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lomateron

has anyone here released a game that got no attention and make you depressed potato

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csliva    272

I made an iOS/android/kindle game that I spent about 4 or 5 months on. I think I've gotten about 8 downloads. My problem is I'm a marketing doofus and really failed to get the word out. But yeah, definitely a depressed potato. 

I wouldn't call my game a diamond. More like a thing I want people to play and see. Also some money to pay for food would be cool.

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SimonForsman    7642

I made an iOS/android/kindle game that I spent about 4 or 5 months on. I think I've gotten about 8 downloads. My problem is I'm a marketing doofus and really failed to get the word out. But yeah, definitely a depressed potato. 

I wouldn't call my game a diamond. More like a thing I want people to play and see. Also some money to pay for food would be cool.

if it is your first game, make it free to maximize exposure, if it is good enough to keep players interested you have a great place to market your future games.

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herbertsworld    280

 

I made an iOS/android/kindle game that I spent about 4 or 5 months on. I think I've gotten about 8 downloads. My problem is I'm a marketing doofus and really failed to get the word out. But yeah, definitely a depressed potato. 

I wouldn't call my game a diamond. More like a thing I want people to play and see. Also some money to pay for food would be cool.

if it is your first game, make it free to maximize exposure, if it is good enough to keep players interested you have a great place to market your future games.

 

 

I agree with Simon.

 

Personally, I prefer it when people have a donate page on their game site rather than ads popping up all the time. People with money will be generous if they like what you've made. So what if 1000 people play your game and only 1 persons gives you money for it. What if that one person gives you 10,000 dollars? Stranger things have happened.

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csliva    272

 

 

I made an iOS/android/kindle game that I spent about 4 or 5 months on. I think I've gotten about 8 downloads. My problem is I'm a marketing doofus and really failed to get the word out. But yeah, definitely a depressed potato. 

I wouldn't call my game a diamond. More like a thing I want people to play and see. Also some money to pay for food would be cool.

if it is your first game, make it free to maximize exposure, if it is good enough to keep players interested you have a great place to market your future games.

 

 

I agree with Simon.

 

Personally, I prefer it when people have a donate page on their game site rather than ads popping up all the time. People with money will be generous if they like what you've made. So what if 1000 people play your game and only 1 persons gives you money for it. What if that one person gives you 10,000 dollars? Stranger things have happened.

 

Well, I won't be posting the link because this isn't my thread. But some of these responses give me hope for the game industry. Also I may have added some links to my sig because...y'know marketing issues.

Edited by csliva

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MatthewMorigeau    1672

Almost any/every creation we make, is seeking approval from peers, masters or whichever audience we respect. Keep in mind that mastering anything takes 10 000 hours. Given that game production is a multiple disciplined endeavor that's a lot of hours. Don't fret over one game. It'll get better the more you focus and hone your skills.

 

If you feel like you're hitting a wall in certain aspects of the process or feedback is indicating that one or a few parts of your finished project (by the way, way to go on finishing a project, there are very few of those:) are lacking in finishing touches. Use that feedback to create and use your post-mortem in the production of your next game. Seek help and work along side others with experience in the areas (I believe marketing was mentioned;) to help expand your own skills. 

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lomateron    491

Ok lols rejected , now serious

 

For me it doesn't matter if you are a starter or not, don't do something that has been done lots of times before

 

Orymus3

Your game needs better artwork, and effects, it feels very old and simple. And I can't see anything new.

SUGGESTION: Add force, momentum, collision physics and make that space fleet more personal by being more physically controllable, add two mouse support: with one mouse you controll the missiles trajectory and with the other the space ship movements, so you will have to move to evade the missiles that are being controlled by the enemy following you and viceversa, then as you progress the speed of the missiles and the fleet increase. So it will be no more strategy...I don't like strategy games.

 

Shade

That game is a metroid with starfox fusion, it has story, animations, models, ai, explosions effects... those takes time to do and the game doen't show something revolutionary in any of those, I will not want to do something that takes time and isn't new.

SUGGESTION: Buy an oculus rift give the game the support, get high, play the game, add to game the visions that you get

 

 

DecadeDesign

Insufficient gameplay, can't say something

SUGGESTION: show some gameplay

Edited by lomateron

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lomateron    491
Wait I have not released my game yet, I am just preparing myself mentally, still don't want to show nothing about it, and just wanted to know about other people that have spent same time as me and alone in a game

My last comment was just for the lols, take it lightly

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Navezof    1764


My last comment was just for the lols, take it lightly


Sorry I didn't saw the "sarcastic panel", I was wondering : "WTF OP, why so un-construcive!?" :)

But well, I didn't yet release (nor finish) my game, so I'm not yet depressed, but well, as Thomas Wayne said : "Why do we fall? It's to better get up." And as my aunt Susie also said : "Tu reprendras bien un peu de patates!" Which mean basicaly :  "Potatoes!"

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McCabe    129

Not everything that glitters is gold, my friend. I remember when I was twelve or thirteen, I got very much into freeware indie games. I played half of the library on this one site (I can't recall its name, but it had a green layout that was pretty cool) and some of them stuck with me all these (eight) years later. There was a game featuring a toggleable number of AI enemies, allies and teams, where you'd play as a vehicle and attempt to either destroy all of the enemy vehicles or capture a flag. The graphics weren't very complicated (top-down 2D, basic tiles), the gameplay was simple, but the open endedness, the physics, and the tight gunplay combined with its differentiated classes stuck with me.

The point I'm trying to make is that even if your game is not popular, even if it does only have eight downloads on iTunes, some young buck might play it and love it immensely, making him happy as a clam, and remembering it warmly for years. If that doesn't motivate you to publish your game then go get a business degree, you heartless bastard. tongue.png

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xarnaudx    415

I worked a lot too to make games, but so far, I failed miserably.

 

Here is a demo of my latest one:

http://creatures-of-gaia.com/demo

 

...but I really have some self confidence troubles. After all, it's not the first game I made and so far I only lost money with them.

I actually even quitted my job to try to make a living with games, but so far it has been 8 month without income and a career break.

It'll be the last game I make, I'm already planning to stop and look for a normal job, starting from scratch, not in games anymore. I have to pay my bills!

 

It hasn't really been a wonderful experience, more the opposite. There is simply no room for "average" games. If you don't reach top ratings, nobody will even look at it after a few days. Like somebody previously pointed out, with hundreds of new games per day on the apple store, your game has to be great and to be lucky enough to get noticed. It's much more likely that what you spent a year working hard on will be forgotten forever in ocean of "average" games nobody cares about. That's the hard reality of making games.  It's an extremely competitive and ungrateful business. Or at least, that's how I experience it. Somehow, people seem to only see the top-100 successful games, without noticing the huge ocean of unsuccessful games behind. I don't know of any field with such high competition and so many studios closing and emerging.

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Acharis    5979

has anyone here spent more than 2 years developing a game alone?

Who didn't... :)

 

My current policy is, if I spend that much time developing one game it means I will not finish it anyway (and even if I did it would sux), so I cancel such game.

For some reason, all my successful games were made in span of months (or less), never years.

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Hawkblood    1018

I created a game in the image of "StarFlight". It fell flat! I worked on it for about a year and was very proud of my accomplishment. I submitted it to publishers for distribution, but was rejected out-right by most of them. The founder of Matrix Games contacted me through e-mail and explained that my game was the wrong genre for their market. sad.png

 

In the interest of "showing off", I will post my FREE game here:

https://docs.google.com/file/d/0BySKIgkx3OcbdV9obUlEWVZIUWM/edit?usp=drive_web

 

Very sad potato..........................sad.png sad.png sad.png

 

I also have a TGC link with images:

http://forum.thegamecreators.com/?m=forum_view&t=205464&b=5

Edited by Hawkblood

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Snovi    142

I had the idea for Goofy Cubes for more than two years, but the development was off and on, because of client work mostly.    I rededicated myself to it in the spring and released it a month ago.  

 

Now, after a few bug/maintenance releases, I'm just starting to market it.    It's a lot of leg work, but I still believe in it.   If six months from now it's floating belly up, so be it.   Time to move on to the next game (or make GC more fun).

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Lithic    345

I've been doing game development as a hobbyist for decades and have never published a game, though I've loads of partially complete projects on old drives which have only been seen only in private circles. I suppose I helped with one released project, which sort-of counts.

 

But I'm not sad at all about it. A few years ago I produced a software tool with the intention of making money. Got a few clients and the project turned into hard work and quickly ceased to be fun at all. I eventually stopped supporting it to win my freedom back.

 

As a hobbyist I can afford to spend 6 months coming up with a unique procedural planet algorithm, but if I'm producing a product to sell to the masses it's all about producing content quickly and keeping costs down. I create my games as a hobby so it can be less like work and more like art.

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Donneker    156

I worked a lot too to make games, but so far, I failed miserably.

 

Here is a demo of my latest one:

http://creatures-of-gaia.com/demo

 

...but I really have some self confidence troubles. After all, it's not the first game I made and so far I only lost money with them.

I actually even quitted my job to try to make a living with games, but so far it has been 8 month without income and a career break.

It'll be the last game I make, I'm already planning to stop and look for a normal job, starting from scratch, not in games anymore. I have to pay my bills!

 

It hasn't really been a wonderful experience, more the opposite. There is simply no room for "average" games. If you don't reach top ratings, nobody will even look at it after a few days. Like somebody previously pointed out, with hundreds of new games per day on the apple store, your game has to be great and to be lucky enough to get noticed. It's much more likely that what you spent a year working hard on will be forgotten forever in ocean of "average" games nobody cares about. That's the hard reality of making games.  It's an extremely competitive and ungrateful business. Or at least, that's how I experience it. Somehow, people seem to only see the top-100 successful games, without noticing the huge ocean of unsuccessful games behind. I don't know of any field with such high competition and so many studios closing and emerging.

Hi,

 

I tested the game, and I think you did a good job.

I think it needs some more marketing so that people get to know it.

 

of course, there is a bit room of improvement, but thats only some details:

1) I missed to see how much gold coins I have so that I know when I can go to the dealer

2) there should be the upgrade Icon in the team split window box, when you can upgrade a team member

 

wish you good luck

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