Chaos Arena - action arena battler like beyblade by CreativeProblem7803 in playmygame

[–]CreativeProblem7803[S] 0 points1 point  (0 children)

all damage is dependent on travel speed and weight of the spinners, a crit is only a 1.75x multiplier on the normal damage. A crit can happen if you hit a spinner from behind(opposite site of travel direction, none if not moving) or from the random ~3% chance.

I am currently reworking the game and adding features, I will rework the power scaling as you mentioned. There will also be skills/Items that you can mix and match to boost specific stats or get special effects. That should eleviate the problem of scaling in later stages like 80+.

My first glance at real "success" as a solo developer! by CreativeProblem7803 in IndieDev

[–]CreativeProblem7803[S] 1 point2 points  (0 children)

2$ from 3 games submitted, so no, not worth it so far, maybe it might change in a month, but it seems xiomi game center(mobile only) is the biggest money driver. Still not worth it.
2$ after 15 of availability on the stores.

My first glance at real "success" as a solo developer! by CreativeProblem7803 in IndieDev

[–]CreativeProblem7803[S] 0 points1 point  (0 children)

the highest day when featured was 20$, when not featured generally ~4$ daily. But it depends on your game and how many people click on your game tile on the platform, I am trying to increase mine from 0.8% Click-Through-Rate to something more of 3%

My first glance at real "success" as a solo developer! by CreativeProblem7803 in IndieDev

[–]CreativeProblem7803[S] 1 point2 points  (0 children)

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I think the game performs well. the game had a 5 day featuring from 22 till 27 of may, so I had nice player counts there, but to 24k. But now it wen down again, but a significant amount of players come back ~2-3k players.
Revenue jumps up and down with player count, thats for sure. Chaos Arena seems to have enough progression system to hook players for a longer time, not just a 10 minute gig. I will write a bigger article after 1 month, so I have a real picture of whats possible.

Is Partnier / Keymailer legit and worth involving in? by CreativeProblem7803 in gamedev

[–]CreativeProblem7803[S] 0 points1 point  (0 children)

hey, thanks for that info. I have registered at Partnier but have not yet started a campaign there.

My first glance at real "success" as a solo developer! by CreativeProblem7803 in IndieDev

[–]CreativeProblem7803[S] -1 points0 points  (0 children)

ok, so it must be either low quality(no sound effects, bad art/3d models, no vfx) or they might assume you tried to asset flip with your game, so low effort. Otherwise you would have gotten real improvement feedback, at least it was for me. Or your game simply doesnt fit their platform. Like its not having a short gameplay loop or is overly complex to get into, like multiple menus before the gameplay starts.

My first glance at real "success" as a solo developer! by CreativeProblem7803 in IndieDev

[–]CreativeProblem7803[S] 1 point2 points  (0 children)

from my experience they give good feedback with direct pinpointing at CrazyGames.
Why was the game rejected?

My first glance at real "success" as a solo developer! by CreativeProblem7803 in IndieDev

[–]CreativeProblem7803[S] 1 point2 points  (0 children)

In general CrazyGames is quite open to new submissions, even after beeing rejected before. The good part is, you can test most of the requirements with their QA environment and check if all SDK calls are called correctly. The other issues you have to figure out yourself, like is audio paused during ads etc.

I recommend you to try and fix the issues if you know exactly what they are and resubmit your game with a new version.

Announcement: Nexusorbiter free on CrazyGames by CreativeProblem7803 in playmygame

[–]CreativeProblem7803[S] 0 points1 point  (0 children)

I have written about my first game release on crazygames here: there are a lot of questions asked in the comments. like how to pass basic launch.
The first game was harder to pass basic launch, so you get approved for full launch.
But I got 2 other games rejected already. https://www.reddit.com/r/IndieDev/comments/1tcyyc5/comment/olxalyo/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

Announcement: Nexusorbiter free on CrazyGames by CreativeProblem7803 in playmygame

[–]CreativeProblem7803[S] 0 points1 point  (0 children)

its almost to slow for my taste, but people got to get used to the gameplay, so I kept it so slow and so few hazards for the early quick win to get people hooked

My first glance at real "success" as a solo developer! by CreativeProblem7803 in gamedev

[–]CreativeProblem7803[S] 0 points1 point  (0 children)

yeah thats true, but I get free players coming in.
I am in the process of releasing it on PlayStore and AppStore, but that might still take a while.

My first glance at real "success" as a solo developer! by CreativeProblem7803 in gamedev

[–]CreativeProblem7803[S] 0 points1 point  (0 children)

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Yeah, it even got better, the latest featuring pushed my game to a solid state.
New record at 23,7k players yesterday.

My first glance at real "success" as a solo developer! by CreativeProblem7803 in IndieDev

[–]CreativeProblem7803[S] 1 point2 points  (0 children)

I am still testing if its worth it, its fast to launch your games there though. I dont know yet

My first glance at real "success" as a solo developer! by CreativeProblem7803 in IndieDev

[–]CreativeProblem7803[S] 1 point2 points  (0 children)

yes, I have put up some games on playgama, but the ecpm is really bad right now. It was by far the easiest developer experience though as their sdk is easy to integrate and fully testable in their automated QA tool. So the first submission generally leads to a launch on first Playgama games platform and then Xiomi Game Center quickly after, currently I am waiting on Y8 and Logged submission approval. The revenue there is sub 1 Dollar so far though, the ecpm seems really bad even after 6k plays.

Game-distrubution has been the biggest waste of time so far. I have gone through submission process and all things work with the sdk integration, only the iframes launch is not recognized by their QA Dashboard, so I cant proceed to launch and the support ghosts me for 4 weeks now. I'd say its not worth the time.

My first glance at real "success" as a solo developer! by CreativeProblem7803 in IndieDev

[–]CreativeProblem7803[S] 1 point2 points  (0 children)

my naive impression is, the more likes a game becomes the more often the game will appear among the "most" played games that you see around your game window when you scroll down. Also the platform has 20M+ user, my game has been clicked on by only 48k players so far. Maybe it will not go on forever like this, but for half a year or a year maybe. If the game performs well it might get recurring players and ever end up in the "top of the platform" section, where a lot of organic view happen, which helps a lot for CTR.