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Gamesalad success stories?

avemonavemon Posts: 16Member
edited November -1 in Working with GS (Mac)
Hey guys! does anyone have any success story that would like to share with the rest of us? Gamesalad was released sometime ago so I guess maybe we already have a big time winner =)... anyone? if you could/want add sales#s would be awesome!!

Comments

  • EastboundEastbound Posts: 1,074Member
    Search the forums, there are already a few threads like this!
  • avemonavemon Posts: 16Member
    I did, i didnt find any :S
  • gregr209gregr209 Posts: 441Member
    I can't say I have had super success or even made much money yet but I did get a mention in a local business magazine.

    http://www.cvbizjournal.com/index.php?option=com_k2&view=item&id=433:creative-entrepreneurs-jump-into-the-world-of-iphone-‘apps’&Itemid=77

    That was pretty cool :-)
  • PhoticsPhotics Posts: 4,154Member
    It depends on the measure of success. Financially, GameSalad was not abysmal failure for me... but a failure none-the-less. After months of hard work for three different GameSalad projects, I've barely covered the costs of the software. I had about 120 sales. (Some people around here do that in a day.) But considering that I bought artwork and music licenses, which were used in two of my projects, I'm still at a loss.

    If I had done nothing, I'd have more money. Furthermore, I wouldn't have been diverted from other Photics.com projects, which were far more successful.

    However, GameSalad has other measures of success. It was a lot of fun to make my own games. I feel proud knowing that I made a launch day app for the iPad. And while I'm still not happy with the controls for Photics: Revisions - Course Correction, I really like Photics: Fireball and the Photics: Toolbox. I like to play Photics: Fireball... it's somewhat mesmerizing... I can sit and keep playing.

    This is a business and a hobby to me. Mainstream video games have been frustrating me. They just don't seem as fun as they used to be. So instead, I have fun making my own games.

    Also, I too was mentioned in the press.
    http://www.businessinsider.com/is-it-easier-to-develop-games-for-the-ipad-than-the-iphone-2010-4

    As you can see from one of the comments, GameSalad wasn't well received. It's easy to bash GameSalad, but I think that might be short-sighted. GameSalad is still in beta. Depending on how the software improves, this could be a really exciting place to be.
  • kegonationkegonation Posts: 6Member
    People say they don't make much money off the app they made. The thing you need to know is how to market. Good marketing strategies could get you far. You could have a truly amazing app but it wont get anywhere if you cant market it.
  • ozboybrianozboybrian Posts: 2,102PRO
    Marketing is the key. I've been planning all my Marketing Methods since I started almost a year ago.
    Can't wait to submit a quality games!
  • BIG_THINKIN_APPSBIG_THINKIN_APPS Posts: 875Member, PRO
    for me I made like 5 dalliers but when U put my apps out for free than I get like 100 sales in less than 24 hours. So it depends on the app and the cost.
  • DeepBlueAppsDeepBlueApps Posts: 4,912Member
    edited January 2012
    Not many of you know i spent 3 years making next to nothing when i started many years ago, it takes patience, time and belief...oh and a little luck and it also depends how you measure success?

    Success for me means having a great team around you including the other half:P

    Darren.

    FREE GS Templates
    FREE GS Tools
    Video Tutorials
    Forum
    3rd party marketplace

  • heathccheathcc Posts: 113Member
    As mentioned before, measurement of success varies from person to person. I've released two iPad apps so far and made more than a $1000 from each over six months. It isn't a tremendous amount of money, but it only took about 40 hours total to make them and it has been a fun experience. I have a few things on deck right now that I'm quite confident about to do at least twice as good.

    Even if I'm only selling 5-10 copies a day that still adds up every month to a hobby I made money off.

    Here is the #1 problem I've seen from being here and using GS for over a year: People have an idea for a game and try to shoehorn GS into being the tool to pull it off no matter what. You are MUCH better off learning what GS does well and then constructing a game idea around that. Many people have pulled off amazing things with GS, but it isn't the tool for everything. It is incredible within it's range.

    R
  • BIG_THINKIN_APPSBIG_THINKIN_APPS Posts: 875Member, PRO
    edited January 2012
    WOW JUST THIS WEEK I GOT 460 this week DOWNLOADS AND I'M ONLY 11 YEARS OLD.
  • JamieOneilJamieOneil Posts: 872Member, PRO
    @flipflopgames Thats very good!
    Im 14 and im coming up to just about 3000 Downloads (mixed of free & Paid apps)
  • BIG_THINKIN_APPSBIG_THINKIN_APPS Posts: 875Member, PRO
    same here I'm going to get a great app on the app store for free and hopefully get lots of downloads.
  • JamieOneilJamieOneil Posts: 872Member, PRO
    Free apps always get more downloads, About 2000 of my sales are free apps
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