Sustainable income from gamesalad
oo7fran
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.
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.
Comments
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
http://www.youtube.com/watch?feature=player_embedded&v=EF_xdvn52As#t=86s
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.
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
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.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
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!
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
Chakku
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
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
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
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.
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
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
All my games on Google Play
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 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.