He 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.
Did I just waste 3 years?
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Re: Did I just waste 3 years?
#92If you are interested in making an indie game, do it only because you want to not because you think you'll make money. You will lose money. That's it. There's no magic message here. Source: an indie dev. I keep my passion for my project because it's something I truly want to do.
That's clearly not entirely true though, because there are hits. They're just extremely rare, but extremely visible. You can read interviews with the Stardew Valley guy all over where he talks about spending 4 years working solo on his game, refusing to give up on realising his artistic vision. Then he releases and it's a mega-hit. That's a very seductive story. This isn't a problem unique to indie games. Every creat…
Re: Did I just waste 3 years?
#93He 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.
So I hear its a cool rogue-like but unlike the fifty indie rogue-likes I have languishing unplayed in my steam account already, I can play this one in the browser, whoa cool, technically impressive and maybe fun too.
So I go to the web page expecting a slither.io like experience where I'll be playing in 10 seconds.
And there's too many choices. First its a wall of text I can already be playing slither.io before I figure out what to do here in a RPG-adventure-IRL sense. Second there's confusion I should click on "Update Try it now on the play page" or the button "Join early access to play the game" or the tab labeled "Play Game" or down in the text its got a hyperlink to "play online" in the "play online, in-browser" section. Or they're different or the same or cognitive load thats un necessary. Is one link free and one link paid, or they all go to the same place but I better check them all first?
Then the choice confusion continues. I click on one of many widgets to get to the same place, "join early access". No I don't want to join I want to play. And more decision problems crop up, I can pay $7.50 for the free steam key (huh?) or there's a note from Luke that I can skip the payment section and get an account anyway wonder if it comes with a steam key or not what if I change my mind this is all so confusing and I want to make in-game decisions not the second page between me and the game experience. And the page is full of three ways to pay or its also free or the steam key is free or what all is going on here why am I stopping to research this and why am I researching instead of playing. I got a tab open with slither.io to make this stream of consciousness post and its calling to me... What if I don't like it and want my money back what if I make a free acct and later decide to toss some cash in its just all so overly complicated.
There is another interesting impedance bump where there' three federated ways to pay, via amazon, paypal, or stripe CC, which is convenient, I'm not complaining at all. The point is just above that there is no federated login or account generation at all; I have to provide my email for harvesting (come on, I know Luke is a good guy, but I've been on the internet for longer than most kids have been alive; I know better than to provide my email address "for free" it ain't 1990 anymore so say hi to vlm@example.com). Then I need to create yet another username and password to forget because there's no federation. I must have created over a thousand logins in the last couple decades; tired. You integrated three payment processors how about one-click login via google / FB / whatevs.
After all this uphill battle in the user acquisition phase, the tab with slither.io is beckoning to me...
Note that I'm exclusively complaining about the new user acquisition process; everything else is pretty cool! Its just a lot of work and cognitive load to get to play compared to the competition in the market (the fifty unplayed indie roguelikes in my steam account, or .io style instant casual web games)
My constructive suggestion: One page one click login via federated accts and don't forget "click here to play as anonymous coward" then in the UI "click here to sign up or give us piles of cash". The competition can get them playing in one click and 10 seconds...
Interesting marketing mechanic that some might say is evil, whatevs, in game while playing as "anonymous coward" click here to have a federated account (play with your facebook or google acct) and get a minor in-game reward for signing up. Not so ridiculous that people claim its cheaty, but something at least amusing or an in-game joke or something making it a trade in users minds.
Don't give people a chance to think about doing something else while they're trying to decode the onboarding process. Low friction is where its at.
Think of the "S" in SOLID the single responsibility principle, don't make new users ponder if they're paying for something (what, a free steam key?) or joining a club forum or playing a game or whatnot. Give the new user exactly one single responsibility "play the game". Later on, buddy up with "membership" or "gimmie money" but get them into the game first.
Looks like a fun game, once you get into it. Cool!
Re: Did I just waste 3 years?
#94I 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…
You are looking at lifetime sales of games that have been on sale for different periods of time. All of these should be divided by number of years of sales, which gives you: 2017: 49k, 2016: 36k, 2015: 37k, 2014: 39k 2013: 120k, 2012: 89k, 2011: 73k, 2010: 48k 2009: 35k, 2008: 27k, 2007: 75k, 2006: 48k 2005: 43k, 2004: (this really just means Half-Life 2 and Counterstrike): 820k With the sales normalized by year, and…
Re: Did I just waste 3 years?
#951. why would I pay 7 bucks for this, when something like PUBG is ostensibly free? There is no easy "trial" download (Do I even down load this?) Does it work on my phone (a lot of the low end game market went there.
2. Selling things is hard when your up against free. I dont like the freemium model but free stuff with ad's makes money - give it away and monetize on the back end.
3. Every one pays for customers. Marketing matters and especially in a competitive market. Your going to need to spend money to make money in todays age.
Re: Did I just waste 3 years?
#96If you are interested in making an indie game, do it only because you want to not because you think you'll make money. You will lose money. That's it. There's no magic message here. Source: an indie dev. I keep my passion for my project because it's something I truly want to do.
That's clearly not entirely true though, because there are hits. They're just extremely rare, but extremely visible. You can read interviews with the Stardew Valley guy all over where he talks about spending 4 years working solo on his game, refusing to give up on realising his artistic vision. Then he releases and it's a mega-hit. That's a very seductive story. This isn't a problem unique to indie games. Every creat…
Re: Did I just waste 3 years?
#97If you are interested in making an indie game, do it only because you want to not because you think you'll make money. You will lose money. That's it. There's no magic message here. Source: an indie dev. I keep my passion for my project because it's something I truly want to do.
Re: Did I just waste 3 years?
#98Earlier quoted context omitted.
That's clearly not entirely true though, because there are hits. They're just extremely rare, but extremely visible. You can read interviews with the Stardew Valley guy all over where he talks about spending 4 years working solo on his game, refusing to give up on realising his artistic vision. Then he releases and it's a mega-hit. That's a very seductive story. This isn't a problem unique to indie games. Every creat…
Wasn't Stardew Valley basically built from the earlier game Starbound?
Re: Did I just waste 3 years?
#99What 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 would even say that this game manages to hit the 3 points in which I avoid on a Metroidvania:
1. Rogue-like. I really dislike rogue-like, no special reason, just a personal preference
2. Lack of a plot. I appreciate the feeling of exploring a world the feels alive, even if it's a very simple one. Going through levels for the sake of going through them, it's not much of a fun experience to me.
3. Huge resemblance to the original Metroid. If I wanted to play Metroid... I would be playing Metroid.
Also... no Linux version? Really? That excludes me entirely from this game.