Making Games for a Living?

Discussion and feedback on Construct 2

Post » Wed Mar 28, 2012 10:59 am

@Geo, that great story , good luck for your next target!
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Post » Wed Mar 28, 2012 11:41 am

@Geo
Good to read, man! I'm fully engrossed on my app and am at the point where gathering resources is tricky (images and sounds).

I've developed my 'barebones' system for rapid expansion, so I just need to copy a few functions here and there.

I'm just adding images and making a few buttons. My artistic skills are lacking, though. :p
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Post » Wed Mar 28, 2012 3:45 pm

Hey @Geo, could you share the information of how much accesses your games had on Kongregate? And in what period of time?
Scirra Employee
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Post » Wed Mar 28, 2012 7:42 pm

I have had very little success on kongregate, unfortunately. Your game simple gets swept up in the hundreds uploaded...
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Post » Wed Mar 28, 2012 8:11 pm

It's not so different for the majority of iOS AppStore games, actually, unless they get favourably reviewed or go viral, which means they are either extremely original (or really dumb, but that is occasionally the same thing ) or outstandingly polished. Following some blogs and posts by hobbyist iOS devs (not companies like Playtrix, Gameloft, etc.), it seems many get an average of 1-2 sales a day, at .99, and sometimes not even that, even if they achieve hundreds or more downloads a day.

But I think it's nevertheless worthwhile sticking with it, even if you have so far only made a dollar. You gain experience and skill, and even if you may not end up making a living with your own games, you may at some point get to do contract work. HTML5 is going to be huge, after all. (Might want look a little into Javascript or the SDK, too, or the BrowserQuest source.)Mivo2012-03-28 20:12:19
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Post » Fri Mar 30, 2012 3:00 am

Thanks guys for the feedback and everything.

@eyeliner: good luck, and keep us posted. I like to release "early and often", meaning that at some point I draw a line on the todo list and say "this is for this version, the rest is for the next" - and I just publish one version. I find this strategy works better for me than waiting to have the entire project "finished finished", all polished, everything in place etc. Most likely I'd never publish anything if I did it just the way I want it, because I don't have enough time and energy to spend on games (yet).

@Animmaniac: The stats are on the Kongregate game pages approx. 1000 "plays" for both of them combined, one released on Feb 13 (1.5 months ago) and the other Mar 15 (2 weeks ago).

@sqiddster, @Mivo: I agree with Mivo that it's the same as with all stores, portals etc. You get most "plays" (views, downloads etc) while the game is on the "new" page, then it just stalls. There are ways though (there must be ) to get past this too (social stuff comes to mind, like facebook sharing of achievements etc). Will have to look into that.

It's definitely worthwhile sticking with it, it's a learning process and there's so much to learn. I think it is possible to make a living, and even a fortune , I'm just a few orders of magnitude away, I need to find a way to scale this a few times. This game making craft is no different than any other craft, business, or area of life for that matter.

BrowserQuest looks great, I see it for the first time, I'll have to finish it some day. It reminds me of World of Warcraft. Thanks for the link.
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Post » Wed May 09, 2012 9:36 pm

Quick update fellow game makers, the progress is very slow. I just passed the $2 mark, which puts me at 20% progress from my target ($10).

My strategy after passing the $1 target so far has been "the way of numbers", i.e. release as many "quickies" as possible and see where that takes me. Launched a bit more than half a dozen games on Kongregate, each with some 1-200 plays and making a few cents.

Going at this rate I would need to release about 50 more quickie games to reach my target. But I think I'm going to try something else since the prospect of releasing 50 more games isn't really appealing. I need something orders of magnitude better than this.

Sponsorship, promotion, in-game ads come to mind (of course more polished games too ).

It's been a fun ride so far, I was very new to this 6 months ago and I learned a lot. I don't feel like a beginner anymore , it's time to get more serious . Stay tuned!Geo2012-05-09 21:38:04
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Post » Fri Dec 07, 2012 11:26 pm

How's your journey going Geo? It's great to see things are going well. I'm on the same journey too, trying to learn all about In Game Ads, F2P models, etc. etc.. There is so much stuff to learn outside of making the game itself - kind of annoying but kind of necessary I guess.
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Post » Sat Dec 08, 2012 1:26 pm

I think that C2 could actually be used for more than just games. I am looking at it for Interactive Children's books and simple educational apps and also for corporate gamification on their websites - think about some custom designed and branded fun games / quizzes that would add some entertainment value to certin online businesses! As a web designer, illustrator and animator, i have been looking at C2 and Stencyl as my next step in diversifying.
It's sad that nobody on here is making a good living from game design, but it just proves that it's a serious industry that requires tons of money, talented devs and designers. I love to read indie success stories but they're few and far between. Rovio and Supercell are mega successful and the latter company makes $700,000 a day from a few games (Clash of Clans being one. I'd be glad to make 1% of that a month lol!
I am sure that C2 will grow in strength as HTML5 is embraced and improved in the next few years. Mobile internet is the new revolution and HTML5 is the engine that powers it. Apps cost a fortune to develop - have you seen what Objective C devs get paid in London? Just wish i had the brains for that. Sadly it all looks like Sanskrit to me.
I am sticking with C2 and Stencyl for now. My only wish was that i didn't have to rely on third-party game acceleration / cloud services to publish them.
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Post » Sat Dec 08, 2012 3:33 pm

I work in the games industry as a sound designer, I go into an office and work on games to pay the bills. In my spare time I make games using Construct and I hope to be able to make something good enough to sell one day, but I'm not factoring that into they way I approach game development. I don't want the games I make outside of my day job to be influenced by the idea of making money.

Having said that I think it's for sure possible to earn a full living from making games using Construct but it either takes an absolutely excellent game or very smartly targeted and focused game to make the money. Both of which I'm sure anyone can pull off given enough time and inspiration.
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