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did anyone have ever made 1 million dollars using Gamesalad?

decaoeudecaoeu Posts: 61PRO
So guys, i was looking at some games made with Gamesalad, and some games are pretty cool and possible they had good sells, like Chesseman ( still think this is the best Gamesalad game ever made ) and LAD, so i was wonder, did any Game, made with Gamesalad had reached 1 million sells?

Comments

  • bjandthekatzbjandthekatz Orlando, FlPosts: 1,375Member
    There has been 1 (Maybe More) that has reached a million downloads (Free)
    Doodle Destroy

    http://gamesalad.com/creator/stories
  • beefy_clyrobeefy_clyro Posts: 5,390Member
    Thank you for the kind words on LAD, very much appreciated .. I can tell you though, its made no where near 1 million dollars ... and thats across App Store, Mac App Store, Google Play and Amazon! It's very much a tough market out there!
  • PBEmpirePBEmpire Posts: 676Member
    1 milion what? I dont think people will be too willing to share how much money they made for obvious reasons!
  • zzap64zzap64 Posts: 405Member
    Arrghhhh @SlickZero, you beat me to it. I've been waiting for the moment to post that video snippet when ever anyone asks how many $$$ have been earned or units sold.
    1 Millllliiiooooon Dolllars...:)
  • The_Gamesalad_GuruThe_Gamesalad_Guru Posts: 9,913Member
    Yes long ago Dr. evil held the Gamesalad publishing system hostage and demanded one millionnnnnnn dollars to turn it back on.
  • RPRP Posts: 1,990Member
    edited June 2013
    If your focus is $$$ and not making games out of passion and love of gaming/game design, you are in the wrong place. There's a difference between a game developer and fortune seeker. Guess which one actually makes good games.
  • LumpAppsLumpApps Posts: 2,869Member
    A million worries maybe :))
  • ORBZORBZ Posts: 1,303Member
    @RP

    Without funding, how does the game maker make?
  • DeadlySeriousMediaDeadlySeriousMedia ArizonaPosts: 838Member
    @orbz Time
  • IcedBIcedB Posts: 384Member, PRO
    With those morals, you're likely to be more profitable setting up a whore house

    Check out my other apps at and get in touch with me at : www.freshtouchmedia.com

  • The_Gamesalad_GuruThe_Gamesalad_Guru Posts: 9,913Member
    I think at @RP's point is be great creatively and make games that entertain people. You can't do that by some dispationate methodology. Make a great game and the rest takes care of itself.
  • beefy_clyrobeefy_clyro Posts: 5,390Member

    Make a great game and the rest takes care of itself.

    Not true unfortunately ... I've seen so many great games fail :(

    Still, I agree with the ethos, if your goal is to get rich quick, i think you'll find you'll fail. It's such a hard market now, if you're not doing it for the love of creating games, you're likely to end up depressed and disappointed ;)
  • The_Gamesalad_GuruThe_Gamesalad_Guru Posts: 9,913Member
    @Beefy_clyro I agree. I was talking to some people who were asking me about what it's like developing games. I said the same thing after making a great game it's really up to luck or chance to go viral. That is unless one has a sizable ad budget. I think they key becomes have a great portfolio of games. Our plan is to keep adding tables to puck it as kind of our current franchise game and do make a series of smaller minute burner type games. Same level of quality but just not as elaborate in scale.
  • beefy_clyrobeefy_clyro Posts: 5,390Member
    Yeh I think building a decent portfolio is a good move, as far as indie's go, you want a decent reputation about you!
    I tried to go down the minute burner route with LAD:Run but it actually ended up taking a lot and I got a bit carried away with it in places. D'oh! Seeing that you update content is always good too.
  • kinzuakinzua Posts: 554Member
    to make a good game, you need to be honest, at least to yourself. if you making something good you want to earn reputation as well as money. Be fair to yourself and your players.

    You don't go to a Ferrari store and say 'hey, i would have bought that if it were free.' People pay for the hard work and choices that went behind it and likewise Ferrari charges for that sweat. And boy, do they have a big mouth when asking for the price it is worth. Well , hell yeah.
  • DreamLabDreamLab Posts: 2,127Member
    The Secret of Grisly Manor made a pretty good amount of money back in the day. But I don't think any of them have ever profited a million dollars.

    Everyone puts money down as if it's shameful to strive towards. Is it more greedy to say your goal is to make it big, than to make a decent living selling templates? Nobody seems to think about it that way. There are the people who love games, the people who love money, and the people who love both.


    Bottom line, make a great game and hope for the best. If you don't hit the mark you want, try again.

    @kinzua In relation to the ferrari store, I often use big purchase items like that to help motivate me to finish something. It helps, trust me!
  • Braydon_SFXBraydon_SFX Posts: 8,966Member, Sous Chef, PRO, Bowlboy Sidekick GameSalad Employee
    Well said, @DreamLab!
  • LumpAppsLumpApps Posts: 2,869Member
    Don't we all love games but need money (for food, shelter and lots of puppies).
    I have no need to make it big but am trying to make a living. So indeed no shame on asking money. No one can live on Rock 'n' Roll alone.
  • beefy_clyrobeefy_clyro Posts: 5,390Member
    I think some of you are missing the point behind the sentiment .... If all you want is money, if thats your ONLY driving factor, you're likely to make a crap game and stand very little chance of making money!

    Having ambitions and dreams of making money is fine, just hopefully you want to do it by making good games and not jumping on a cash cow and exploiting people
  • The_Gamesalad_GuruThe_Gamesalad_Guru Posts: 9,913Member
    @beefy_clyro you're exactly right! No one is saying making money is bad. What we're saying is if you think you're going to download GS cobble together a half a$$ game, you're not going to make even enough money to cover your basic costs. Even if you make a great game, it's hard to make living off of money. You have a better chance of hitting the loto than making a million dollars on an independent game. So one should prepare themselves for it to take years to build up a portfolio good enough to make some fair money. It's like the loto the more you play the better your chances. The key is to keep making great games and maybe overtime one of them will go viral and drive traffic to your other games.
This discussion has been closed.