I did check AppAnnie as you suggested... @poisenden Your app was #1 in 3 countries, with an alleged 300k downloads...
Epig Dash was, in fact, #1 in 22 countries! Doodle Destroy was #1 in 18 countries! (They both also had top 10 rankings in a ton of other countries, but I'm only counting the #1's) Spooky Hoofs was #1 in 6 countries! (Those were through paid downloads, I think, but I'm not sure about that)
Doodle Destroy has had over 1,000,000 downloads (Although that figure is 3 years old, probably some more by now ) Loonimals has gotten over 300,000 downloads.
Secret of Grisly Manor has gotten over 500,000 downloads, of which 300,000 were PAID ($0.99) SALES!!
There was also an unnamed GameSalad app that quickly became a #1 Entertaintment app and made over $3,000,000 (that's SALES not DOWNLOADS)
Well it's not my job to research this, but you should do your own research before you make those claims! I bet most of the success stories did come out #1 in over 3 countries, and had more than 300k FREE downloads, as well as many non-success-story apps that have made a ton more downloads, and even apps that made more SALES than your DOWNLOADS.
I did like your previous service of buying failed games (games that didn't, and had no hope of making back the dev fee) which was noble indeed, but please do be more cautious, and do some homework before making some crazy statements like that!
Take the top 50 best made game salad games and I bet half didn't even make the $100 dev fee back.
If those statistics are true, maybe I shouldn't finish work on my game(s)...
no disrespect to poisenden (or any children trying to do something ambitious), but he's just a 14 year old kid.
@Socks ) (By the way, I obviously wasn't serious on stopping work on my games, based on a 'bet' like that )
Thanks for all your feedback everyone. I agree, I wouldn't want to work with someone who I didn't know or trust at all. @dhondon it doesn't matter if they are free downloads or not. It's still an impressive accomplishment. I only know for a fact that 1 other person on the forums has gotten more free downloads than me, and he got 500k from the brazilian appstore.
My game has sold better than half the "success stories" (epigs dash got number 1 on chilean store, I got to 1 on chilean, argentinean, and finland stores). Check App Annie rank history for Stick Run by Global Whirl. If you don't believe that, check on the GS marketplace for the template.
So I don't need to 'prove' anything. Beating almost every GS game created in terms of downloads certainly isn't a fluke. (Now I mean almost every, I'm sure there are a few that have done much better than mine, but still..)
So, what you're saying is that you're a kid who has not the foggiest idea of what they're doing.
Quite ambitious as always. You seem to have an ability to market your stuff, but marketting and number of downloads does not equate to quality, sucess and more importantly reputation. If you have the capital, I'm sure you can get what you want, however some folks here are looking out for other's best interests. Your proposal has some pulling more weight than others, and your philosophy on game design goes against what many find or have learned to be sacred.
For those looking poisenden's acomplishments, look into past threads or look up Stick Run. The rest you can figure out youself. This is why I'm saying less and less in these topics.
I must agree with what @RP said. @poisenden, perhaps your games did get a lot of downloads, but I just checked your Apple Dev. Account, and wasn't too impressed with what I saw... (Your graphics really need some improvement ) No offense to you, but I suggest that you take some time, with an artist, and go over the graphics for your games. As @RP said, many people are against making low-quality (i.e not-so-good graphics) games, and I think that you will get more people when your games are of respectable quality.
SlickZeroHouston, TexasMember, Sous ChefPosts: 2,870
edited February 2013
@poisenden - I admire your initiative, and ambition. But for the 3rd time you are posting about a service you are providing, and for the 3rd time I'm having to tell you that if you want to post something like this, you need to contact @SaladStraightShooter and ask him to add your service to the "Useful Links" thread. You've completely ignored me twice already, and now you're back for strike 3.
Are you still active with the other 2 services you posted about last week, or are you just moving from idea to idea until something takes hold? (rhetorical)
Like I said, I admire your initiative, but you have completely ignored my request, and continue to break the forum rules, and post more services. I'm closing this one down just like the last 2, and again, contact @SaladStraightShooter to have him add you to the stickie thread.
I'm not trying to be a jerk, but you are continuously breaking the forum rules, and ignoring any requests to correct it. Any more posts like this, and I won't close them anymore, they will just be deleted.
Comments
If I send you an stick-figure as a sample and claims that I can make all kinds of graphics, would you hire me?
I think these people bring up valid points. However, this does not mean I don't think you should start this startup.
In my opinion, you should take some time of and work on a paid game and/or change your highly successful (300k+ ) download app to paid temporarily and report the $$ sales you make. (Before you change it to paid, do some marketing so you can prove your marketing skills)
You should also work on your other services, and report of how they were also successes.
If you do those things above, I feel that people will be more assured of your marketing, development, and leadership skills, and you will get the people you're looking for!
Hope this helps
Chakku
As @Chakku says, it's probably a good idea to actually do what you say you can do on a commercial product. Preferably with an experienced hand to teach you how to do it. And then do it again. And then, again. Basically, prove that what you say you can do is repeatable and was not just a fluke.
Also, internet forums are pretty anonymous. Nobody has any idea if you're even the person who actually DID do the stick figure runner. Maybe you have a link to an online portfolio? They're pretty common these days, and (obviously) a good way for people to learn about who you are/what you do.
People would want to know who they're partnering with. At least, if they're the kind of people worth partnering with.
Not doubting you @poisenden, but in general you can't trust everything a person says on the internet without some kind of proof...
I agree with @PixelMetal.
Chakku
My game has sold better than half the "success stories" (epigs dash got number 1 on chilean store, I got to 1 on chilean, argentinean, and finland stores). Check App Annie rank history for Stick Run by Global Whirl. If you don't believe that, check on the GS marketplace for the template.
So I don't need to 'prove' anything. Beating almost every GS game created in terms of downloads certainly isn't a fluke. (Now I mean almost every, I'm sure there are a few that have done much better than mine, but still..)
Thanks for the confirmation.
(I have to say that as my day job is composing for film/TV !!). It's no big deal, they are weekend shares 8-X Absolutely agree, the ideas stage starts at the beginning and continues all the way to the end, it's not simply a half hour process at the start . . . "Hey guys, I got an idea for you, I scribbled it down in the gym, alien skull crushers, freaking cool yeah !? Ok, here you go [hands over the scribble] . . see you in 6 months, good luck"
Interested ?
D/P
"Ha! I have sold over 300k units of my game. What more do you need?"
Anyone else picturing this on Dragons Den?
Quite ambitious as always. You seem to have an ability to market your stuff, but marketing and number of downloads does not equate to quality, sucess and more importantly reputation. If you have the capital, I'm sure you can get what you want, however some folks here are looking out for other's best interests. Your proposal has some pulling more weight than others, and your philosophy on game design goes against what many find or have learned to be sacred.
For those looking poisenden's acomplishments, look into past threads or look up Stick Run. The rest you can figure out youself. This is why I'm saying less and less in these topics.
@poisenden
Your app was #1 in 3 countries, with an alleged 300k downloads...
Epig Dash was, in fact, #1 in 22 countries!
Doodle Destroy was #1 in 18 countries!
(They both also had top 10 rankings in a ton of other countries, but I'm only counting the #1's)
Spooky Hoofs was #1 in 6 countries! (Those were through paid downloads, I think, but I'm not sure about that)
Doodle Destroy has had over 1,000,000 downloads (Although that figure is 3 years old, probably some more by now )
Loonimals has gotten over 300,000 downloads.
Secret of Grisly Manor has gotten over 500,000 downloads, of which 300,000 were PAID ($0.99) SALES!!
There was also an unnamed GameSalad app that quickly became a #1 Entertaintment app and made over $3,000,000 (that's SALES not DOWNLOADS)
Well it's not my job to research this, but you should do your own research before you make those claims! I bet most of the success stories did come out #1 in over 3 countries, and had more than 300k FREE downloads, as well as many non-success-story apps that have made a ton more downloads, and even apps that made more SALES than your DOWNLOADS.
I did like your previous service of buying failed games (games that didn't, and had no hope of making back the dev fee) which was noble indeed, but please do be more cautious, and do some homework before making some crazy statements like that!
Chakku
)
(By the way, I obviously wasn't serious on stopping work on my games, based on a 'bet' like that ) @PixelMetal
) ) I must agree with what @RP said. @poisenden, perhaps your games did get a lot of downloads, but I just checked your Apple Dev. Account, and wasn't too impressed with what I saw... (Your graphics really need some improvement )
No offense to you, but I suggest that you take some time, with an artist, and go over the graphics for your games. As @RP said, many people are against making low-quality (i.e not-so-good graphics) games, and I think that you will get more people when your games are of respectable quality.
Chakku
Are you still active with the other 2 services you posted about last week, or are you just moving from idea to idea until something takes hold? (rhetorical)
Like I said, I admire your initiative, but you have completely ignored my request, and continue to break the forum rules, and post more services. I'm closing this one down just like the last 2, and again, contact @SaladStraightShooter to have him add you to the stickie thread.
I'm not trying to be a jerk, but you are continuously breaking the forum rules, and ignoring any requests to correct it. Any more posts like this, and I won't close them anymore, they will just be deleted.