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Ask HN: Show your failed projects and share a lesson you learned

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Re: Ask HN: Show your failed projects and share a lesson you learned

#51

Spent about $200000 on developing a real-time massive multiplayer online strategy game just to run out of money then fail our Kickstarter: https://www.kickstarter.com/projects/breadboard/terra-mango-... We already had 4000+ people sign up to play once it hit beta, and even had local news cover us: https://www.fox35orlando.com/news/terra-mango-could-be-the-n... We vastly underestimated our ability to market the game a…

> Don't let perfectionism get in the way of shipping.

I see this a lot. I wonder if a lot of creatives have obsessive personalities that cause us to want to fiddle endlessly with something before we release it?

Re: Ask HN: Show your failed projects and share a lesson you learned

#53
post #33

I built an app to help people create balanced teams during pickup games for any sport. The app had every player register themselves, then each player ranked everyone, including themselves, from best to worst, then the app would spit out n number of (probably) balanced teams. It turns out that complaining about team balance after the match is a feature, not a bug, of the experience for most people and our app was just…

> our app was just extra work Just this week my kids basketball coach is trying get all the parents to "use the app" for scheduling and announcements and its just NOT working so back to email which works for everyone. As both a player and in the past as a coach, my experience with "sports team apps" has been that nobody wants to be the end user's IT department and on any team with more than X players the odds of some…

Could you give me some examples of what you would think would be needed? Have a sister whos kids are going to be getting into sports and feel like this would be a fun side project

Re: Ask HN: Show your failed projects and share a lesson you learned

#54
post #40

Had several: last minute airline seat bidding app with an interested airline. Fishing competition app with paying users. Housing valuation app for a city council, with the actual city council interested and opening up their API to us. The city council also wanted a parking app and water billing app. A telco requested a reloading app that was basically CRUD but offered 6 digits for a few days of work. There was a diet…

> They own a Mercedes, BMW, or Mazda RX-8.

I'm not trying to be glib, but what quality of a person or partner were you looking to assess with this measurement? Asking because I've never thought to consider the car a person drives as part of evaluating a potential partnership.

I guess what I'm trying to land on is how you encountered and partnered with people who did as you described multiple times, and I'm leaning towards the idea that you're looking for the wrong indicators.

Re: Ask HN: Show your failed projects and share a lesson you learned

#55
I ran a solo branding and web, product, etc. design shop, prematurely took it full-time and bet my livelihood on it, and effectively dead-ended my career.

The small number of clients I got were—according to them—happy with my work, but the only word-of-mouth inquiry that ever came in was a coke-addled soi-disant "tech visionary" with little money and no plan. Everything else came through exhaustive outreach and prospecting. After a couple years, the whole feast-or-famine freelancer thing went full-famine and sent me running back toward full-time/in-house work with my tail between my legs and—evidently—a stink of desperation that took a couple more years to dissipate enough for me to actually find a job. A job that paid significantly less, had worse benefits, and put me in a much lower, less respected position in a much less interesting company, doing much less interesting (and much harder) work than the one I left years earlier. An objective professional regress from which I've yet to recover.

If I've learned a lesson it's that there must be reasons I'm unable to find good work that are too close to me for me to identify myself, and therefor frequent and informative feedback should be sought in high priority.

I saw a number of my peers take the same leap I did and find enormous and continuing success despite having less experience and, in some cases, what I felt was much lesser work to show. Of course their success has since enabled them to eclipse me, as my development has been retarded by several years of bad or no work now.

I want to move toward self-employment again, but have virtually no professional network after so much failure (again, despite all of my few customers verbalizing that they enjoyed working with me and were happy with what I did for them), and have no reason to believe I'd have greater luck in another venture.

I'm commenting to share my story, but am really here to read about what others have learned that I might be overlooking.

Re: Ask HN: Show your failed projects and share a lesson you learned

#56
Sometime after 2009 I started working on a data mining app that allowed a user to enter medications and cross reference drug interactions. At the time opendata was one of the main information sources, now I think those datasets are managed by openfda.

I brought one person in to work on that with me, they proceeded to buy a domain for the top product name we were considering (canitake.com) within the first day. It was wonderful to get that red flag so soon, I stopped working with them, and abandoned the project. Losing the project was a little unfortunate, the data brought good questions someone might want to ask their doctor about; but knowing what I know now about "doing your own research" a lot of people would not have used this as a way to prepare to talk to a professional and would have interpreted the data themselves.

Not working with that acquaintance again was invaluable, they burned their way through the industry for the next decade. They could have messed up projects I actually cared about.

Re: Ask HN: Show your failed projects and share a lesson you learned

#57
I worked solo for three years on a 3D cyberpunk shooter all in a custom C++ engine. It was a hybrid single/multiplayer idea, where you would progress through the campaign and encounter other players at the same time. The twist was, in keeping with the cyberpunk theme, once you got to the end it would be revealed that all the players were actually bots the whole time.

At first I was going to commit 100% to the deception. There wasn’t going to be real multiplayer in the game at all, it would all be fake. But then I realized the riot I would have on my hands if I actually tried to sell it as a multiplayer game and there wasn’t real multiplayer. So I wrote real multiplayer. By the end, the project was big enough for a team of 100. I was making cinematics, running a Discord server, trying to figure out how to train an AI to play my increasingly complicated game, it was insane. I ran out of money.

Trailer: https://youtu.be/QnMz27nPbB4

Code: https://github.com/etodd/lasercrabs

Dev blog: https://forums.tigsource.com/index.php?topic=49277

Re: Ask HN: Show your failed projects and share a lesson you learned

#58
post #38

Last year I tried building an animated laptop sticker business. People loved the idea! People paid for stickers! Profit was reasonable! But, on the downside... The equipment is horrifically expensive. Minimum order quantities from 3rd parties means that every idea has to be a killer. They are a novelty, and quite pricey, so you can't rely on repeat custom. Zero barrier to new entrants. I was glad that I did it - and…

Those were a great little product. I can see you easily saturating the market, though, and selling to basically everyone on the planet who wants one and having no possible customers left.

I had some custom shirts made once (same as the one Marty wears in Back to the Future) by the original manufacturer. I'm glad I only had 500 made because selling the last dozen was a real chore. I absolutely and totally exhausted the entire market.

Re: Ask HN: Show your failed projects and share a lesson you learned

#59

Spent about $200000 on developing a real-time massive multiplayer online strategy game just to run out of money then fail our Kickstarter: https://www.kickstarter.com/projects/breadboard/terra-mango-... We already had 4000+ people sign up to play once it hit beta, and even had local news cover us: https://www.fox35orlando.com/news/terra-mango-could-be-the-n... We vastly underestimated our ability to market the game a…

You say that your team should have had the willingness to ship a flawed product sooner, and that maybe that would have changed your fortunes.

If you're ok with sharing, I'd be interested in learning more about why you believe that. Did you hear that from former beta customers later on down the line? Is it an intuition you have from your reflections on the period?

Also, what brand of "perfectionism" are were talking about here? Chasing down minor performance boosts? Gold-plating existing features?

Re: Ask HN: Show your failed projects and share a lesson you learned

#60
post #39

https://www.quidsentio.com A private social network (“private” in the sense that is a journaling web app that you share with close friends, not as “e2ee privacy”). Zero interest on HN or Reddit or wherever. The few people who tried (including friends and family) never came back. The one paid user that I had tried to use the “import Facebook status” tool and it wasn’t working. I didn’t know how to fix (it worked in my…

Zero interest even in the comments section on this thread, lol.

It failed even at being a cool failed project.
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