★ TouchArcade needs your help. Click here to support us on Patreon.

How indie developer compete with the "Big Boys" out there?

08-19-2011, 10:05 PM
#1
Joined: Jul 2011
Posts: 186
How indie developer compete with the "Big Boys" out there?

You have heard time and time again that with the advancement of technology and internet. It level the playing field we had with the big boys. We are now seen on equal grounds and have equal opportunity (if you have great marketing) to compete with them...

But how about us indie developers? We do not have the resources to get great graphics, great soundtrack, 3d animation, big marketing launch... (but i do have a penny or 2 to offer an iPad as my marketing strategy)

The app store is pretty much controlled by the them, how do we, indie developer make it up there? (exception of Tiny Wings)

Guys, share your thoughts here. What are the resources we have in hand that give us an advantage them? =)
08-19-2011, 10:05 PM
#2
Joined: Jul 2011
Posts: 186
(Reserved for SUMMARY I get thru this thread)

=))

cyborg5000: Facebook fanpages
Attollos Technologies: twitter (retweet?)
Rubicon: stop being indie

Last edited by cyborg5000; 08-20-2011 at 03:39 AM.

08-19-2011, 10:07 PM
#3
I really like the concept behind innovatty's retweet group on twitter, whilst sure it won't mean we can compete with the big boys, I like the idea that it's all indies uniting and helping each other out.

Screen Invaders is out now! screeninvaders.com/app

Tweet us
08-19-2011, 10:13 PM
#4
Joined: Jul 2011
Posts: 186
Yea Attollos Technologies, i think we should form an network where we help one another to a certain level... I never thought of tweeting =)
08-19-2011, 10:30 PM
#5
It's great, its not a question of each indie just out for themselves, but using combined amounts of tweeting to reach thousands! You should join, great way to interact directly with people playing your games / apps too! What's your twitter username?

Screen Invaders is out now! screeninvaders.com/app

Tweet us
08-19-2011, 10:33 PM
#6
Joined: Jul 2011
Posts: 186
No not yet, I do not have a twitter account for Tapstatic, I am however trying to piece together a Facebook fanpage =)
08-19-2011, 10:36 PM
#7
Quote:
Originally Posted by cyborg5000 View Post
No not yet, I do not have a twitter account for Tapstatic, I am however trying to piece together a Facebook fanpage =)
Shoot me the link and I'll do a tweet shout out

Screen Invaders is out now! screeninvaders.com/app

Tweet us
08-19-2011, 11:05 PM
#8
Joined: Dec 2010
Location: ΖΞN
Posts: 304
____

BubbleSand - "the best sand app"
Tetroms

Last edited by blitter; 08-22-2011 at 05:37 PM. Reason: invisible
08-20-2011, 03:35 AM
#9
Joined: Feb 2011
Location: Isle of Wight, UK
Posts: 1,509
Not sure how you expect to get a successful game without good graphics and sound on top of great gameplay. The best advice I can give you is stop thinking you're an "indie developer" and just be a "developer".

If you can't afford the graphics, try to team up with someone who'll split the back end income with you.

Sound is probably cheaper than you think and if you're serious about this then you can afford it. (Coupla hundred bucks should cover a shitload of decent sound effects and maybe a short music track)

Getting advertising and noticed generally is one thing, but if what they eventually see is sub par then you'll still get no sales. By far and away the best way to compete with the big boys is to have a great experience waiting.
08-20-2011, 08:13 AM
#10
Joined: Dec 2010
Location: ΖΞN
Posts: 304
____

BubbleSand - "the best sand app"
Tetroms

Last edited by blitter; 08-22-2011 at 05:36 PM.