Your project was a success, only the (nonexistent) business strategy failed.
What I Learned About Failing from My 5 Year Indie Game Dev Project
81–90 of 128 posts
Re: What I Learned About Failing from My 5 Year Indie Game Dev Project
#82Earlier quoted context omitted.
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!
Maybe I live in a totally different universe, but it's really hard for me to consider a software product that grossed $100k to be a "mediocre success."
A revenue of 100.000 spread over 2 years wouldn’t be enough to support me and my family. Living in a Western Europe country. I’d prefer freelancing (or a job) for income in that scenario, over making ends meet with a software product and battling off copycats and whatnot. It should grow month over month and if it stalls for a year+ at low revenue, that’s most likely bad and I’d kill it, considering it a mediocre success! Hope that makes sense :)
Re: What I Learned About Failing from My 5 Year Indie Game Dev Project
#83I'm really confused. The goal is making money yet there has not been a single attempt at monetization. Patreon is basically equivalent to donations. There is no obligation to pay you. Your highest tier is $5 a month. Even with hundreds of backers you're barely going to earn anything worth the effort. You could have easily added a much higher tier that charged at least something like $40 a month for support prioritiza…
That doesn't magically happen. Even in the cases where people do turn their work into side income or a job, there's a huge amount of outreach and effort behind the scenes.
Re: What I Learned About Failing from My 5 Year Indie Game Dev Project
#84Earlier quoted context omitted.
Game engines are different. It's a tiny market relative to web, and really the only people in the market for an engine other than Unity or Unreal are indies, who have near zero revenue and even less willingness to spend it. Those two are so far ahead in terms of features, support, and battle-hardening that you'd pretty much have to be insane to pick anything else if you had paying users. Always be wary of any market…
And Godot. You know, the 15 year old totally free engine of 30,000 commits 2.5 million LOCs that also does pretty much everything.
Re: What I Learned About Failing from My 5 Year Indie Game Dev Project
#85Earlier quoted context omitted.
Nice, cool idea. Is that a one-time fee or monthly? If one-time then I'd suggest emphasizing that fact and saying something like "lifetime access" (from my experience most people assume monthly for something like this). Also fyi, your PayPal button does nothing when I click it. Best of luck with everything!
Thank you for the great suggestion - I've already updated the page to add "Lifetime Access"! Fixing the Paypal button issue will be more tricky! I just tried it in Firefox and it's fine, but I'm seeing temperamental issues in Safari. Will look into it further - thanks for the heads up.
Re: What I Learned About Failing from My 5 Year Indie Game Dev Project
#86Earlier quoted context omitted.
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!
Maybe I live in a totally different universe, but it's really hard for me to consider a software product that grossed $100k to be a "mediocre success."
In comparison, a game that grossed $100k, which I have to pay self-employment taxes on, and perhaps app store fees out of that too, sounds awfully mediocre, at best.
Re: What I Learned About Failing from My 5 Year Indie Game Dev Project
#87I'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…
Wow, literally crazy
About how many customers did you have, when those things happened? If I may ask.
I wonder how large a group of people tends to be, when such crazies start appearing
(I wonder how those things made you feel and think)
Re: What I Learned About Failing from My 5 Year Indie Game Dev Project
#88In the meantime, I got to write a couple of VSCode extensions that are used at least by some people and React dependencies that I personally find cool.
I never really thought about it, but my open-source projects usually end up having 15-40 stars and that means 1 or 2 support tickets every 6 months. I guess not being popular has its upsides.
All that I can personally say is that, more than passion towards my current project, I feel as if I didn't make it, I would regret it deeply. So I wake up early every day to advance a little bit each day. I deeply enjoy the process.
I hope you someday look back at your project and see it as a success. A failure commercially, maybe, but a success in many other ways.
Anyways, thanks for the link to https://www.indiehackers.com/.
Re: What I Learned About Failing from My 5 Year Indie Game Dev Project
#89My 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…
Re: What I Learned About Failing from My 5 Year Indie Game Dev Project
#90Earlier quoted context omitted.
What's an "exit plan" in the context of small personal non-corporate projects?
It depends on what commitments you made to your users. It could be as simple as just abandoning the project or it could be something more elaborate like handing it over to someone else.