How much money can you really make?

Discussion and feedback on Construct 2

Post » Fri Nov 14, 2014 7:59 pm

How much money do people typically make using construct 2?

Thanks!
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Post » Fri Nov 14, 2014 8:13 pm

I have an app in the Play store, and it's still a beta app, where some features aren't working, and I have made a little over $100 so far from MoPub. Once I have another build available, it will have a PRO version and have IAPs. So the sky is the limit really. Just depends on your creativity and patience on making the game awesome. For all we know, Flappy Bird could have been created in Construct 2, and the guy was making $50k USD a day at one point from the game.
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Post » Fri Nov 14, 2014 8:44 pm

@taylork91 , I remember myself asking this question when I was younger. Well, Its depends. Till Now I didn't anything from Construct2 too far because I lack money to buy licenses. Well I'm only 14, I guess your an adult so maybe you can afford it i guess. To see more details see the Topic I made before
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Post » Sat Nov 15, 2014 3:53 pm

However, keep in mind that depending on the license you have, you may have limitations (eg. The personnal license lets you make up to 5000$ as an individual, the personnal license can also be used by startups that have less than 5000 $ in their total earnings, look up the details of the license you have to know the limits as my description may be not accurate enough.)
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Sat Nov 15, 2014 4:18 pm

Drewford wrote:I have an app in the Play store, and it's still a beta app, where some features aren't working, and I have made a little over $100 so far from MoPub. Once I have another build available, it will have a PRO version and have IAPs. So the sky is the limit really. Just depends on your creativity and patience on making the game awesome. For all we know, Flappy Bird could have been created in Construct 2, and the guy was making $50k USD a day at one point from the game.


100 dollars per day ?
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Post » Sat Nov 15, 2014 4:47 pm

Questions like these are so dumb. Really what answer do you expect? You will make exactly $453.50.

The amount you can make depends on your skills, talents, resourcefulness, determination and luck.
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Post » Sun Nov 16, 2014 9:35 pm

I have seen this question before. The sentiment I see repeated often is "Do not get into making games from a drive to, or expectation of, making lots of money. Go for it if it is something you love doing."

Most of what I make comes from ads in a screensaver/wallpaper app I made early on for iOS. I do not make much. It is not amazing, but I think it gets used because there are fewer of that type of app available. Likewise, my most popular Android app is a live wallpaper (not in C2) that is Christian themed. It gets noticed because it is decent, but also because there are fewer of that type of app on the market. Putting something out there that deserves good reviews, and actually getting those reviews helps a ton.

As mentioned above, you get more out if you put more time into it. It helps if you are artistic or have access to someone who is. It helps if you know how to market/advertise and network.

Learning to write code, learning to work with others, and being a part of a larger community focused on app development have the potential to open doors to things beyond apps in Construct 2.
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Post » Sun Nov 16, 2014 9:48 pm

matrixreal wrote:
Drewford wrote:I have an app in the Play store, and it's still a beta app, where some features aren't working, and I have made a little over $100 so far from MoPub. Once I have another build available, it will have a PRO version and have IAPs. So the sky is the limit really. Just depends on your creativity and patience on making the game awesome. For all we know, Flappy Bird could have been created in Construct 2, and the guy was making $50k USD a day at one point from the game.


100 dollars per day ?

Oh no. Total.
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Post » Mon Nov 17, 2014 10:03 am

My firm belief?
Art is the limit.
your game is only as good as it is graphically. The better your art, the more you will earn.

No, you don't need amazing HD assets. Pixel art is perfectly acceptable. Whatever your style, whatever the level of detail.
It needs to be consistent: from UI design down to characters, scenery and animations. Things need a style and need to all stay with it.
Art also needs to be complete. That means a full UI. Backgrounds. Characters. Effects. Animations. Text fonts.
Finally, it needs to be appealing. That green rectangle you have as your player might do some really cool things. But are people going to want to look at it for any length of time?

There is a lot of art that needs to go into a game, no matter how simple. Even the most simple of pixel art needs decent looking animations.

Either be talented. Or have the money to hire talent.
That talent can be the HD or Pixel level graphics and anywhere in-between. But you can't cut corners here. If art feels out of place/inconsistent, lacking/empty or aesthetically unapealing then you have just lost customers and lost money.
You cant judge a book by its cover, but you sure as $%^&* can judge a game in an app store that way. Have decent screen shots, real preferably, if faked, better be feasable or possible with real assets, and a nice cover page.

In my experience, art will cost you $200-$1500 for the majority of game assets. Small game.
Not even a ton of assets.
We are talking 10 or less people.
1-2 backgrounds.
variety of items and other assets

Cross the barrier of art, and earnings are infinite.
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The money you make also has a ton to deal with the social aspect of your game.
Twitter and facebook are very important tools.
Let your players share their hi-scores and tell their friends.

Also, ask them to rate your game. how you ask is VERY important.
i suggest asking if they like the game.
if they say YES. Proceed to ask them to rate the game.
if they say NO. Do not ask them to rate the game. Probably make it so you never ask them again.
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Advertising VS paid App!

Which earns more?
Advertising earns more as a total earnings. (generally)
However, per user. If a person buys the game. You generally earn more from that person than if free with advertisements.

A free advertisement version. And a Pro no-ads version is usually a good idea.

I suggest making that "Pro" version include additional content.
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Finally.
Create your advertising accounts well in advance before you even are ready to launch.
It took me months to get approved and ready to go even though I had a complete working game.
And there is little point putting your game in the stores without it earning money.

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An afterthought here.
When are you ready to publish?
Some people will place ANYTHING in a store. They live by it. They have that first game prototype they ever made available for people to see and judge.

I dont recommend being that person.

I say wait. Allow yourself a solid product. You as a company have an image. That first launch does not need to be spectacular. But it should be a full product. Something you are proud of.

An example of what NOT to do.
https://play.google.com/store/apps/deta ... tton&hl=en

Although, with android users I do see a tendency to download the worst apps simply for that "Internet Troll" aspect. Make the worst game ever to exist, it may very well become one of the best selling games of all times these days.
Less so with IOS. But still a problem.
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Post » Mon Nov 17, 2014 10:32 am

Construct 2 itself doesn't matter. It's a solid tool. As a business, what matters is the quality of the services or products you offer.

You can make a consistent living as a freelance game developer or designer for other companies. I work as a part-time freelancer now, and I earn a tiny monthly salary on average. With strong skills, a good sense of communication, and a dedicated activity, you can earn a lot through freelancing. It's not easy, it's not for everyone, but it is a viable path. I have a few developer friends and make a comfortable living with construct 2. Their professional skills go beyond C2 though: they are serious businessmen as well.

If you want to make money as an independent game designer - without bounds from a publisher or a client -, it's a whole other thing. It is hard to build a sustainable indie game studio. I invite you to get in touch with established businesses in your country or region and ask them for some details on their struggles and earnings. Here in France, most just don't make a living from their work. Even experienced users like @Aurel or @KaMiZoTo are investing big time (thus money) in their projects. And I believe that they are both experienced professionals.

In practice, most professionals who take the indie route either live on their savings from previous years, or they do part-time freelance work. I believe that's what the guys from NotionGames do/did (Super Ubie Land).

I wish you the best of luck!
Nathan
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