Somewhat Disappointing Sales
TouchTiltGames
Member Posts: 1,162
Ok well Rodent Rage has been out for a week +1 day and I've had almost 200 sales. For my first game, doing everything myself (with odd help from GS'ers) and it being on the iPad I guess that's alright. It's also got a few reviews on sites and game podcasts.
The sales are really dropping now though. Do I regret not going with a major Publisher instead when I had the chance? Nope, I think I really wanted to "own" this game because damnit, I put a lot of work into it and they wanted too much of the pie - perhaps next time.
I am kinda disappointed though that I don't think I'll see a return on my (time) investment on the iPad, so I'm hoping that the iPhone version does better. It made N&N in Action/Adventure but not in overall games, which really sucks as I had thought it would with that many sales and positive reviews.
All in all it's my first of many games and as soon as I'm done the iPhone version, I'll be starting the next game.
The sales are really dropping now though. Do I regret not going with a major Publisher instead when I had the chance? Nope, I think I really wanted to "own" this game because damnit, I put a lot of work into it and they wanted too much of the pie - perhaps next time.
I am kinda disappointed though that I don't think I'll see a return on my (time) investment on the iPad, so I'm hoping that the iPhone version does better. It made N&N in Action/Adventure but not in overall games, which really sucks as I had thought it would with that many sales and positive reviews.
All in all it's my first of many games and as soon as I'm done the iPhone version, I'll be starting the next game.
Comments
It's funny, just yesterday while standing in line at the grocery store, I said to my GF - "You know what, I'm not spending 3 months on a game anymore, I'm going to do 1 week for coding, 1 week for art/design, 1 week for marketing"...so 3-4 weeks as you just said
And probably not iPad versions as an initial release.
I think it's most prudent to work on a game until its done, or the best you can make it with the tools you have. That's not to say a game can't be made in a month, or less, but striving for quality, rather than a time frame, is the only way you can be sure you're giving people an experience you're proud of, and thus ultimately one that might 'catch fire'. Which is especially important as the app store is very much a word of mouth driven marketplace.
The best part of the App store is that there is no inventory. A game doesn't have to sell right away or risk losing shelf space, and going away forever. Of course it helps to get off on the right foot, and there are plenty of forces working against you, such as market saturation, poor visibly, piracy, etc. but don't let a lack of quality be one.
1. Ok so what you're saying is I don't have to rescale my actors because I started with the iPad version, just the Background images.
A couple things you say here are a big confusing:
2. Why would I make a copy and change it to ipad size when I need to do an iPhone 4 version?
3. What does "save it into my behaviours" mean? Do you mean in each actor create a 1 group called My Behaviours"?
4. Why would I delete all the actors at this stage, wouldn't that also delete the rules I just grouped?
5. Why would I have to remake all the scenes when I could just copy the game project and adjust the position of all the actors in the scene?
These are just off the top of my head - I obviously haven't done this yet so you would know better than me.
-Shane
But what is this "my behaviours" thing you're referring to?
Thanks
EA have now licensed unity 3.0 so looks like a promising platform
To use.