Making a game in 72 hours

Discussion in 'Public Game Developers Forum' started by rhansson, Jan 6, 2010.

  1. EssentialParadox

    EssentialParadox Well-Known Member

    Sep 21, 2009
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    UK / Toronto
    How did you do with sales after the Joystiq article? ;)
     
  2. Hey guys,

    TopAppCharts.com shows a pretty depressing ranking graph. Is it correct?

    http://www.topappcharts.com/349767736/app-details-project-72.php

    I thought the gimmick of the 72 hours, along with it being a nice looking and fun game, would garner more exposure and sales than that.

    For those considering to one-up you "6-Minute Abs" style, I don't think your results will be very encouraging.
     
  3. rhansson

    rhansson Well-Known Member

    EssentialParadox & MindJuice,

    Well, the truth as you can see is not that exciting. Sales have not been that great, but we've had a lot of interest from media and we are hopefully getting some big articles and interviews published soon. The feature from iTunes will maybe help as well.
     
  4. NickFalk

    NickFalk Well-Known Member

    I don't know, the project my be more interesting to people having an interest in the developing process. For the general consumer/gamer its not really a selling point is it, it could actually be deterring you know: "They only spent 3 days making the game and expect me to pony up almost a whole buck!?"
     
  5. rhansson

    rhansson Well-Known Member

    NickFalk, haha, that's funny and you're right. But another point is, the process is getting a lot of exposure which in term hopefully leads to sales. It would be one thing if the game got really terrible reviews because it was a quick programming plot, but our goal was to make a quality, successful game. At least I think we succeeded with that.
     
  6. NickFalk

    NickFalk Well-Known Member

    Hey if nothing else, people know about you now. Can't be bad for your future projects! :)
     
  7. EssentialParadox

    EssentialParadox Well-Known Member

    Sep 21, 2009
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    UK / Toronto
    You may not be rocketing to the top of the charts, but for a game done in 72 hours I think you've done pretty well so far.

    I've seen the game mentioned on websites where I rarely see indie developed games get any mention, so you've certainly got the hook to get websites and blogs interested in supporting you. Maybe it's a hook to get the customers interested that you're missing.
     
  8. mobile1up

    mobile1up Well-Known Member

    Nov 6, 2008
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    Technical Director
    Munich, Germany
    amazing that even with such marketing efforts - it doesn't make much of a difference to getting sales or not. think of it as an awareness cost.. you spent 72 hours on it - i wish i could spend 72 hours straight on something, but real life gets in the way..

    abiosis:chains - i wrote in 20 hours. :) been working on a small contract game - so far, 32 hours in.. nearly done.. so, 72 hours for a game isn't unrealistic at all.. and you had 4 guys working on it - effectively 288 hours = 7.2 weeks if you didn't sleep :)

    i think next time; see what you can do in a 72 hour marathon - we've all done those marathons cramming for exams in university (at least, i did)
     
  9. eseedo

    eseedo Well-Known Member

    Feb 4, 2010
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    creator
    It's awesome!
     
  10. bravetarget

    bravetarget Well-Known Member

    Sep 14, 2009
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    Person Locator took 9 hours from start to finish.

    made $2000 in proceeds and it hasn't even been a week yet. (released last friday)
     
  11. I have trouble believing you now that you have lied a couple of times in other threads.
     
  12. DGH94

    DGH94 Well-Known Member

    Aug 13, 2009
    1,984
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    Next to the Maiden
    I agree. bravetarget, you're starting to annoy me.
     
  13. bravetarget

    bravetarget Well-Known Member

    Sep 14, 2009
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    Sorry, didn't realize I had to prove myself to you guys.

    Here is last Sunday's US sales...

    [​IMG]
     
  14. jak56

    jak56 Well-Known Member

    apparently the app doesnt do what it's meant to do. look at all the negative reviews
     
  15. mobile1up

    mobile1up Well-Known Member

    Nov 6, 2008
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    Technical Director
    Munich, Germany
    i'm surprised what people buy.. lots of 1 star reviews - but, hell; if you get paid - who cares right? i could have personally released a bunch of junk apps; but i have more dignity than that - like developing porn apps; i don't want my name associated to apps that falsely advertise their features of exploit sex/nudity. sure; i don't make as much money - but i ride on respect towards future clients.

    i wouldn't want to sour a potential deal because i released some junk.
     
  16. rhansson

    rhansson Well-Known Member

    We just got an unexpected call from Cupertino. Apple got in touch with us to discuss Project 72 and more featuring. I will update you as soon as I can say more. How exciting is this!?

    Stay tuned...
     
  17. EssentialParadox

    EssentialParadox Well-Known Member

    Sep 21, 2009
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    Cool, I wonder what they want to discuss??
     
  18. AdriVetasoft

    AdriVetasoft Well-Known Member

    Sep 25, 2009
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    Game Designer
    Belgium
    I really like people making challenge like this.
    This remember me few years ago when I've done small free games for the Gameboy Advance like this.

    The challenge was to make a shoot game in 2 weeks ( 3 to 6 hours per days )

    [​IMG]

    After that, I make a sequel with more features in 2 months

    [​IMG] [​IMG]

    (if you want to play those games, search "uranus sun tear gba", it's work only with a gameboy advance emulator)

    That's why I have a really strange (good) feeling regarding your 72 hours project !

    So great work guys, you did a really nice job !
     
  19. rhansson

    rhansson Well-Known Member

    Hey AdriVetasoft, and thanks! Are you ready to make another game?
     
  20. Sooooo.....are you getting one of the prime feature spots on the rotating banner ad at the top? That would launch your sales way up!
     

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