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“I thought I could ship at least 700 units to stay in business”

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41–50 of 346 posts

Re: “I thought I could ship at least 700 units to stay in business”

#41
Maybe Steam isn't the best distribution channel. Get creative. e.g. A big selling point of your "coffee break" game seems to be that you can easily jump in, step away, then resume later. Find someplace where people spend time bored and waiting, and get them playing your game there. It would sure make for a more entertaining alternative to those boring progress bars at websites where you download big files. Point is, find someplace your game will stand out as being unique and cool. Even if you have to go back to work for a while, hope you don't give up!

Re: “I thought I could ship at least 700 units to stay in business”

#42

Yeah, quitting the job with no savings is a mistake. The things he could have done better are mainly 1) Proof that people want to play this game. Post the gameplay video on /r/indiegaming, see what people say. I remember the early days of Minecraft, people went wild for it, even though it was very basic. 2) Marketing. Tweeting is not enough. Submitting to reviewers is not enough. On the positive side, he is fast and…

1) It's very hard to get proof for good, but not exceptional games. Getting any feedback is hard. Minecraft was unique, it will likely get to a quarter billion sold copies eventually, it's not the game you want to compare your 3-month project to.

Re: “I thought I could ship at least 700 units to stay in business”

#43
post #25

The country he mentions is Romania. Well, bureaucracy is high, but like other said, no need to setup a company in advance. But, he saved anyway way to little money ( I found strange that he is counting in USD, since euro is de facto currency, besides the RON ) to be able to sustain him and an apartment. Lessons learn: don't quit your job until you have some sale volume. However, since he's in Romania, he will get a j…

>>Lessons learn: don't quit your job until you have some sale volume.

Don't quit your job until your side gig is fully self-sufficient and you are being paid enough to cover bills/food/necessities and you have a few months saved up for emergencies and such.

If you can't work 40 hours per week at a basic job (and squeeze in a few hours of at least thinking/reading about your side project, if not actually coding/writing) and work another 20-60 on your side gig, you probably don't like it enough or have enough passion for it to sustain it even if you hit your stride.

Re: “I thought I could ship at least 700 units to stay in business”

#44
post #25

The country he mentions is Romania. Well, bureaucracy is high, but like other said, no need to setup a company in advance. But, he saved anyway way to little money ( I found strange that he is counting in USD, since euro is de facto currency, besides the RON ) to be able to sustain him and an apartment. Lessons learn: don't quit your job until you have some sale volume. However, since he's in Romania, he will get a j…

That highly depends on which city you are in Romania. If you're in one of the bigger cities (Bucharest, Cluj, Iasi or Oradea) then it's going to be ok. If not, then you're screwed, unless you can work remote. At least, that has been my experience.

There's also the thing that the average developer salaries are surprisingly low. They are well above the national average, but it's only the top 1-5% who really pulls in the money. The latest numbers I have seen is an average of 5300 RON net (1185 EUR). While the national average is at 2100 RON (485 EUR). The top 1-5% pulls in more than double the average: 10000 RON (2170 EUR), if not more. You're gonna need a salary like that to live comfortably.

It makes sense for him to count in US dollars because even though prices for apartments and cars are expressed in euros in Romania, the rest off the world is still very much US dollar centric.

Re: “I thought I could ship at least 700 units to stay in business”

#45

What gets me about this is the tiny scale of things. This is the first time it really dawns on me just how small of a success a game might have to be and still have the developer going (hard as it may be to reach 700 sold, apparently). Honestly, this puts things into an entirely new light for me. I feel like buying, playing and then thoroughly interacting in the community of a game can really have personal impact on…

That's when your developer is in Romania. If your game developer lives in bay area, that's a full order of magnitude of difference in cost of living.

Re: “I thought I could ship at least 700 units to stay in business”

#46
post #37

I'm pretty sure being number 1 on HN will give him some sales. So a post-mortem can be part of a good marketing campaign.

It has been for a long time, I mean part of it, not necessarily good. I'm glad people do it because it makes for interesting read. But the issue is that other (game) developers aren't your audience 9 out of 10 times.

Re: “I thought I could ship at least 700 units to stay in business”

#47
post #45

What gets me about this is the tiny scale of things. This is the first time it really dawns on me just how small of a success a game might have to be and still have the developer going (hard as it may be to reach 700 sold, apparently). Honestly, this puts things into an entirely new light for me. I feel like buying, playing and then thoroughly interacting in the community of a game can really have personal impact on…

That's when your developer is in Romania. If your game developer lives in bay area, that's a full order of magnitude of difference in cost of living.

Oh sure, definitely!

Re: “I thought I could ship at least 700 units to stay in business”

#48
I assume part of his problem is the Steam description - some of it reads like nonsense (the twist/USP makes no sense, “fervent goddess,” “20 levels of pure mishap”) and the rest is actually discouraging, describing it as “back-to-basics” (read: not many features) and literally has a section entitled “why you might not like this game”.

Overall the concept is confusing. It’s a “coffee-break game” but also a really difficult roguelike with permadeath? Why? People don’t like to experience frustration in their coffee breaks, in my experience!

Re: “I thought I could ship at least 700 units to stay in business”

#49
His sense of what games are "cool" wasn't in tune with the public. That's the cardinal sin. Pixel art dungeon crawlers aren't cool. It's as if he was a musician and decided to release a glam metal album today. Low budget, poor marketing, uncooperative bureaucracy - nah dude, none of that matters, you're just too in love with glam metal and people aren't buying glam metal.

Re: “I thought I could ship at least 700 units to stay in business”

#50
post #25

The country he mentions is Romania. Well, bureaucracy is high, but like other said, no need to setup a company in advance. But, he saved anyway way to little money ( I found strange that he is counting in USD, since euro is de facto currency, besides the RON ) to be able to sustain him and an apartment. Lessons learn: don't quit your job until you have some sale volume. However, since he's in Romania, he will get a j…

That highly depends on which city you are in Romania. If you're in one of the bigger cities (Bucharest, Cluj, Iasi or Oradea) then it's going to be ok. If not, then you're screwed, unless you can work remote. At least, that has been my experience. There's also the thing that the average developer salaries are surprisingly low. They are well above the national average, but it's only the top 1-5% who really pulls in th…

You can live quite comfortably, even in Bucharest, with $1200, as a dev. No need to be in the top 10%.
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