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What I Learned About Failing from My 5 Year Indie Game Dev Project

dylanwilson.net

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Re: What I Learned About Failing from My 5 Year Indie Game Dev Project

#51
post #47

I'm wondering if he'd still feel like quitting had it been making ton of money. One thing I've noticed is any passion project that becomes too much like work starts to feel like a chore and the passion for it disappears. I don't think making money off of it would change that. I've learned that when I do side projects, I need to think of it as having fun and playing. And with that, you accept to stop something and mov…

I had a game reach about $600 per day in revenue for a few months way back in 2010. Overall I think it made around $100K, and another game made about $30K.

So, even though I was making money, I still wanted out. The reasons came down to those listed below:

1) Taxes.

I wonder if it's easier now, but back then, I had to manually pay individual counties in my state, I had to pay individual states, and and then there were countries. I chose not to sell my game in any non-U.S. country just because of this. So, the tax nightmare wasn't something I was interested in, and was a big part of exiting the game selling business.

2) Make updates or create something new?

I originally did well updating my game. It kept people interested, and seemed to spur new sales somehow, but working on the SAME game for months and months and only making minor updates was not fun. It was work. So, I decided to make more games. I had one game make about another $30K, but everything else didn't sell at all. This was incredibly discouraging.

3) Reviews and Customer Support

When you are dependent on game sales, you check your reviews daily, and you freak out about anything less than 5 stars. Every mean comment hits hard. Customers start writing you, and some of them are crazy. I received death threats for removing a small feature for example. I also received CONSTANT questions about getting my game to work on different devices and computers. I couldn't keep up efficiently.

4) Daily Sales Stress

I would watch daily sales like a hawk. If an hour was slow, I'd stress. If a day was slow, I'd panic. It all had to just end. I couldn't market all day every day and work on new features and new games, so I was at the mercy of the app stores and it made me nuts.

5) Sales slowed

Finally, sales started slowing because of all the competition to my game (maybe). Other devs saw it doing well and a bunch of clones started showing up. Some even used my assets. Some Just added an "!" after the name of my game and were somehow using my code. I wasn't getting sales because my game had been out for a while, and then there was pirating and fakes. I know some people have their own opinion about pirating, but I would get emails from people telling me my game gave them a virus, then when we got down to it, they had stolen it from some shady site and still wanted support and to blame me for installing an infected game.

So, all that being said, yeah, making okay money in the game industry just wasn't enough to make me want to continue, but I REALLY like to make games, so part of me wants to try again anyway. Perhaps learning from these experiences will make the next adventure a little easier, who knows?

Re: What I Learned About Failing from My 5 Year Indie Game Dev Project

#52

> the downside of adding more features is that it becomes increasingly time intensive to fix bugs, update demos, deal with pull requests and respond to questions. Thibaut Duplessis, creator of Lichess, talks about this in a talk he gave (YouTube somewhere). He says that he's very reluctant to add new features due to the huge cost. The feature must be something very special to overcome the cost.

The simplest software is no software at all. Reduce your technical debt as much as possible, and focus on simplicity. It's like the Apple principle.

Re: What I Learned About Failing from My 5 Year Indie Game Dev Project

#53

My experience is that anything that spending significant amounts of your time on anything that assists others with building their thing is a total waste of time. Tech or otherwise. Those people are mainly doing it with the goal of making money for no one but themselves. The fact that they don't have money already proves that they likely are not good at making money. One of those primary early ways to make money is th…

[deleted]

Re: What I Learned About Failing from My 5 Year Indie Game Dev Project

#54
post #51
post #47

I'm wondering if he'd still feel like quitting had it been making ton of money. One thing I've noticed is any passion project that becomes too much like work starts to feel like a chore and the passion for it disappears. I don't think making money off of it would change that. I've learned that when I do side projects, I need to think of it as having fun and playing. And with that, you accept to stop something and mov…

I had a game reach about $600 per day in revenue for a few months way back in 2010. Overall I think it made around $100K, and another game made about $30K. So, even though I was making money, I still wanted out. The reasons came down to those listed below: 1) Taxes. I wonder if it's easier now, but back then, I had to manually pay individual counties in my state, I had to pay individual states, and and then there wer…

What was the game? Could you elaborate on your release model for the $100k game? Any website or blog posts?

- a solo indie dev several months in

Re: What I Learned About Failing from My 5 Year Indie Game Dev Project

#55
post #23

Does the article ever actually mention what he failed at? He developed an open source game engine and... what? Did he expect people to donate to him or something? What was the monetization plan?

Here he defines his own success as the ability of his patreon to support him financially. He says he couldn't make that work.

It doesn't really go into detail about whether he offered other direct contracts or work fire hire or other tried other licensing or any other strategy.

Re: What I Learned About Failing from My 5 Year Indie Game Dev Project

#56
post #51
post #47

I'm wondering if he'd still feel like quitting had it been making ton of money. One thing I've noticed is any passion project that becomes too much like work starts to feel like a chore and the passion for it disappears. I don't think making money off of it would change that. I've learned that when I do side projects, I need to think of it as having fun and playing. And with that, you accept to stop something and mov…

I had a game reach about $600 per day in revenue for a few months way back in 2010. Overall I think it made around $100K, and another game made about $30K. So, even though I was making money, I still wanted out. The reasons came down to those listed below: 1) Taxes. I wonder if it's easier now, but back then, I had to manually pay individual counties in my state, I had to pay individual states, and and then there wer…

Thanks for sharing! That’s the downside of mediocre success. Too little money to outsource tasks, too much to abandon and allocate your time resources elsewhere.

Glad you made the right call and I hope you find another passion project soon!

Re: What I Learned About Failing from My 5 Year Indie Game Dev Project

#57

Failing is hard. I'd definitely try to get my kid into sports so he can learn to lose early and often.

I would argue that esports can have a similar effect, unless it’s a moba, which sort of encourages a bad attitude towards losing and your teammates. Starcraft, quake, or even chess can be amazing

Re: What I Learned About Failing from My 5 Year Indie Game Dev Project

#58

Game engines is a really tough market to compete in given Unity and Unreal are now basically free. When I built the game that I launched on Steam I made my own game engine with the idea that I would open source it. The engine is now open source but when people ask about it I recommend they just use Unity instead.

Iirc, the developer of Ogre is now just using unity

Re: What I Learned About Failing from My 5 Year Indie Game Dev Project

#59

How did you get married and afford rent?

It was a side project. OP mentions he has a full-time job ... also, is marriage contingent on an income level?

Money can be a large relationship stressor and source of concern leading up to a lifetime commitment

Re: What I Learned About Failing from My 5 Year Indie Game Dev Project

#60
post #55
post #23

Does the article ever actually mention what he failed at? He developed an open source game engine and... what? Did he expect people to donate to him or something? What was the monetization plan?

Here he defines his own success as the ability of his patreon to support him financially. He says he couldn't make that work. It doesn't really go into detail about whether he offered other direct contracts or work fire hire or other tried other licensing or any other strategy.

If it’s a side project, then work for hire would have been a side-side project, wouldn’t it? That’s quite a lot to juggle with a presumably full time job
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