The thing that people don't realize is, there are literally hundreds of thousands of games or apps for people to occupy themselves with. No exaggeration. I am including all the different app stores and also the retro gaming. The retro gaming counts because there are plenty of people that play old games through MAME or whatever.
There are only so many famous youtubers driving giant traffic numbers. Not everyone can be friends with them, and so not everyone is going to have wildly popular games.
In terms of this .io stuff, there are hundreds or probably really thousands of other projects to compete with. The most successful ever was NOT particularly clever or new. It was a variation on a very old game. It was well executed but, I believe the main reason it became so popularwas from luck and viral social network effects. Not everyone is going to get those things on the first try.
People very rarely click on ads. Getting $130 per month is something to brag about. Its something to build off of.
Just because something does not become wildly popular does not mean it is a failure. That's just totally unrealistic given the amount of competition out there for people's attention and the tens of millions of dollars being spent to create immersive interactive experiences.
Maybe I shouldn't say this. Maybe I should hope everyone continues comparing their income and views to PewdiePie or whoever. That will make for less competition for me.
Here is what I think the dev should take away from this. They have done a great job of solving these hard networking issues. They have people coming to visit their game. Keep trying to promote it and adding small bits of functionality or whatever. Keep trying to get famous youtubers to visit. But that is the side task you work on for an hour or two every week.
The main new side task is taking this awesome engine you have built and creating a new variation. It might look like a totally different game. Or be similar. The point is this time you have more time to focus on marketing and content and other things.
If you can get it down to release a new game every 3 months and not get even a tiny bit more traction from them than that project --
- months 0 - 3 $130 per month
- months 3 - 6 $260 per month
- months 6 - 9 $390
...
- end of year 5 $3120 per month
It might take 5 years to build a successful business. Not everyone is an overnight success. But I am happy if most people want to give up after 6 months. Makes for less competition for me.