How much money can you really make?

Discussion and feedback on Construct 2

Post » Mon Nov 17, 2014 3:34 pm

@Valerien Yep, I've spent 1 year and a half on Penelope for now, full time. My savings are gone, obviously.
No idea if I'll make money with this game, but that's not the most important.
It's more of a personal challenge, to find out if I can complete a game of my very own.
On the money side, well... I'll share the numbers at the beginning of 2015 if someone is interested. Fingers crossed!
Good luck with your games, C2 devs!
Last edited by Aurel on Mon Nov 17, 2014 5:32 pm, edited 1 time in total.
Image | @AurelRegard on twitter
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Post » Mon Nov 17, 2014 3:50 pm

As wonderful as money is, it's important not to make it your raison d'etre. There are too many developers creating rubbish heap games with the sole intention of churning them out as little cash bots using interstitial advertising etc in the hopes of getting rich. The actual game is considered a by-product of a stealth advertising strategy for the app stores. This is highly damaging and has an equivalent offender on the Amazon Kindle store where thousands of wannabe get-rich-quick authors publish sub-standard ebooks with awful DIY illustrations, dire stories and worse, all because they think that if their crap ebook can generate $1 a day, then they deduce that 100 crap ebooks could bring in $100 a day.
The genuine game developers always shine through, even if they don't create the next top 100 Appstore title.
Design and develop games because you love creating amazing fun gaming experiences and not because you want to emulate the Flappy Birds financial success.
If you enjoy statistics and money more than game development, you might as well give up now. The vast majority of solo / indie game developers won't make an annual income that exceeds what you'd earn flipping burgers in McDonalds.
Alternatively, stuff the money and just make the next best game because you want to. If it's a financial success, then that's an added bonus.
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Post » Mon Nov 17, 2014 7:04 pm

@mister k

"As wonderful as money is, it's important not to make it your raison d'etre."
"If you enjoy statistics and money more than game development, you might as well give up now. The vast majority of solo / indie game developers won't make an annual income that exceeds what you'd earn flipping burgers in McDonalds."

Good points, I'll add that, in this case, you (not you, but the one that enjoys more the money and stats) may also just not do the game, but learn to establish a marketing model depending on existing games, so actual devs that cares can make money out of their good, well polished, work.

Right now it seems people are more "trying things out for quick and easy money", whereas being able to make consistent money out of a real work seems like a "no go, not even worth trying duh!"
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Mon Nov 17, 2014 9:50 pm

mister k wrote:There are too many developers creating rubbish heap games with the sole intention of churning them out as little cash bots using interstitial advertising etc in the hopes of getting rich. The actual game is considered a by-product of a stealth advertising strategy for the app stores.


Unfortunately, apps stores are really opened and designed to empower those kinds of practices: as games and apps are drowned in the slumps of the stores, being part of a network of product is often required to bear some weight on the market. I'm not saying that it's good: it is very bad. But the market has evolved in that direction, and it's only getting worse with a major platform like steam taking the same route.

Aurel wrote:It's more of a personal challenge, to find out if I can complete a game of my very own.


And a successful one it seems :). I hope to walk in your trails soon ;)
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Post » Tue Nov 18, 2014 6:56 pm

I have sold just under 1000 copies of Cosmochoria in early access since Sept 29th, 2014 which is allowing me to complete the development at a higher rate.

I also gained the support of 1200 or so Kickstarter backers this May for $28,000 which, after rewards, fees, etc, ended up being about $15,000 that i could put towards development.

This was all after working on Cosmochoria for 6 months full time 8-12 hours a day, so working a full time job still would have been better if I was just interested in money.

Cosmochoria will leave Early Access and the true test begins next January/February.
Made Cosmochoria - www.cosmochoria.com
Currently working on Slayaway Camp - www.slayawaycamp.com
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Post » Tue Nov 18, 2014 9:47 pm

My take on it is to make the 'dumb' apps first and place them on the market. This will get you hooked. I made my dumb apps using Java /Eclipse and made 'OK' money - approx $25 per day / 7 days per week. However, I reached a certain level of skill-set and to jump to the next technological level would mean a lot of work and time studying java. That's when a workmate sent me the link to read about Construct 2. At first I was hesitant as the price was expensive when compared to the free Eclipse IDE. What finally sold me was the integration of AdMob.

I can now move my apps to the next level and add fun and features to them that would take weeks to code in java. Yes, C2 is clunky in areas (such as the android/crosswalk scenario) but I have already earned my license fee back in C2 apps on the market.

However, $ to be made doesn't really rely on the tool, but more the uniqueness of the idea.

Good luck.
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Post » Wed Nov 19, 2014 2:10 am

I only use Construct 2 for Wii U games right now. Nintendo doesn't allow us to share sales figures but I can say that I've made about 50% of what I make from my full time yearly salary in only 6 months on the market. I currently have 4 games published with another 2 in various stages of publishing right now. I am forecasting making MORE than I make in my day job starting in 2015.

But results do vary depending on the developer, games, and effort you put into promoting your brand.

-Mike
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MIKE ASCHENBRENNER | RCMADIAX
Twitter/Instagram/Vine: @RCMADIAX
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Post » Thu Feb 05, 2015 8:57 pm

+1 @Valerien

i want to say ... im using c2 as long as 2 years almost now so .. there are multiple ways to make money with the engine itself, either crete a game as a freelancer and take jobs from guru /elance/freelancer, and anyother platforms like this or find your platform you may like , those are just a few to help u understand better the market out there, how ever if u choose to go solo developing way, im telling you now, its gonna be a long run, and dont quit you day time job if u have one ... i did... dident went well... well ... i guess im a lucky case, got an investor from USA a few game studious that i can work with sometimes, and definetly the scirra forums is always helping finding more jobs, as long as money? i did around 3500 USD by now, with the free version only i know i should upgrade but i cant yet.... just because my life is a mess... and continously stress... so definetly not quit your job, youl have less time to do games yes, but you will have more peace of mind and stability ... as long as making money for yourself ... not gonna work in the way you imagine.... you have to do surtain steps in order to get a 10$ game revenue a day from ads and sales from IAP ... those are :


1 ) do a game any game u want can be simple advance doesnt matter but be sure u do have good graphics and gameplay in it .

2) research some ways on how you will market your game store link ... since no gamestore will advertise for you .... you need to invest money in advertising or have a website that brings u daily traffic and young people that can pay (the rate of people payng for stuff will be 1% if u have 100 people traffic 1 will buy if u have 1mil people traffic eh... then u have a great sale )

3) using ads or IAP its a though choice since admob and chartboost where not existent in Construct 2till latest version . So it was a pain to have a greate game engine and a bundle of games but without a posibility to generate income. now i guess its ok , admob u have the plugin in c2 u can do iap (in app purchases - selling items inside the game ex:" crystals, upgrades, potions, etc " the good part is that u choose the price set it and wait , the downside of it, you need a merchant account on paypal, or amazon or anyother platform for that u need a bank account (visa card only dont try with mastercard wont work unless u use some options like skrill , or other platforms like it that dont require bank accounts )


4) publish it and maybe u get lucky :) i know for a fact if u have enough games, onl;y with ads in them u can do around 50$ a day but must be good games, and consistent, if u dont want to have that pain on you back, then just create games, and sell the template on scirra store or on opera store i guess it is they let u sell ur game and license for android ios games, as FGL but not sure how big it is .. another way to make games and make money get involved seriously in FGL community , and i mean serious not eh il check it, u need determination, knowledge and alot of patience, if u have those then u ok to go . and ul be making a living from ur games.


a small indie game developer this days can do from 0-1000$ a month if he works well, a medium one up to 10,000 and the pros we dont talk about them cause they do millions :)


and as @Tylermon say's your game is as good as your graphics are so u seriously need an artist, or prepare some cash for Royalty 2d graphics unless u have skills in that category, i have, but i mostly buy my graphics, or clone it from google and redo it in photoshop , so ... yes my answer to your question , i did around 3500 $ by now in 2 years 1 year will be learning c2 front to bottom, another year spent time doodling around and researching on markets and communitys, and lately i just started making cash out of freelancer works, and custom projects, i dont have a website yet, i did but closed it, maintanance was to big (around 200$ a month with a VPN ) so definetly possible money making machine is The Brilliant Engine @Construct2 created by Our dear C2 Working cute little monekyz :D @Ashley And @Tom ... cant wait to see @Construct3 :D



P.S il release a new game this days i was working on last night half done :D need just a few hours to post it and sell it as a template in scirra arcade :D will be a timemanagement template with full complete coding and Ads placement and full features and tons of upgrades :D im just rocking it :D hope youl check it later after i finish it .... damn i forgot need to buy the merchant account... ok see you later
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Post » Fri Aug 21, 2015 7:56 am

This is an old post, but anyway..someone might read it in the future.
Like gamecorpstudio said: don't quit your day job, for 2 reasons :
1. As a beginner you will not earn enough
2. You will loose interest and focus if you work on your games everyday, all day long. Instead hate your boss and your job and this will keep you motivated to get home, work on your games until 3 AM, sleep 4 hours, go to your job, hate it more, go back home after office hours and you will be even more motivated to work on your games and learn new skills

There are 2 kinds of game developers
1. The type that creates 1 game avery 1-2 weeks and get a small return from each game
2. The other type that expect to earn $$$ with every single game they make...developing month and months on each game

I think you should start making number 1 until you get a a decent earning to pay your bills, then when you have more experience go to number 2 and create the next Angry bird or whatever
[Edit] I am the type 1, I use only Android + AdMob at the moment and get $0.75-$1.5 /day from each game, but I know this is not the best way of being a game developer since this technique will saturate te market quickly with poor quality games :(
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Post » Fri Aug 21, 2015 8:29 am

I mean... I'm only 19, so I'm still in college and living with my parents. Trying to make money off of this isn't an issue for me, at least for the time being because of where I am in life. I honestly want nothing more than to make great games that people will talk about and enjoy playing; it's never been about the money for me. Money would be nice obviously, but that's never been my primary goal.

But reading through these posts, man...
This is kind of depressing... Is this what it's like?

Still, though; I wish you all the best of luck! c:
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