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#11
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Foursaken Media,
Thanks for taking out the time to post your viewpoints, and even though I haven't played as much as your game as I would have liked, I did buy it, and it is great. What has impressed me the most though is your friendly demeanor, and your ability to gain a big following on Toucharcade from a lot of the senior regulars. This is nice to see, and I supported and bought your games, just cause of that. But yeah, maybe you are right, the reality isn't really getting rich, it is having the ability to make a comfortable living at it, so the following games can be even more successful and hopefully hit the jackpot. With so many thousands of apps and developers nowadays, it is interesting to me, what makes a game and developer successful, the hope and inspiration for any of us here to succeed, and to see if there is actually light out of the end of the ios tunnel. Thanks again, I will try to play some Heroes and Castles tonight. Last time I played multiplayer online with Ninjackid, he laughed at me.... Sigh....
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#12
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Our Tap Studio games are still going pretty strong after 3 years, 5 million downloads and nearly 400,000 taps in the online Tap Vault. Just a couple of guys in our spare time. No motherload yet though.
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#13
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Daredevil Dave was my first commercial game. Back in 2010 it hit #8 in the App Store. I soon quit my day job (which sucked anyways) and have been working on the sequel, as well as some side projects, ever since.
Things are different in the App Store now. Daredevil Dave 2 is going to be a different kind of launch, with much different strategies than the first game. In my mind I've succeeded, with much room for improvement. My financial life was a mess until the game went on sale. Dave did way better than I ever expected and it changed my life in a huge way. It attracted a lot of attention too which has opened a few doors for me. I'm not rich, but I'm doing okay, and the future looks promising. FWIW, I got my "start" here at Toucharcade in these forums. I'd learned of a program called Unity hehe and heard it would have iPhone support soon. A year later my first game was done. ![]() One word of advice: don't take 3 years to do a sequel. Last edited by schplurg; 02-26-2013 at 03:14 PM.. |
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#14
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@Foursaken_Media
Thanks for the reply, this was good to read! Cheers, |
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#15
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My first iOS game, Pocket Ninjas, has managed to keep me self employed and pay my bills for the past year so I guess that's a success
here's a write up from when it really took off this past April - http://www.gamesindustry.biz/article...oads-in-5-days Its still steadily bringing me $100-$200/day through IAPs and Ad revenue.
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