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sengamedev

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About sengamedev

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  1. Since I'm at the same spot, but more from the business side, I made some research and helped two people to bring their games to the IOS and Android store. We learned a lot and I want to share that. Disclosure: those games wheren't big successes. They one on Android was even removed because too many complaints of people with their strange units and the developer didn't want to spend more time on it. The links you provided where are good start. But they fall a little bit in the same trap all other "helping" articles fall: they ignore the fact that the initial Goldrush in the mobile (game) space is practically over. There is no magic words you can say at certain places and everything will happen good. It won't. Let's analyze what other projects do to get their games "downloaded": + Advertisement. Lots and lots and lots of Advertisement (Big) companies don't need the immediate return. They contingent for a piece of the market, not for the success for one game. You can't compete with that strategy as an "indie", since you need "the current game" to be successful to fund the next + Proven Trademark, Proven Product If you own any well known gaming trademark, you can sell practically underwear with it + Shiny, high end production value Some have remarkable graphics. Other have remarkable usability. This is expensive. Its targeted for the top 10% of the app-space and will "practically" sell itself. Many late arrivals to the IOS and Android space are simply cloners. But they clone so well...and they look impeccable. + Novel, intriguing, interesting game play with pitch perfect implementation Big companies can deliver that. But the Indy can, too. That's practically the ONLY thing an Indy can deliver in direct competition. Don't clone that thing with the birds. Don't bring in the 100s boring flash game conversion you played 5 month ago. Every body goes that route, and 98% "fail" the one way or another. All the games made by one person (besides graphics and/or sound-help) and went to be successes LATE in the IOS market where small novel ideas that had good to perfect production value. And the developer listened to the customers with updates and usability problems. Not to mention crash reports. Look at all the charts. Remove the names, the trademarks, the shiny ones and the clones. Look at the ones that are left and you will see, that they stand out because NOTHING equal exists - and if it exists, is sometimes not even close in quality, usability, game play, user support. If you don't have any sort of idea or at least sensational polish or anything, no top 100 checklist will bring you anywhere. Yeah, you will look occupied, you will tell people "I have checked everything on the list! E-V-E-R-Y-T-H-I-N-G!" And we see that type of blog posts more and more. It wont work 98% of time. Creating buzz for mediocre stuff requires money which indies simply do not have. * Luck No, I didn't left that out. I find it strange that some people include it in their checklists. Luck isn't on any "plan". I read all "success stories". There isn't one game on the "luck" list that isn't well developed, has a novel idea done right and an addicting game play. (I just ignore that early ones with the fart button for the sake of the argument). You can't play lottery without buying a lottery ticket. The lottery ticket to the IOS (android) market requires quite an amount of creativity, dedication and the ability to create something addicting. There was once one guy who asked in a forum like this, how he could enter the "Fantasy Novel" market. He has written two large novels, but nobody would print them. Someone asked for some reading examples. After a day he returned and asked: Why is the main characters name always written in different ways: "Haris" "Harris" or "Harys"? Its confusing! The writer answered "I find that amusing". Yeah. But nobody else. If you write for someone else in a crowded market, without any marketing dollars, you simply need to have this bold idea with pitch perfect execution. The same is valid for any other "creative" market. And thats also the reason, why Youtube doesn't have an upload of a sensational made movies "every week". Because everybody can upload his sleepy cat or his little brother falling from the couch. If you game is sensational, it will find its audience simply by patience. Then you can use all that "guerrilla tactics" you find on the net to promote it.
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