This strikes me as the kind of game that would have done well in the Flash market around 2005 on desktop browsers, but doesn't really work well with the extremely poor input methods available on mobile devices.
Failure Story of the Drunken Shotgun
21–23 of 23 posts
Re: Failure Story of the Drunken Shotgun
#22Re: Failure Story of the Drunken Shotgun
#23I was planning my future to first get great at Software development, then switch to game development once I got the skills. During that time I visited a few indie game conferences. I realised quite quickly how underfunded and overworked everyone was, trying to bootstrap companies on subsidies. Not with the intention to become the next unicorn, but just for the love of games. Nothing wrong with that, but I didn't seem…
>Better value then most art or game dev schools. While you could learn what the writer learned in a formal education setting, it very much seems like he could have learned everything he found out here from a few more chats or reddit posts with developers also in his situation. Additionally, him launching the game seemingly without finding other people who really enjoyed playing the game feels like a major dissonance…
It's reasonable to build a product for a rare audience, even of just hundreds worldwide, but you can't expect a mass-market solution like the app store to find those people for you.
If I build a roguelike I'm going to advertise to 7drl people, not to the app store in general. The same with his thing, surely there's a forum or something where he hangs out with similar people who like insanely hard clickers? Approach them.