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by njsubedi 1375 days ago
I started making games right after I joined my university. Those were simple flash-like games with simple gameplay and basic UI/UX. Fast forward 10 years; I started a game studio and we’re a team of 50+ but still making really simple games for mobile. Not that we didn’t try making “huge” games but constantly creating new games and publishing them and seeing them succeed is what it takes to keep making games. As an indie developer, you’ll probably make a dozen or more games before people actually play one of your games. It’s a long battle but making many simple games is more important than trying to make a blockbuster in the first try.
4 comments

You're optimizing for revenue/chance of success, not for the creation itself, which most world-class indie games are optimizing for (e.g. stardew valley, dwarf fortress, celeste, hollow knight, etc).

Also, building a million simple mobile games will not magically compound into making you a great complex/deep game builder.

Not trying to say your strategy is wrong, I just don't agree with your strategy if someone's goal is to build the game they have in mind, exactly like they have it in their mind (assuming it's more than a simple mobile game). It will help in terms of general "steps" to have built a couple simple games before sure, but that's about it.

All the indie devs you mentioned had moonshot successes that catapulted their studio. They shouldn't be modeled by anyone making a fresh go at the games industry. Save yourself the time and buy a lotto ticket.

Having a tight release loop is a good strategy. You will find mechanics that work over time and iterate on them, finding more and more reliable success. Eventually one will hit. You don't even have to avoid looking like shovelware. The mobile game audience doesn't care about that, it's more of a capital G Gamer gatekeeper thing.

How do you compare flash game to mobile games ?

I have played a lot of flash games, but mobile games become boring very fast to me. I think this has to do with the input limitation of the device : touch with one thumb on half the screen. Maybe this force mobile games into limited gameplay choices.

Interesting story. Could you comment on the economics of running such a studio, which seems to be relying on casual gaming. A bit of insight into the market as well.

Really curious.

Which one of your games did you like the most?