Sustainable income from gamesalad

oo7franoo7fran Member Posts: 25
Hi all

Unlike all of the other threads on how much money have you made. I would like to find out who in the community have been able to make a living off of making games with gamesalad. By that I mean turned full time developer. And how did you achieve it. What was the best source of income iAP, iAD or straight forward paid. Also how many games did you have on the market to achieve that. Not all of us want to be the creator of the next angry birds but I think that we would all love to be able to make a living as a developer making the games we would like to make.

Thanks you input and time is much appreciated.
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Comments

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    What I can tell you is this is a highly competitive business, which for one makes this community and it's helpfulness an anomalie. There is no secret sauce to achieving this as is true for all creative ventures. As an inde developer the more well rounded your skills the better. Understanding creativity in a mature way is a big part. Both my partner @RP and I have backgrounds in film, video, writing, computers, audio, voice work, motion graphic, art and business. Having consistent selling titles is all about creating interesting, entertaining, clever and well done games. These are the keys to any creative endeavor. The final requirement is persistence. Every game should be a stepping stone to the next. Dream chasing is very hard work and requires a never give up attitude. Good luck!
  • SearleSamaSearleSama Member Posts: 108
    edited April 2013
  • EbreezeEbreeze Member, PRO Posts: 481
    There's a few of us...figure out what sticks and work hard at it
  • oo7franoo7fran Member Posts: 25
    Thank you all for you comments I am glad to see that there are some living the dream so to speak. Another question is do all of your first games change as rapidly as mine? I'm am working on a platform game and have re-ajusted the mechanics about 10 times. It seems that the longer I work on it the more evolves. How do you deal or attempt to stop that as I am scared I get too far off my inicial idea?
  • CodeWizardCodeWizard Inactive, Chef Emeritus Posts: 1,143
    If your game isn't evolving before release then you're making a really simple game. Fun is elusive and you have to iterate in order to pin it down. Welcome to game development!
  • RPRP Member Posts: 1,990
    edited April 2013
    Being a developer and living off GameSalad alone? I'd would shoot for expanding your creation tools/SDKs. Part of being a developer is not just making games, it's consultation, creative work and sometimes projects that are multimedia focused but not game related.

    Be bold and take chances with your ideas. Most importantly do something different, partcularly if you want your work to be recognized. Originality is important, but sometimes different is still using familiar gameplay design elements (even basic) along with an original atmophere and environments that bring your game to life.

    Your game should evolve more as you go. New ideas to add on or perfect previous work. Even when you brainstorm or have all these epiphanies, you have to turn the facuet off at some point (as Fry and I say to eachother), otherwise you will never finish.
  • hunter.shunter.s Member Posts: 25
    If you work hard at the game development and you put your ideas into it, you just need to create more and more and hopefully you will achieve that! :)
  • WingmanappsWingmanapps Member Posts: 458
    edited April 2013
    iAds has been very stable for me the last 4-5 months.
    In-app has become my main income and is also very steady with a slight increase during the weekends.
    IOS paid - Big rush on release day and then its tends to fade out over a couple of weeks
    MacStore - Steady income with paid apps with a price tier 2 or 3
    Google.play - Paid :(( no luck for me
    still dont have any info regarding mobclix on google.play and amazon
  • ShaunEleryShaunElery Member, PRO Posts: 148
    I think questions like this are very relevent. I don't think anyone gets into this with only money on thier mind. But it takes som much time and emotion that money can and should come up.

    It would be cool if there were a closed forum for full-time game developers on this site. Only full timers could post, but everyone else could read and glean wisdom.
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    Most business don't share financial info. I don't understand why people feel entitled to know my finances. Download sure, money no.
  • ChakkuChakku Member Posts: 1,513
    If your game isn't evolving before release then you're making a really simple game. Fun is elusive and you have to iterate in order to pin it down. Welcome to game development!
    @CodeWizard
    Actually, I think a complex game performs worse than a simple one. Sounds odd, but think about it- Infinity Blade is a very complex 3D game, but then Doodle Jump is a very simple 2D game...and Doodle Jump was much more successful than Infinity Blade (Infinity Blade hovers around 200 Top Overall, while Doodle Jump is currently in the Top 25)

    Chakku

    P.S. Not saying you're wrong, (I gave you an 'Agree') but just wanted to point out that really simple games can be fun too! :p
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    @chakku you are missing his point. He talking creatively not complexity.
  • ChakkuChakku Member Posts: 1,513
    @chakku you are missing his point. He talking creatively not complexity.
    Ohhhhh, ok. Well in that case, my other comment was unnecessary, but I suppose I'll still keep it up.

    Chakku

  • oo7franoo7fran Member Posts: 25
    First off thank you for all the comments. @FryingBaconStudios I am less interested in knowing the amount of money you have made and more interested in how it was made. There is no simple recipe for a successful game nor is there one for which of the game types make it eg. Paid, iAds or iAp. I am simply asking what has worked for the community members that have already made it as a full time developer. So that I am able to make an informed decision when the time comes to do it myself. As that is the goal being able to do what I love. And being able to provide for my family while doing it.
  • oo7franoo7fran Member Posts: 25
    @FryingBaconStudios and @Chakku in this case both your comments are valid and answers and addresses some of my concerns. My game evolves creatively as well as in complexity. The more skilled and confident I get in my ability the more it evolves. The problem however is that this does not happen over the course of a couple of games it happens while doing one game. So my interest lies in how to know when to stop. As I am scared I get to far off my inicial idea. Which is original in its consept. So I guess I should reprase my question to. When you start with an idea do you stick with it all the way through? And if and when you make changes to it how do you stop?
  • WingmanappsWingmanapps Member Posts: 458
    edited April 2013
    @FryingBaconStudios I understand where you're coming from. whats difficult with these forums is the cultural differences that people have coming from all over the world.

    Personally I dont mind sharing financial information. Maybe because that information is accessable to anyone anyway, due to corperate tax laws in denmark.

    But to answer the initial question @oo7fran

    these numbers are from 1 of my games

    iAds
    image
    as you can see - talking about sustainable income, I feel iads has that potential. Ofcause it will eventually slow down. But it provides an acceptable base income and its has potential to be a good platform to build revenue on top of that.

    In-app
    image
    In-app has proven for me, that it has way more potential then just going paid. Going free will get waaaaay more downloads then going paid (No !@#$% captain obvious) - Then its up to you to create enough value to convert those freebies to inapps.

    We are still doing alot of research and testing different business models. So we havent released any high profile games yet (work in progress) I think its important to know what works for you as a developer before releasing a project thats been under developement for a year. I would not risk it.

    thats why we have released a few smaller projects to see what works for us before going all in :D

    All the information gathered will be put in the next big project.
    And hopefully this translates into even bigger sales.

    Hope this gives you some insight of what I concider sustainable income.
  • oo7franoo7fran Member Posts: 25
    @Wingmanapps thank you for sharing this info it is very helpfull I was considering doing exactly that free with in app purchases. But that opens up more questions when you did in app parchases dit you go the route of in game currancy. Where you can purchase any items or the route of once off purchases eg. Unlocking new "heros" or weapons or things like that? Or a mixture of both. Thanx for the comment
  • WingmanappsWingmanapps Member Posts: 458
    edited April 2013
    @oo7fran well right now I only have games with non-consumable inapp where you unlock the full game and remove all iads. My next BIG project will have consumable in-app - but the process is basicly the same. Create enought value to convert your user to a customer.

    There are some factors you need to concider.
    whats your targetgroup - Parents hates consumable in-app. so dont make kid games with it.
    Creating in-game currency can be tempting. I personally think theres a fine line whats acceptable. It should always be clear what you're offering and what "your" currency is worth. If its not clear to your users, you wont have any success with it.

    there's alot of psychology here aswell. where, when and how you present your purchase offer.

    The average user has an attention span of 8 sec (http://www.statisticbrain.com/attention-span-statistics/)
    That does not give you alot of time to convert that user into an in-app purchase

    So where you place your in-app button will have great effect on your sales aswell

    image

    Most people are right handed and use their thumb to navigate.
    as you can see in the picture and maybe try it your self - Some areas are a big NO NO! if you want users to touch/click them.


    Its all these factores combined that makes a difference.
    I could go on for hours 8-} but I think you get the point
  • izamizam Member, PRO Posts: 503
    thank you @Wingmanapps very insightful!
  • WingmanappsWingmanapps Member Posts: 458
    @izam glad you liked it. Ive been meaning to make a "how to optimize your sales" post for a while now. But havent really gotten around to it yet. will collect some more information and make one soon.
  • PimanPiman Member, PRO Posts: 165
    http://indiegames.com/2013/04/the_8_keys_to_indie_success.html

    This article is horrible. The writer copies game and made the most money copying Minecraft. Yes, there are arguments Minecraft isn't that original, but the point is the writer has no passion or soul for games, just tries to make a buck by attempting to copy whatever is hot currently.

    And honestly GameSalad is frequented by too many copycats as well. Your own tiny wings game! Your own angry birds game! Fruit Ninja! Come on people, come up with something yourself. Yuck.
  • oo7franoo7fran Member Posts: 25
    @Wingmanapps thank you I agree with @Izam very helpfull and I think it would be high time to do a post on how to optimize your sales think a lot of people me including would find it very helpfull.
  • oo7franoo7fran Member Posts: 25
    A question though @Wingmanapps putting the phone into landscape changes things around a lot as people right or left handed would have to use both hands the green arrows would the obviously point to the right hand upper corner. Are there any opinions on creating a setting to change between left or right handed HUD. Moving the buttons to the oppropriate side. Any thoughts?
  • oo7franoo7fran Member Posts: 25
    edited April 2013
    @Piman agree totally but there have been a lot of copied games that have created there own following in there own right. I think they do have a place in the market if they are not a total copy and complete rehash with some added variation in the gameplay. By that I mean same game machanics or some variation of it.
  • WingmanappsWingmanapps Member Posts: 458
    http://indiegames.com/2013/04/the_8_keys_to_indie_success.html

    This article is horrible. The writer copies game and made the most money copying Minecraft. Yes, there are arguments Minecraft isn't that original, but the point is the writer has no passion or soul for games, just tries to make a buck by attempting to copy whatever is hot currently.

    And honestly GameSalad is frequented by too many copycats as well. Your own tiny wings game! Your own angry birds game! Fruit Ninja! Come on people, come up with something yourself. Yuck.
    I dont really get your connection to that article with this thread. we're talking about sustainable salestechniques - not copying games?
  • oo7franoo7fran Member Posts: 25
    @Wingmanapps the article was originally posted in the thread by @BenMakesGames. I don't know but I definately found some of it useful even if it was a bit off topic thanx for all the posts.
  • WingmanappsWingmanapps Member Posts: 458
    @Wingmanapps the article was originally posted in the thread by @BenMakesGames. I don't know but I definately found some of it useful even if it was a bit off topic thanx for all the posts.
    oh sorry i missed that post :)

  • oo7franoo7fran Member Posts: 25
    @Wingmanapps no problem. :D
  • LucidFuelLucidFuel Member, PRO Posts: 28
    Im wondering the same thing. I think a lot of us who are trying this is thinking. I dont need to make millions. But how many of you guys do this full time?

    I think everybody just wants to make enough to support themselves and work for themselves. Not everybody needs to be a billionaire. I read in posts about how people haven't made a million off one app, but instead made a million via a steady stream of less successful but still selling apps.

    I think in the end thats my goal. To get enough that I can work for myself.
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