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I spent a year building an app and failed – The story of Taskwer

buildingwithchris.com

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Re: I spent a year building an app and failed – The story of Taskwer

#51
post #45

Earlier quoted context omitted.

Unless your product depends on eyeballs, SEO is just another vanity metric.

Nonsense. No sales will convert from 0 eyeballs

With B2B sales in an industry niche it's not about SEO. You need to talk to people in that industry and you know, sell to them.

Re: I spent a year building an app and failed – The story of Taskwer

#52

Earlier quoted context omitted.

> This is difficult if you don't have a network or experience in specific industries so tech people just wait around for a business person to tell them what to build instead This is really not as difficult as it seems. After having done this a couple of times, I recently wrote a blog post to document my process - https://open.substack.com/pub/toluakinola/p/how-to-do-idea-d...

Hey, this is one of the first posts I've read about this that contains real actionable steps instead of bs. Thanks.

[deleted]

Re: I spent a year building an app and failed – The story of Taskwer

#53
post #43
post #23

"Build it and they will come" is almost never a winning strategy. Of course sometimes it works, you build the right thing at the right time and it goes viral, but most of the time you get crickets even if it gets to the top of Product Hunt or Hacker News (neither of which are of any importance outside of tech circles). The right way is to talk to prospective customers first in a given niche, listen carefully to their…

> Build it and they will come Is my exact strategy. My first startup I desperately tried to find any form of confirmation that my product has a need. I couldn't find it, nobody appeared to need what I was creating. But I was half done and published it anyway and it was a huge success for me. Still haven't met a potential customer since outside of my customers. Also no paid ads, just Reddit, hn, ... I think the actual…

Confirmation bias. For your success, how many failures are there? That is why in general "build it and they will come" is not a winning strategy. What I do instead is just find products I like but am frustrated with for whatever reason, and so I make an improved version and release it, run some ads for marketing or cold email sales, it works great because the market is already validated.

Re: I spent a year building an app and failed – The story of Taskwer

#54
post #23

"Build it and they will come" is almost never a winning strategy. Of course sometimes it works, you build the right thing at the right time and it goes viral, but most of the time you get crickets even if it gets to the top of Product Hunt or Hacker News (neither of which are of any importance outside of tech circles). The right way is to talk to prospective customers first in a given niche, listen carefully to their…

It really depends on your definition of "winning." My partner and I decided to make a small game together back in 2020, release it, and maintain it. "Winning" for me meant that it should earn $500 per year and have regular players who got the same joy from it that we got from making it. It was a really modest goal We kept working on it over the last three years. It has just been slowly, but consistently getting bette…

The problem I have with this is $500/month is a lot more than $500 per-month. Hear me out.

If Steam is taking 30% and uncle Sam is taking 35%, $500 is really $175. You need to earn roughly $1450 per-month to make around $500 per-month. Of course, that doesn't count any marketing/domain/asset/license/etc fees.

Re: I spent a year building an app and failed – The story of Taskwer

#55

Earlier quoted context omitted.

It really depends on your definition of "winning." My partner and I decided to make a small game together back in 2020, release it, and maintain it. "Winning" for me meant that it should earn $500 per year and have regular players who got the same joy from it that we got from making it. It was a really modest goal We kept working on it over the last three years. It has just been slowly, but consistently getting bette…

The problem I have with this is $500/month is a lot more than $500 per-month. Hear me out. If Steam is taking 30% and uncle Sam is taking 35%, $500 is really $175. You need to earn roughly $1450 per-month to make around $500 per-month. Of course, that doesn't count any marketing/domain/asset/license/etc fees.

Everyone pays taxes so I’m not sure why uncle Sam’s cut matters; it’s going to be nearly the same as working in a regular job.

As per your math, you added them together… percentages like that are multiplicative since you wouldn’t get taxed on the fees paid to steam, so it’s really more like $227.50 in your example. Still less than half, but all your additional fees or whatever get deducted out of the big 35% bucket.

Re: I spent a year building an app and failed – The story of Taskwer

#56
post #55

Earlier quoted context omitted.

The problem I have with this is $500/month is a lot more than $500 per-month. Hear me out. If Steam is taking 30% and uncle Sam is taking 35%, $500 is really $175. You need to earn roughly $1450 per-month to make around $500 per-month. Of course, that doesn't count any marketing/domain/asset/license/etc fees.

Everyone pays taxes so I’m not sure why uncle Sam’s cut matters; it’s going to be nearly the same as working in a regular job. As per your math, you added them together… percentages like that are multiplicative since you wouldn’t get taxed on the fees paid to steam, so it’s really more like $227.50 in your example. Still less than half, but all your additional fees or whatever get deducted out of the big 35% bucket.

True-- but a regular job you may work 40-50 hours a week and have many other benefits (like health insurance, and so on). Most people making games (especially on their own) put in far more hours, zero benefits and a lot less money.

I have nothing but respect for people that do. I've dreamed of it. I could never pull the trigger though. I can't justify putting four to seven years in a game to make pocket change out of it.

Sure... the creative aspect is great. Having players enjoy it is great. But eating and keeping my house is pretty good too.

Re: I spent a year building an app and failed – The story of Taskwer

#57
post #55

Earlier quoted context omitted.

Everyone pays taxes so I’m not sure why uncle Sam’s cut matters; it’s going to be nearly the same as working in a regular job. As per your math, you added them together… percentages like that are multiplicative since you wouldn’t get taxed on the fees paid to steam, so it’s really more like $227.50 in your example. Still less than half, but all your additional fees or whatever get deducted out of the big 35% bucket.

True-- but a regular job you may work 40-50 hours a week and have many other benefits (like health insurance, and so on). Most people making games (especially on their own) put in far more hours, zero benefits and a lot less money. I have nothing but respect for people that do. I've dreamed of it. I could never pull the trigger though. I can't justify putting four to seven years in a game to make pocket change out of…

Sure, but maintaining a video game - depending on the type of game - could be anywhere from a full time job to a few hours a week. Is a few hours a week worth an extra $500/mo? Yea, probably. And with network effect of games, it's possible that $500 grows to $5000 over time and you really can think about replacing your actual job.

It sounds like this was a passion project, not something intended to replace a full time job, though.

Re: I spent a year building an app and failed – The story of Taskwer

#58
post #51

Earlier quoted context omitted.

Nonsense. No sales will convert from 0 eyeballs

With B2B sales in an industry niche it's not about SEO. You need to talk to people in that industry and you know, sell to them.

Yes there’s outbound sales. There’s also inbound too and it would be foolish to ignore them
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