15) previous teet: a thing I like to do for each game is make a list of the expenses and revenues (break down by platform) and then divide by the development months to get a sort of "virtual salary". Sometimes games that were quick to develop give better ROI than bigger ones
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26) don't quit your daily job! Nothing new but worth repeating, especially in the current market. Only 7-8 years ago, depending on your job and where you lived, I'd have said "go for it", but now honestly would be foolish
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27) I often see indies asking themselves "why game X is more successful than mine" comparing two very similar games. The reasons can be many, but in general a game is the sum of thousands of smaller, sutble aspects and it's hard to copy/reproduce (luckily).
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28) a game can at the same time be perfect, and not a success, if the target market is too small. You could make the best game possible, but if the target market is very small, the revenues will reflect that
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29) burnout is a bad thing. You're a human being so remember to take breaks to recharge your batteries from time to time whenever you can. Leave the crazy crunch sessions to the AAA companies!
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30) pricing your game right is hard. One could say to check the similar games to decide but not always is a good idea. There might be unexperienced devs pricing their games too high or too low for example
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31) continuing previous point, and I know some players might be annoyed to hear this, but it's better start with a higher price. You can always lower it later. Doing the opposite (starting with low price and raise it) it's possible too but only during beta / development stage
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32) build trust with your fans/followers. The 1000 true fans theory of
@spiderwebsoft . Knowing that once your game is done you have a X amount of people that will very likely buy it, it's a sort of safeguard netShow this thread -
33) for example I made clear that I wouldn't be discounting my games too deeply shortly after release (which is a bad idea in general too!). Fans are more likely to buy it full price after it's released this way, knowing the price won't go down after just a few months!
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34) same thing about bundles. I even wrote in my own site that I won't bundle my games anymore with the only exception of
@humble I had several users telling me that they used to get my games on bundles but after that, they started buying them full price!Show this thread -
35) critics. They are inevitable, and must be taken with the right mindset. And always remember that the worst thing is not getting a lot of critics, the worst is to remain unnoticed, anonymous
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36) selling direct. I think it's still possible, I do. It's of course very hard now, much much harder but it's possible. You need to build a mailing list, have a blog, forums, keep social media updated, promote your sales. It's a full time job
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37) partnerships. The other indies are your competition, but can also be your partners. I've worked with many other indies in the past, either collaborations, sale/bundles together, promoting each other and so on.
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38) planning ahead is good, but planning ahead too much is bad. An example, planning a DLC even before the game is out, or shortly after is, when you have no clue about the long-term revenues.
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39) Play games. As fun as it seems, playing games is very important both to see what's trendy at the moment but also to get inspiration, ideas to implement in your own games. I got many ideas for my RPGs playing other roleplay games
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40) take care of your health, and this doesn't only means to take frequent breaks, but als do some physical exercises. You're going to be sitting most of your time, and that's not good for health!
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41) repeated customers are good. If you can build a niche, make a certain kind of games (like I do for example) it's likely that if someone finds one of your games, they might be buying more of them. Each game is an advert for the others
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42) repeated customers are good but change sometimes can also be good. If you never go out your comfort zone, you're unlikely to have a hit. Sometimes trying to do a different kind of game can be a good thing
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43) still referring to previous tweet, a good system is: make a "safe" game, one you know it will be profitable (as much as it's possible to predict that nowadays) and then make a "risky game". Something new, something different. Alternate the two
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44) scaling down AAA games. It's a good system, of course I don't mean to copy/clone completely a game, but the kind of setting/core gameplay and so on. For example taking Dark Souls and applying its most prominent features in a 2d game (real-time or turn based)
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45) multiplayer games are super risky. If you're an indie you can add extra multiplayer gameplay to your game but creating a multiplayer ONLY game (which requires other people to play well) it's probably the most risky kind of game ever
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End of conversation
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