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Ask HN: I'm quitting my job, will create a game – any advice?

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Re: Ask HN: I'm quitting my job, will create a game – any advice?

#31

Speaking from many, many years of experience: Cash is king. Nothing is more important than cash flow. A runway is not a development budget -- it is a loan in the form of opportunity cost. Always look for income at all times. And never, ever borrow money for the project. Regarding people, keep active contacts with other people. Do not shelter behind closed doors. The world moves quickly, and if your team withdraws int…

As a just average Joe gamer, art style makes or breaks a game. If you pick a style, stay with it. Indie games like stardew, skullgirls, don't starve, papers please, punch club, and darkest dungeon all proved graphics don't sell games, especially on mobile. If anything word of mouth has probably helped most of those. But mostly, the art style is visually appealing and doesn't look like lazy garbage.

Re: Ask HN: I'm quitting my job, will create a game – any advice?

#32
Best advice I got in a similar situation:

Don't plan to do any work in the first month.

I ended up doing a ton of cleaning / organizing my apartment. Straightened out finances. Started journaling. Tried things like taking freakishly long walks.

After a month I not only felt ready to work, but also that I had prepped a lot of useful habits!

Re: Ask HN: I'm quitting my job, will create a game – any advice?

#33
So, I am one of the cofounders of Kidoteca, where we got some family members to invest and we released a bunch of games.

1. Kidoteca never turned a profit, mind you over time the revenue is not terrible, but investors lost their money basically, games are still for sale and still generating revenue but too slowly to be useful.

2. Many bigger investors are wary of supporting such business, because they got scammed (games in general have some fraud here and there, mobile game industry, has rampant fraud, IP theft, actual physical stuff theft, and a bunch of other crimes, corruption, government espionage... it is just nuts).

3. If you still want to try anyway, knowing all that... there is a whole industry named "hypercasual" games, where you create a simple game, and publish through some platforms, and if the game is successful, they help you spread it further and share the revenue with you.

4. DO NOT attempt to make PC/console-style games on mobile, you will lose money, people that want "real" games do it on a Switch or PC or a Dingoo (a cheap mobile console from Korea) and so on.

5. As much as I wish selling games directly were a good business model on mobile, it isn't, people just want free stuff, so you have to rely on freemium or ads, sadly for Kidoteca case both of these models are terrible considering our target market (kids below 6). One of our competitors that had success, did so by having the game be the advertising in first place, ie: the game purpose is make the brand known, and then they get money selling cartoons, toys, t-shirts, etc...

Re: Ask HN: I'm quitting my job, will create a game – any advice?

#34

I don’t want to discourage you, and I have never built a game myself, but I have heard a lot of horror stories from small shops to large shops. If you were my friend I would recommend you read about the failures of others before you and how to avoid them. I would recommend you use lean startup principles so that you get something into users’ hands ASAP. Maybe give yourself a short deadline, like 1-3 months, and say y…

I'm not saying this is the route someone should take, but the stardew guy made stardew solely to build his resume up while he was looking for a job.

Re: Ask HN: I'm quitting my job, will create a game – any advice?

#37
I would highly recommend you not quit but perhaps see if there are any more flexible working arrangements you can come to with your current employer.

Perhaps you can go part time or take 3 or 6 month (unpaid) leave?

I wish you all the best whatever you choose to do. Make sure you post an update when you have something to show.

Also maybe go the 'devlog' route and document the process on YouTube and Twitch as those are pretty popular right now and is a good way to gauge interest and feedback for "free".

Re: Ask HN: I'm quitting my job, will create a game – any advice?

#38

I built games full time for about five years, straddling the transition into smartphones. Building a mobile game that is profitable is a bit like the lottery. You need to build something great to have a chance of winning, but building something great is not a guarantee that you will win. I realize that goes for most business ventures, but I think it is more true for mobile games than most. What captures the imaginati…

I should add that we decided to stop doing this when we realized we were now playing the lottery for a living. We had a few times where we got featured in stores and made thousands a day but didn't take off from there and that was that for that title.

If I can offer any advice it is to focus on simple mechanics and keep production costs way down. Don't spend more than three months on launching your first title.

Re: Ask HN: I'm quitting my job, will create a game – any advice?

#39
Decide what your monetisation strategy is. Lots of people say they don't want to "pump money" from customers, bit you do need a way of making money, and if most of your customers will give you very little / no money, some customers are going to have to give you a lot.

I would personally recommend ruthless simplicity. Particularly on mobile (other than gatcha), most of the most popular games are fairly simple, but polished to a shine. Extra features won't help attract players, and anything that puts people off in the first 5 minutes of play is a disaster. No-one likes a 10 minute intro, that explains 20 different things to them.

Re: Ask HN: I'm quitting my job, will create a game – any advice?

#40

just don't. i wasted 18 months on creating a game. it was an awful time with millions of boring-but-necessary tasks and sales on mac+linux+windows were basically zero. if i had a time-machine, this would be the one decision i'd reverse.

Is your game for sale or available? I'm releasing my first game now and am curious to see examples of negative results -- since all I ever see are positive results.
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