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When you develop a game you're taking a big risk. There are so many ways people can entertain themselves that your game has to be something really special - and
by k-mcgrady 12y ago
When you develop a game you're taking a big risk. There are so many ways people can entertain themselves that your game has to be something really special - and even that may not be enough. Secondly, ripping off the letterpress UI (with or without permission) was a bad idea imo. If I saw the screenshots my first thought would be. "this is a letterpress ripoff" and I wouldn't have downloaded it.
If you create an app that solves a real problem or solves a problem better than the current solutions you can do okay in the App Store. It's rare to do great but you can do well enough. Games don't solve problems. They add to a growing number of ways to entertain ourselves which includes movies, music, tv, news, the internet - and all these are accessible on a mobile device.
P.S. Not trying to sound too negative about games but making money in entertainment is difficult. People have so many options - many of which are free - and they'll take the cheapest one.
- jazzychad 12y agoI don't disagree with you, and partly I have always wanted to write a game or two (I've published many other non-game apps, also w/o much financial success), but I wanted to learn about the market... and I did!
- k-mcgrady 12y agoI tried my hand at a simple game once - it was also a disaster. Although it wasn't nearly as polished as yours look.
- protonfish 12y agoYeah, you beat me there too. The best game I ever made is barely half finished (no matter how much I work I do it seems to stay half finished.) Plus you got a really great article about download numbers out of it.
- protonfish 12y agoI think you nailed it. If I stumbled across these I would never download them because I tend to notice something new and unique and these look exactly like more of the same. It makes sense that if you make something similar to 1,000 other games that being successful would be like getting a 999 on a thousand-sided die. Not to imply that it is easy to make something new (and good.) I have been working on a prototype of a game and the first feedback I got was all about how it was different than others games and that's bad. Trying to create something original is definitely swimming against the current.