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  #11  
Old 07-15-2013, 09:18 AM
ExK ExK is offline
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Quote:
Originally Posted by Appvism View Post
Wow, that is a pretty fast development rate! Admittedly i have yet to check out your games, but how have you found download numbers and (any) user feedback so far on them?

Cheers,
hi appvism, the download numbers are not high, and not many users leave comments. I'm hoping to learn how to do proper marketing. If you have any advice, I would appreciate it!
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  #12  
Old 07-15-2013, 09:54 PM
Trafalgar_Sage Trafalgar_Sage is offline
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I didn't think the way that game is too niche.

The truth is even I like the gameplay, I expect more polished.

such as skill effect or proper animation. eg, if the damage is land directly to the enemy and it make pain animation after that it would be great.

After playing it,I have imagine it to go for many possibility.If it have polished graphic and system I would buy it for even 2.99 or something.


And after all you just pass 5 month and make this far. You shouldn't depressed and keep fight.

Last edited by Trafalgar_Sage; 07-15-2013 at 09:57 PM..
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  #13  
Old 07-16-2013, 12:57 AM
ExK ExK is offline
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thanks for the kind words, trafalga.

Memon's Quest was my first game, so I agree with you that certain polishes would have made it better. My recent games, such as Orion Nebula, Spell Quest, Numerous, show a higher level of polish.

In general, the feedback I get for Memon's Quest isn't about the graphics, but rather about the game mechanic being 'alienating'. In general, the mainstream doesn't take to memory games that much. To succeed commercially, I need to do something more mainstream before rolling out more of my wild ideas again - and I do have a lot of crazy ideas.
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  #14  
Old 07-16-2013, 05:11 AM
Appvism Appvism is offline
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Originally Posted by ExK View Post
I'm hoping to learn how to do proper marketing. If you have any advice, I would appreciate it!
Yeah, me too! :P I'm finding marketing/promotion and just getting exposure for your app/game is hard for a new indie game dev, especially one with no money...
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  #15  
Old 07-16-2013, 07:39 AM
ExK ExK is offline
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Originally Posted by Appvism View Post
Yeah, me too! :P I'm finding marketing/promotion and just getting exposure for your app/game is hard for a new indie game dev, especially one with no money...
yes, appvism. beside posting and promoting in facebook, famous app/game forums, I don't have other channels or ways. what else should I do?
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  #16  
Old 07-16-2013, 10:24 AM
Trafalgar_Sage Trafalgar_Sage is offline
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I would like to hear that too since I'm 6 month developer who is know nothing.

I was planing to use youtube to promote my game.Even I didn't have a single channel.

Is it possible for indie gamedev to get 1000 user from youtube trailer without their own channel?

My game is going to lunch next month and 1000 download in total is more than enough.
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  #17  
Old 07-16-2013, 06:10 PM
ExK ExK is offline
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Quote:
Originally Posted by Trafalgar_Sage View Post
I would like to hear that too since I'm 6 month developer who is know nothing.

I was planing to use youtube to promote my game.Even I didn't have a single channel.

Is it possible for indie gamedev to get 1000 user from youtube trailer without their own channel?

My game is going to lunch next month and 1000 download in total is more than enough.
as I'll be making a living with game development, 1000 downloads are probably not going to be enough to put food on the table sustainably. I hope there is a way to do much better.
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  #18  
Old 04-08-2014, 10:52 PM
ExK ExK is offline
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Hi all,

Just want to say that we're still alive. its has been 9 months since my last post, so I would like to give some update about CKS Games.

(1) We now have 21 games, up from 13 in Jul 2013. Our outputs have slowed, because we want to give our games more polished before releasing them.

(2) We've started releasing HTML5 demo versions of our games at Kongregate, Game Jolt, IndieDB, Amazon, Clay.io and Newgrounds.

(3) We've been featured on iTunes once with Spell Quest. Our Beautiful Worm and Robo Corp have also won awards.

Sad to say that, the income from ads is still not enough to make a decent living. We will try to give ourselves one more year.
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  #19  
Old 04-08-2014, 11:41 PM
Destined Destined is offline
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Quote:
Originally Posted by ExK View Post
Hi all,

Just want to say that we're still alive. its has been 9 months since my last post, so I would like to give some update about CKS Games.

(1) We now have 21 games, up from 13 in Jul 2013. Our outputs have slowed, because we want to give our games more polished before releasing them.

(2) We've started releasing HTML5 demo versions of our games at Kongregate, Game Jolt, IndieDB, Amazon, Clay.io and Newgrounds.

(3) We've been featured on iTunes once with Spell Quest. Our Beautiful Worm and Robo Corp have also won awards.

Sad to say that, the income from ads is still not enough to make a decent living. We will try to give ourselves one more year.
Would you be willing to share any stats?

That is certainly a lot of games!
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  #20  
Old 04-09-2014, 12:01 AM
ExK ExK is offline
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hi destined,

I've 21 games so there are too many stats to share or for me to tally. If you're interested, you can check them out randomly at

https://play.google.com/store/apps/d...Chong+Kok+Seng
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