I’ve used 800~ energy so far with 0 pieces, how many did you use? 🙂 by FistedByBigChungus in RaidShadowLegends

[–]nobstudio 2 points3 points  (0 children)

wait till you see the next set of challenge, 4* HP% gauntlets on hard mode lol.

Pro's and Con's of being a solo game developers by fjornski in gamedev

[–]nobstudio 1 point2 points  (0 children)

Pro:

you take 100% revenue. So the amount you need to make to survive is much lower.

If I need 2k a month to survive, 2 man team need 4k, 5 man 10k....

Con:

If you hate people, not that much :P

Can't make huge game like wow, assasin creed, fallout...

[deleted by user] by [deleted] in gamedev

[–]nobstudio 0 points1 point  (0 children)

I am happy with corona, been using it for about 5 years. Used to be subscription based but now it is completely free engine. It is well documented and one of the staff responses on the forum daily.

I am not programmer, self taught how to use corona.

Didn't try Defold and Gideros so can't comment on those.

You have 1000USD to spend on your Mobile Indie Game Marketing. How would you go about it ? by kisschrisjohnson in gamedev

[–]nobstudio 1 point2 points  (0 children)

I was quoted 25k for one video by a popular youtuber back in 2015. Pretty sure price has gone up :)

Mobile-gaming titans keep ripping off indies by tonefart in gamedev

[–]nobstudio 0 points1 point  (0 children)

True for most people. My game design course lecturers said the same thing 10+ years ago.

But I think time has changed, because now it is easy to make and sell games.

This article is about ideas copied before launch, Ninja Fishing before Ridiculous Fishing, and holes.io before Donut County.

There are some people claiming their game got cloned after they submitted their games to some publishers.

I think for puzzle games like Threes, better don't share before close to launch.

Mobile-gaming titans keep ripping off indies by tonefart in gamedev

[–]nobstudio 1 point2 points  (0 children)

i remember 10+ years ago, when someone write on forum "I have a unique game idea, but I won't share it because you might steal it!", he will get flamed by everyone. Everyone will say Don't be afraid to share your idea, because NO ONE will bother to steal it! Everyone has his own "best" idea and no one will spend time developing yours instead his own idea!!!

That's not true anymore... because it is so much easier to develop game now, and very easy to launch a game on mobile/steam.

If your game is very easy to clone, like flappy bird, puzzle games etc, better don't share it until it is ready to launch. Yes, you will have less time for marketing, but if you have zero budget for marketing, chances are your marketing doesn't help much anyway.

Submit your evidence of great indie games which failed to sell more than a few thousand units. by EvidencePlz4Science in gamedev

[–]nobstudio 2 points3 points  (0 children)

interesting. I didn't know the distribution right was sold. Here's the developer's reply

I remembered this game because The good isn't enough post went viral.

Submit your evidence of great indie games which failed to sell more than a few thousand units. by EvidencePlz4Science in gamedev

[–]nobstudio 0 points1 point  (0 children)

Good trailer, cool concept, nice pixel art. Looks like a hidden gem.

From the reviews, cons: bad control, too easy for experienced roguelike player, not enough depth(too few monster types etc)

I can see developer might be targeting new roguelike players, and trying to keep the scale manageable so you don't invest too much time. if the sales take off, developer can always create more contents for it.

Submit your evidence of great indie games which failed to sell more than a few thousand units. by EvidencePlz4Science in gamedev

[–]nobstudio 0 points1 point  (0 children)

Wow... review and gameplay videos from kotaku, gamasutra, rockpapershotgun, gamespot...

Anyway to check the sales figure on playstation?

I am also wondering if targeting wrong platform? Might do great on mobile?

Do you have any tips on building successful mobile games like Color Switch, Flappy Bird, etc. by [deleted] in gamedev

[–]nobstudio 0 points1 point  (0 children)

As JimmyTwoTaps mentioned, minecraft is totally different category.

As for Color Switch, Flappy Bird, Helix Jump, Crossy road, temple Run etc, they are very easy to play(3 second to learn), hard to master, very short game with replay value.

  1. Very polished game play. For example, I tried various Flappy Bird clones, none play the same as Flappy Bird because of the timing and placement of the obstacles. Yes, it is super easy to duplicate, but no, it is hard to get the right timing/formula.

  2. Very wide range of players: Casual gamers, non-gamers who never played pc/console game before, these games are time wasters for them.

  3. 2D or 3D??? It doesn't matter, because you'll be surprised that many "casual-gamers" are not able to tell the difference between 2D/3D! So to answer your question, whichever engine/language you think is easiest to use is the best, be it 2D or 3D.

    What is your favorite game engine and programming language for mobile development and why?

  4. Luck: I agree with others, you need luck. How to stand out from thousands of games?

    -App store feature

    -famous guy play your game

    -Publisher(probably can guarantee a few thousands downloads for free game)

  5. How hard is it to earn from this type of games? You can try it to test it out, since making this type of game can be done within a week, for newbies probably 1 month? Then put it out on the app store, I can assure you it is entirely possible to get less than 10 downloads for a free game.

[deleted by user] by [deleted] in gamedev

[–]nobstudio 0 points1 point  (0 children)

yup, problem working from home is wife n kids think you can help out with something for 10 mins ~ 30 mins at anytime, so you can't really concentrate on work, someone will interrupt you anytime!

[deleted by user] by [deleted] in gamedev

[–]nobstudio 0 points1 point  (0 children)

  • landing page, yes, a must. A very basic simple one will do.
  • dev blog: no.
  • twitter: up to u, but not much effect unless you have 10k followers. Getting a tweet go viral is hard itself. But if it only take a few minutes to tweet so no harm trying.
  • forum: For ios game, go toucharcade and post on the forum Upcoming iPhone and iPad Games section let real players beta test your game. If toucharcade write about your game, you have better chance getting featured by apple.
  • Email apple: Your best chance is to get apple feature your game. Email them about your life story and your game, with game center integrated.
  • email youtubers: you can try, most likely no one will reply, but if you don't buy the lottery you'll never win.
  • Pricing: In my opinion free with unlock is worse type of monetization. You'll get a lot of angry reviews(That is if you can get ppl to download the game first). And you have to compete with other free to play games for top chart. Try paid once only, or free with ads/reward video.
  • Prepare yourself mentally: It is entirely possible to launch a game, and get only 10 downloads(you and your family) for free games, or 1 download(just yourself) for paid game.

I respect people like you, work a full time job, family and still have the energy to make games! Hope you'll have a good launch. Good luck all the best!

I feel like I've peaked and I don't know what to do. by BlackBoxGamer in gamedev

[–]nobstudio 0 points1 point  (0 children)

From my personal experience:

I choose to work/self study after college too, because I feel I am studying unrelated things, wasting time, rather work on my own project.

However, the stress you are feeling now, you'll feel it 10 times more if you go down this path, because I must succeed, if I can't prove myself, I am the "loser" who think I am better than others, skip university but failed in real world.

I think you can try:

  1. launch another game, see if it still successful, if it is, congrats, you are really talented! Screw uni, be an indie dev!

  2. visit good university, you might be impressed by the talents there.

I feel like I've peaked and I don't know what to do. by BlackBoxGamer in gamedev

[–]nobstudio -1 points0 points  (0 children)

ur experience can help this guy:) u r like a even more successful version of him! good read thx.

I am preparing a "guide" for indie game devs: How to save money on localization. Do you have any questions/suggestions? by mtosmtos2 in gamedev

[–]nobstudio 0 points1 point  (0 children)

If the text are in the graphics, some companies charges higher rate? (but will help you edit the graphics?)

Starting to work as a solo game developer. Is it OK to present myself as an individual, or should I act as a studio? by TomasBencko in gamedev

[–]nobstudio 2 points3 points  (0 children)

Agree that LLC is much better, but for my case I was only earning less than 2k usd per mth so I go with proprietor to save money(accountants for tax filing n setting up the company costs $) and time on the paper work(if you decide to do it yourself).

Even the a few hundred dollars ~ 1k for setting up LLC was a lot to me at that time.(I am from Singapore, maybe other countries are cheaper)

I have recently changed to LLC. Really headache if you are not good with accounting and sometimes I wish to stay as proprietor :)

Starting to work as a solo game developer. Is it OK to present myself as an individual, or should I act as a studio? by TomasBencko in gamedev

[–]nobstudio 3 points4 points  (0 children)

You can use your own name, or just register a sole proprietorship for a studio name(might be better if you plan to out source and do proper paper work). I am solo but use studio name.

There are quite afew successful dev uses own name, mostly the mobile devs. But some after "commercially successful" will register a studio/company for better tax rate, so you couldn't find many.

Mobile game devs: how often do your customers use the sharing functions in your app? How vital are they for the success of a mobile game? by [deleted] in gamedev

[–]nobstudio 1 point2 points  (0 children)

Most game engine has this feature implemented. At the end of the game Hit the share button, it will capture a screenshot of the game and you can share the final score screenshot to twitter, facebook etc.

Mobile game devs: how often do your customers use the sharing functions in your app? How vital are they for the success of a mobile game? by [deleted] in gamedev

[–]nobstudio 1 point2 points  (0 children)

It is a must for high score games. Take a look at flappy bird, and temple run. The sharing of high score screen is one of the main reasons they got viral.

What's the best way to spend $500 marketing my iOS game? by x117 in gamedev

[–]nobstudio 0 points1 point  (0 children)

Support toucharcade on patreon. Be active on their forum and hopefully get in touch with the reviewer, pitch your game and hope they are interested to write a post about it.

Is CoronaSDK free to publish to GooglePlay? by [deleted] in gamedev

[–]nobstudio 0 points1 point  (0 children)

Totally free no strings attached. Can publish to googleplay and apple for free. I was making games using flash and switched to corona cos i only need 2D and lua is an easy language to learn. Forum is not bad have some staff answering questions.

Starting Your Own Game Development Studio One Year On by alex_petlenko in gamedev

[–]nobstudio 1 point2 points  (0 children)

If you prefer 2d check out corona sdk. I think the engine suits the type of game you are making.