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Nice! What you can do is reuse the structure of your game, and make another one. Basically, just re-skin it. Then, I think a better approach is to just give it
by blackrock 6y ago
Nice! What you can do is reuse the structure of your game, and make another one. Basically, just re-skin it.
Then, I think a better approach is to just give it away for free. Then, display ads, or sell tokens when they player dies.
Only display ads, in non-critical parts of the game, like when the player dies, or when he pauses the game. Or in between levels.
But, the biggest money maker, might be to sell tokens. Once in a while, you’ll get some guy that just drops $20 on your game. These guys are the whales.
What did you write it in? Objective-C or Swift?
- tleb_ 6y agoPlease don't support such dark patterns that are already used everywhere. Your comment honestly reads as if you don't want the game to be enjoyed and this isn't at all in the "I don't care if this project succeeds" idea of the topic.
- blackrock 6y agoI think you read way too much into my comment.
- TheNewAndy 6y agoMost of the development time was offline (on a train), so this basically ruled out anything to do with networking. There are probably heaps of ways to monetize it (from what I can tell, the "buy a game upfront" model is mostly dead and everything is now free to play. But the reason I'm mentioning it here is because "I don't care if this succeeds". It was written in C (using SDL2 as the library for getting things on screen). I did have a version in swift, but being able to do most of the development in linux made made things much better for my workflows.