Hacker News new | ask | show | jobs
by semperfaux 4161 days ago
I admire your ambition! My own Android game development is intentionally limited to 2D for various reasons.

Unfortunately, and I hope this is not your experience, the way I understand the state of affairs in gaming in general is that if it's not as gorgeous as Mass Effect or as addictive as Candy Crush you're not likely to see many people caring.

Really, though, good on you for releasing a game! If making games is what you love, keep going; I just hope the monetization you're doing is more experimental than an attempt at making a living. People are cheap, cheap bastards, and your prices aren't even attempting to hit the whales that support most (if not all) profitable F2P games.

Edit: Also, please note that as many of us found out the hard way, Google Play does indeed show your freaking address as part of your listing, so you may want to remove it from the relevant part of your profile. It's not required but it's also not made clear that it'll be shown publicly if you enter it.

4 comments

Thanks for your comment. I can relate and agree to whatever you have mentioned. The chances of Indie game succeeding are very slim.

My motivation for making games is two folds - one the psychological satisfaction of "creation" and second the ability to reach out to global audience with whom otherwise I would never had any connect. See, we two are talking right now :) I am hoping to reach a level where I can make a living through my games. I am far away from that goal right now :)

Regarding the developer address part - Isn't it mandatory in Play Store for every developer to list their address? Can the address be just a city and country instead of a detailed one?

>Unfortunately, and I hope this is not your experience, the way I understand the state of affairs in gaming in general is that if it's not as gorgeous as Mass Effect or as addictive as Candy Crush you're not likely to see many people caring.

This is only true for games on mobile platforms. The Skinner box horseshit you find in the App Store and on Google Play, will not translate into success on PC or console, because people who play games on PC or console actually want good games and are willing to pay for them.

Basically, don't make games for mobile, is my takeaway. Or, at least, don't target that platform exclusively or even primarily.

Has anyone here successfully made money off of mobile games?

Lacking feedback directly from anyone who has done it: I get the impression that the secret is to throw lots of things against the wall and see what sticks. It paid off handsomely for Rovio, for example.

If you can crank out a new game every couple months, it might be possible to make a living that way. Unfortunately, nobody goes into games wanting to crank one out every couple months.

>Has anyone here successfully made money off of mobile games?

Here's a guy who has over 600 apps (mostly games) on the iOS appstore, all outsourced, and is making money off of them: http://www.reddit.com/r/IAmA/comments/2shhgj/iama_25_year_ol...

These are well known issues, anyone who has spent more than 10 minutes ever on /r/androiddev is well aware. Suffice to say its almost understood these days that any dev with any sense understands all caveats when doing mobile development period.