I wrote this controversial tweet on the matter a while back (embedded here for convenience [1], controversial because it uses averages!) Which might make things seem more or less bleak depending on your perspective, but an important note from this data is that the 2017 median sales were about 2000 units per game (yikes). [1] https://twitter.com/gavanw/status/967249172804943872 Average number of units sold per game on…
Did I just waste 3 years?
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Re: Did I just waste 3 years?
#52I wrote this controversial tweet on the matter a while back (embedded here for convenience [1], controversial because it uses averages!) Which might make things seem more or less bleak depending on your perspective, but an important note from this data is that the 2017 median sales were about 2000 units per game (yikes). [1] https://twitter.com/gavanw/status/967249172804943872 Average number of units sold per game on…
Could someone explain what this trend even shows, other than making a cool looking curve? It seems to be a layer of abstraction over the graph in the blog (showing the indie explosion), but which adds nothing of value.
Re: Did I just waste 3 years?
#53He doesn't mention how many hours he spent marketing it. I suspect not that many. I fully sympathize with his struggle, but this is a trap most programmers fall into so easily. Market need/fit > Marketing > Design > Programming when it comes to software products. You can't just build it and expect that they will come, unfortunately.
Re: Did I just waste 3 years?
#54Re: Did I just waste 3 years?
#55I wrote this controversial tweet on the matter a while back (embedded here for convenience [1], controversial because it uses averages!) Which might make things seem more or less bleak depending on your perspective, but an important note from this data is that the 2017 median sales were about 2000 units per game (yikes). [1] https://twitter.com/gavanw/status/967249172804943872 Average number of units sold per game on…
Any idea what happened in between 2013-2014?
Re: Did I just waste 3 years?
#56I wrote this controversial tweet on the matter a while back (embedded here for convenience [1], controversial because it uses averages!) Which might make things seem more or less bleak depending on your perspective, but an important note from this data is that the 2017 median sales were about 2000 units per game (yikes). [1] https://twitter.com/gavanw/status/967249172804943872 Average number of units sold per game on…
Any idea what happened in between 2013-2014?
Re: Did I just waste 3 years?
#57What is the target market for the game? I played Metroid when I was a kid on NES and the original gameboy. Games these days are a lot about marketing and huge budgets. The indie ones that do well need to be targeted as well as refreshing. Some hard thoughts just watching the video and reading a bit about the game: 1. I don't really like the graphics as much as I liked the original Metroid. This is probably just a per…
The only other thing I'd add for Luke is - do you enjoy playing this game? As in, have you sunk a whooole bunch of hours into playing it, simply because it's the only game available (that you made precisely because there's nothing else) that scratches this very particular itch?
Re: Did I just waste 3 years?
#58What is the target market for the game? I played Metroid when I was a kid on NES and the original gameboy. Games these days are a lot about marketing and huge budgets. The indie ones that do well need to be targeted as well as refreshing. Some hard thoughts just watching the video and reading a bit about the game: 1. I don't really like the graphics as much as I liked the original Metroid. This is probably just a per…
I understand programmers often like working on their own projects, and sometimes we end up with complete packages like Stardew Valley, but maybe it's better to work in a team where everyone has their own strengths. I see so many games with fantastic code, going to waste because of really underwhelming story, art style or sound.
Re: Did I just waste 3 years?
#59'Infinitroid is a roguelike (or rogue-lite) sci-fi platformer with procedurally generated levels and deeply customizable weapons" The problem is that the "roguelike" "metrovania" "platformer" genre is oversaturated with so many indie games, so if you're going to grab some money with it it's better gotta be absolutely perfect. From my first impression I don't know if the mechanics are solid, but the art and sound seem…
Re: Did I just waste 3 years?
#60He doesn't mention how many hours he spent marketing it. I suspect not that many. I fully sympathize with his struggle, but this is a trap most programmers fall into so easily. Market need/fit > Marketing > Design > Programming when it comes to software products. You can't just build it and expect that they will come, unfortunately.
Humorously this HN post also kinda acts as marketing... (although a weak, halfhearted one at best)
Today, the market is so saturated that even if you have the funds and interest (as a player / fan of genre), there is no way you can discover or keep up with all new releases. Steam has no way of listing them in an easy to parse overview, publications have now way of keeping up, streamers only have so much time.
The solution is to market, market, market. Distribute keys to streamers, contact publications, optimize for off-days when they need something to write about.
Finally, your game needs to be either hyper-polished or have some sort of novel angle. No disrespect, but looking at the trailer of this particular game, it seems its about 70% of the way their. Everything looks okay, especially for a small team effort, but it needs more polish. The alternative is putting yourself into a niche and marking the hell out of everything, see e.g. the success of Cogmind, whose creator has been really good at Tweeting, posting on reddit, on HN, and so on...