One game, by one man, on six platforms: The good, the bad and the ugly
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Re: One game, by one man, on six platforms: The good, the bad and the ugly
#2Re: One game, by one man, on six platforms: The good, the bad and the ugly
#3Re: One game, by one man, on six platforms: The good, the bad and the ugly
#4I think some types of games (think factory building, zachtronics style puzzle games, ...) might have a bigger percentage, though that's only a feeling I have, I don't have numbers myself, I just see such games more often have a Linux release on Steam that seems appreciated.
Re: One game, by one man, on six platforms: The good, the bad and the ugly
#5Brb going to download idle industry
Re: One game, by one man, on six platforms: The good, the bad and the ugly
#6Re: One game, by one man, on six platforms: The good, the bad and the ugly
#7> Linux accounts for less than 1% of the total players I think some types of games (think factory building, zachtronics style puzzle games, ...) might have a bigger percentage, though that's only a feeling I have, I don't have numbers myself, I just see such games more often have a Linux release on Steam that seems appreciated.
1%->2%
Re: One game, by one man, on six platforms: The good, the bad and the ugly
#8The browser provides Local Storage, but that isn't reliable as a "source of truth" since browsers (mostly on iOS, I think) may delete the data periodically (thanks, iOS, for deleting my Wordle history!) or when clearing browser history. Aside: the worst situation is when publishing on itch.io and playing on an iPad--your data appears to get saved to Local Storage but is actually wiped immediately to prevent cross-site tracking (itch.io hosts HTML5 games in a frame with a different domain).
Publishing on Steam, on the other hand, gives you durable file system storage and you can add cross-device syncing via Steam Cloud very easily. I'm holding out hope that something like remoteStorage will eventually catch on for browsers, but for now I don't really see a convenient solution.
If anyone has ideas for managing save data in a browser game that don't involve hosting user data myself (and dealing with account recovery, GDPR, etc.), let me know!
Re: One game, by one man, on six platforms: The good, the bad and the ugly
#9> Similar to developing for macOS, a Mac is pretty much required for developing for iOS and there’s the $100 per year developer membership fee. I think the combined income of both iOS and macOS (95% of which comes from iOS) barely covers the cost of the membership fee and the cheapest Mac Mini.
I think this contextualizes the post well, seems like overall revenues might be in the <$10k or even <$5k range. That's extremely hobby territory (/buying lottery ticket territory). Feels like at that scale a 'build whatever makes you happiest' heuristic is healthier for the individual and cross-platform support works against you.