Success Stories on C2

Discuss game development design and post your game ideas

Post » Mon Mar 10, 2014 11:10 pm

Wow, The Next Penelope looks amazing. Without wanting to knock Construct 2, the guys making it really seem to know their stuff - is there a reason they're using C2 instead of coding it?
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Post » Mon Mar 10, 2014 11:23 pm

lolpaca wrote:Wow, The Next Penelope looks amazing. Without wanting to knock Construct 2, the guys making it really seem to know their stuff - is there a reason they're using C2 instead of coding it?


The tools man, it is all point and klick and you have a game :D. Actually I have no idea why exactly, but I am guessing it is because you can add events in seconds, but coding takes mins.
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Post » Mon Mar 10, 2014 11:31 pm

That's awesome, I can't get over how good it looks. Also, I want the guy who narrates the video to read me bedtime stories.
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Post » Tue Mar 11, 2014 3:02 am

I've made a few hundred dollars with C2 stuff I've done. Nothing huge, but a little. It's definitely paid for itself at least :-P
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Post » Tue Mar 11, 2014 7:31 am

thehen wrote:Mortar Melon has made around $45,000.



HOW? Sales, promossions, adds? how did you get 45k?

I could sure use some help and tips getting my game/s out. I finally have one polished enough that I want to publish. But some insight on how to make money would help alot.

Wow good job TheHen.
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Post » Tue Mar 11, 2014 8:15 am

Made a few hundred already with this game: Flappy Sperm <- Took me 4hrs to make with my own art!

And next to nothing with this: Ninja Legacy <- 8 months to make!!

I haven't spent any $ on marketing at all. But Flappy Sperm doesn't need it, it markets itself due to the Flappy Fad.

Waiting for Intel XDK to support AdMob and Google Store, then releasing Ninja Legacy Free, and then market it.

Making a third game now its coming along very nice, an epic space sci-fi sandbox rpg/rts: http://halfgeekstudios.wordpress.com/

Success is a far far away proposition though, but I will keep trying.
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Post » Tue Mar 11, 2014 2:50 pm

Hi,

I agree with @SharpedX and @jayderyu. Would be interesting know how this world work and read about the experiences of the people when put a game on the market.
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Post » Tue Mar 11, 2014 10:27 pm

@SilverForce
How did you even make a few hundred on your flappy game. Through ads? I'm kinda dumb in regards to making money with stuff unless it's contract work.
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Post » Tue Mar 11, 2014 11:14 pm

@jayderyu Yep just a single Banner Ad 350 x 50 on bottom. I get an average of $2 per 1000 impressions for the past month, surprisingly good.

Also I've learnt its a mistake as a no-name indie dev to release a Paid App on Android, even if its $0.99, without prior hype and spending a lot of $ on marketing. Freemium is a must for any bigger App. These days even big studios have a hard time selling many paid Apps. It seems the consumers are so used to and ingrained that they expect Apps to be free.
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Post » Wed Mar 12, 2014 12:00 am

@Silverforce
Thanks for the heads up. Though I do believe that X-Com is doing well. I'm just surprised that your are getting so many hits to make a few hudnred dollars... yeesh I gotta get stuff out.

Now is this on iOS and Android or just one or the other?
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