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I think you should have a good concept/idea how to reach your audience without to rely on the app stores. When I started that wasn't required. You just release
by joemanaco 10y ago
I think you should have a good concept/idea how to reach your audience without to rely on the app stores.
When I started that wasn't required. You just released your game and users are coming in for free. So I decided to do lots of small apps - but in the long run it would have been wiser to do apps that engage the users for a long time and constantly update with new content to keep those users engaged.
For myself I'm currently moving to bigger projects and also release for consoles and PC/Steam. But it's very risky for a small developer - because if you develop serveral months or years and the game flops you're basically out of business.
- cableshaft 10y agoThat's unfortunate. I'm totally a small game designer. I come up with concepts that excite me all the time but "adding new content" i.e. seasonal hats and new weapons and crap doesn't excite me at all (and I did it professionally for a year at one game company, I can do it for work but I'd hate to do it in my spare time). Adding features or levels is different, and I could do some of that, but I think I just want to make a games that are addictive to play and give you the "oh, I can get a little farther this time!" feel, like again like 2048. Oh well, if they're not successful then that's just too bad.