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Making a Physical Product

b.jonw.com

51–60 of 134 posts

Re: Making a Physical Product

#51
post #20

Why make an iPhone app to keep track of planets owned when you could just make a simple paper based scorecard? Or am I missing something about the complexity of the game? An app might be useful but you want the game to be playable by the largest number of peopl possible and there could be some opportunity for recurring revenue from selling the scorecards.

I think the idea of an iOS app sounds great. Why waste paper when you can simply click "new game" on your phone?

Re: Making a Physical Product

#52

Awesome! (purchased) I've been reading about game design and playing with ideas myself. The prototyping was _this_ past Christmas? So you went from concept to sales in three months!? That seems fabulous. Congrats.

You mention that you've been reading about game design, any recommendations?

Re: Making a Physical Product

#53
post #46

For your next run you should shop around for a different tube supplier, it's a huge portion of your unit cost (24%) and I bet you can drop its price by at least half.

Check out yazoomills.com. They make amazing tubes, and have fantastic customer service. I'm guessing you can get your tube price down to $0.40/tube or less with an order of 2,000 or so tubes.

Re: Making a Physical Product

#54

Earlier quoted context omitted.

Maybe the rules are too complex to work out the probabilities directly. For example, landing on each property in Monopoly. The real question is why write a rails app? How does a web application framework help you roll dice?

I can forgive that - I often accidentally say 'rails' when I mean ruby as well.

Except this is a Rails app, not just Ruby.

Re: Making a Physical Product

#55

Have you considered selling these in Target or Walmart, or perhaps specialty stores?

I didn't downvote you.

You mention Walmart. The OP has an initial run of 5,000 units. He doesn't have nearly enough to get taken up by Walmart and they'll stiff him on profits.

Toys and games are a vicious market. Getting into Walmart is a mixed blessing.

Speciality shops is a good idea though.

Re: Making a Physical Product

#56
The landing page is missing an important piece. The explanation of how the game works in text. Its beautiful, well structured, but missing that key part. I was ready to give it a try, but I did not want to see the video. You have to include an explanation in text. Or even an image of how it works. You are losing sales to this. Fix it.

Re: Making a Physical Product

#58
Curious why you chose to spend $2.06 on the tubing stateside? That's a lot of money for packaging, and then to have to assemble the kits together. I'd try and get as much done in China as possible, especially the tubing, which would run you far less and you would be shipping a finished product and minimizing costs a ton.

Happy to help anyone who needs guidance on sourcing and manufacturing in China. I've become pretty savvy over the years.

Re: Making a Physical Product

#59
The costs breakdown neglects his own time put into the project.

To get the real total cost (which must be estimated), we should know how many hours he spent on it, and what his expected hourly rate might be if he were an independent contractor.

You can't really decide whether or not the endeavor was a net gain unless you also take your own time into account.

Re: Making a Physical Product

#60

"I spent a few hours hacking together a little rails app which would play out 100,000 rolls in a few seconds and tell me the chances of everything coming up. " Why did the author write a rails app to run statistical experiments on what are easy to calculate probabilities? It seems that if you want to make a probability based game you ought to have at least a working knowledge of the basics.

Because people who get stuff done typically use whatever they know and make it work "good enough" while people who don't get things done (like me too often) spend their time thinking about the proper language, statistics, probability, and the like.
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