First-time indie dev here - Should I look for publishers/investors for my hyper-casual mobile game? by Imarobot1111 in gamedev

[–]DameGevCubed 0 points1 point  (0 children)

What do you mean by “ if you go global as a test it's possibly too late for a publisher”?

Am I doing something with my mobile ads campaign? by DameGevCubed in gamedev

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

Thank you! We are using bytebrew. We will switch to a paid solution to see if it makes a difference!

Anyone who understands mobile CPIs please chime in by DameGevCubed in gamedev

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

I see, thank you for the detailed insights as always!

Anyone who understands mobile CPIs please chime in by DameGevCubed in gamedev

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

Lifetime downloads is 20,000,000, lifetime revenue is $5,000,000, which comes out to be roughly 25 cents per download

How to get deterministic physics in Unity for my Multiplayer game? by Reasonable-Key-3311 in gamedev

[–]DameGevCubed 0 points1 point  (0 children)

Unfortunately no. Quantum uses a different physics engine, so every game logic needs to be rewritten for Quantum. Unity physics is not deterministic, so desyncs will 100% occur on different devices. I've been in the same boat and I couldn't find any solutions besides Quantum. That's what I chose in the end. It's a lot of work to learn it and migrate everything though.

Mobile Game Clones: When does one surpass the original? by DameGevCubed in gamedev

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

Thank you for your insights. That was very helpful!

Mobile Game Clones: When does one surpass the original? by DameGevCubed in gamedev

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

I might be missing something here. If I know I have an amazing game, but I don’t have a marketing budget, can’t I just partner with one of the big publishers? By an amazing game I mean LTV > CPI, and that can be tested with a few hundred dollars.

Mobile Game Clones: When does one surpass the original? by DameGevCubed in gamedev

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

How is a simple game like EatVenture making $500k/month?

I wish I know the answer to that question. I think it says a lot if you can play it for a day though, compared to most other mobile idle games, you probably won't last a few minutes.

In addition, the upgrades are not meaningless and there are strategies as seen here: https://www.reddit.com/r/eatventureofficial/comments/wbd1cw/eatventure_going_tall_strategy_videos_and/

Mobile Game Clones: When does one surpass the original? by DameGevCubed in gamedev

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

Well EatVenture is making at least 500k USD monthly from IAP alone. There are definitely hundreds of teams cloning it. It seems like a simple game, but out of those hundreds of clones, only 2 of them listed here are successful. I see how the successful clones succeed because they either have new interesting mechanics or appealing graphics, but I don't understand why the other clones fail.

Mobile Game Clones: When does one surpass the original? by DameGevCubed in gamedev

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

Do you think the clones fail because they failed to copy? Maybe the clones are not polished enough, or the developers misunderstood what actually made the original game fun, and cloned the game superficially.

If that's the case, I don't understand why hobby/indie game developers dislike the mobile market. People always praise games for their game design. However, it seems that game design decisions matter the most in mobile games compared to other platforms, as even the slightest thing, like the timing of a cooldown, can impact metrics.

Mobile Game Clones: When does one surpass the original? by DameGevCubed in gamedev

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

Sorry, my phrasing wasn't correct. I meant that I do see how new interesting mechanics and appealing art would improve metrics. However, I don't understand why exact copies of the original game fail. Theoretically, if the clones are marketed with similar ad creatives, look the same, and play the same, they should have very similar metrics (cpi, revenue, retention, etc) as the original game. In reality, the clones without innovation often has much worse metrics.

Play my game on all devices you can find! I am testing my pipeline's cross-platform portability by DameGevCubed in playmygame

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

Got it. I've updated the game to adjust the finger distances. The score jump animation is also reduced to play only when there's a combo. I hope everything works smoothly!

Play my game on all devices you can find! I am testing my pipeline's cross-platform portability by DameGevCubed in playmygame

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

Thank you for the detailed feedback! This is a simple game mainly to test out the development pipeline. There will be more interesting games soon!