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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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SuperStuff

Where to publish my first 2D Game!?!?!?

6 posts in this topic

I have a 2D Game ready to ship out. I was wondering which will make me more profit and fan base? Mobile (IOS) or PC (Steam)? I'm willing to change controls to touch screen.
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To get on steam you need to get greenlit (via user votes, so you would need to get alot of hype around your game) or get valve to notice you. Again you'll need alot of hype. If you want to use PC as a platform, i would suggest distribution via a personal website plus the suggestions above.

 

Mobile, you just need to purchase the developer packge via apple (100$) and you can drop your game on the app store. I believe android doesnt require a dev package....i could be wrong about that though.

 

My suggestion is get your game out there on as many platforms as you can right now, and hopefully get your name out there. Then, with some luck get noticed by Sony/Valve/Microsoft and get your game on their distribution platform, and really start bringing in the $.

Edited by heartofalion
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Out of curiosity; what did you write your game in?

If you wrote it as a web app, cool enough. Cross platform.
If you wrote it in ObjC and then wrote it for PC (Or the other way around),
how come you take time to port everything and still feel that you need to ask here?

Or maybe you're using an ObjC compiler for win or 'nix?
(Your earlier post included, it sounds like you're ready to publish to PS3 or PSV, Xbox360, PC, IOS and perhaps even Android)
Either way I'd love to know what language and tools you're using.

Edited by SuperVGA
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If you already have something running on both these platforms, then it would seem odd not to release on both.

If you don't, then I'm confused, as you say "ready to ship out". Or if you mean it only runs on PC (I presume this means Windows specifically) (because you later say it doesn't have touchscreen controls), then right now you only have the one option. The question then might be which other platforms to port to, of which there are plenty to consider ("as many as possible" is the ideal answer, though it may depend on what hardware you already have/use/know). And yes, there are more options than just Steam for Windows.

Mobile, you just need to purchase the developer packge via apple (100$) and you can drop your game on the app store. I believe android doesnt require a dev package....i could be wrong about that though.

Note that's $99 a year for IOS, not one off, I believe. Android needs the SDK, but it's free. To publish on Google Play is a one off fee of $25, and you are free to publish anywhere else that you like.
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The answer like stated before - is to enter as many possible publishing networks. Increase your odds of getting featured somewhere and getting some traction that you can use to focus your efforts. Even if your game is only #1 in Lithuania, that's still an accomplishment under your belt which can be used in future titles.

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