[HN Gopher] What I Learned About Failing from My 5 Year Indie Ga... ___________________________________________________________________ What I Learned About Failing from My 5 Year Indie Game Dev Project Author : zarfius Score : 131 points Date : 2020-08-02 12:32 UTC (10 hours ago) (HTM) web link (www.dylanwilson.net) (TXT) w3m dump (www.dylanwilson.net) | citizenpaul wrote: | My experience is that anything that spending significant amounts | of your time on anything that assists others with building their | thing is a total waste of time. Tech or otherwise. Those people | are mainly doing it with the goal of making money for no one but | themselves. The fact that they don't have money already proves | that they likely are not good at making money. One of those | primary early ways to make money is that early on you may have to | strike some potentially less favorable deals when you have no | money to get your first projects off the ground. Which of course | they are NEVER EVER are willing to do. ie profit sharing or | something. | [deleted] | makeee wrote: | My experience has shown me that tools that help others build | faster can be quite profitable. Currently make my living from | one such tool and most of my customers are indie hackers | (https://divjoy.com). | bermanoid wrote: | Game engines are different. It's a tiny market relative to | web, and really the only people in the market for an engine | other than Unity or Unreal are indies, who have near zero | revenue and even less willingness to spend it. Those two are | so far ahead in terms of features, support, and battle- | hardening that you'd pretty much have to be insane to pick | anything else if you had paying users. | | Always be wary of any market where someone's willingness to | try your product is in itself a negative indicator of ability | to pay. Hit-driven markets that attract large numbers of non- | serious dabblers are extremely difficult to sell tools | profitably to, but it's easy enough to get minor attention | that makes you think you might have something worthwhile | (music production is another one that scatters corpses all | over the place despite seeming large at first glance). | zanny wrote: | And Godot. You know, the 15 year old totally free engine of | 30,000 commits 2.5 million LOCs that also does pretty much | everything. | imtringued wrote: | What I noticed is that it's actually much harder to use | Godot than expected. Yes it does significantly reduce the | amount of code you have to write for your game but it | opens up questions of how to structure your project | because the scene editor doesn't actually match how I | would make my own games if all I had was SDL2. For | example if you just straight up write code to add nodes | to the scene graph it will create a disconnect between | what is displayed in the editor and the actual game. | Figuring out how to keep the editor and code in sync is a | problem unique to Godot and this is very disconnected | from general software development. | makeee wrote: | Yeah I guess the game equivalent to my tool would be one | that helps people build faster with Unity or Unreal. Like I | do with React, better to latch on to a tech that already | has huge mindshare. | | > Hit-driven markets that attract large numbers of non- | serious dabblers are extremely difficult to sell tools | profitably. | | If I'm understanding correctly, do you mean it's easy to | overestimate the size of the market? That makes sense to | me. And there's certainly an upper-limit to how much | dabblers are willing to pay. Still, for a solo founder that | can sometimes be more than enough. I can think of a few | tools like mine doing over $10k/month. | shahinrostami wrote: | Very nice work! I've written a small API | (https://m8.fyi/chord) to generate beautiful diagrams easily | and quickly from Python. It's definitely not making a living | from the income, but it is enough for a coffee every now and | then. | makeee wrote: | Nice, cool idea. Is that a one-time fee or monthly? If one- | time then I'd suggest emphasizing that fact and saying | something like "lifetime access" (from my experience most | people assume monthly for something like this). Also fyi, | your PayPal button does nothing when I click it. Best of | luck with everything! | shahinrostami wrote: | Thank you for the great suggestion - I've already updated | the page to add "Lifetime Access"! | | Fixing the Paypal button issue will be more tricky! I | just tried it in Firefox and it's fine, but I'm seeing | temperamental issues in Safari. Will look into it further | - thanks for the heads up. | makeee wrote: | Looks like the issue is that the element below it has a | negative top margin of -22vw and is overlapping the | button. Removing that fixes it for me ;) | jt2190 wrote: | > The fact that [your potential supporters] don't have money | already proves that they likely are not good at making money. | | This is a _critical_ thing to assess in any case where you're | investing time and effort and expecting to get support (either | financial or "in kind") in return. I see this ignored in many | "startups" of all kinds (companies, social clubs, workout | groups... anything that requires some effort to make happen). | | The key test is: "Can this thing continue running without me? | Do people care enough to give something if I'm not pushing?" | (Pay a fee, volunteer for well defined role, resolve disputes, | etc.) | Toyentrepreneur wrote: | I wouldn't say it's a waste a time, just that in tech industry | people have a tendency to overrate "selling shovels in a gold | rush" when they have about the same odds of success. ie. Making | a successful game vs successful game engine | [deleted] | hibikir wrote: | I am not sure about that. There's this small company called | Stripe whose entire business model is about making it easier to | make your online store: They don't do anything you couldn't do | yourself, but it sure mes it a lot easier. Similarly, in | videogames, Epic makes quite a bit of money licensing engines, | which, in practice, is all about helping other people build | faster. We all built websites and ran companies before AWS, and | yet they are also they might be Amazon's best division. | | What is difficult in those kinds of businesses is to identify | whether there's a real market there, and to convince enough | people to try your product. For a new kind of product, you have | to easily show large amounts of value, because people are used | to get things done without your product. | | So I'd not say that it's a waste of time, but it's just a | difficult kind of business to enter. | esrauch wrote: | I'm not sure if this is what the parent comment meant, but it | seems reasonable that it's not a lucrative path to focus on | anyone who doesn't _already_ have a functional business | without you. Partnering with that existing coffeeshop can pay | off a lot more easily than the dozens of weekend game devs | that will probably never make a cent themselves. | s1artibartfast wrote: | > that anything that spending significant amounts of your time | on anything that assists others with building their thing is a | total waste of time. Tech or otherwise. | | I would with your sentiment if you said helping indie devs | wasn't profitable opposed to a waste of time. There is real | value in supporting a community, you just have to know when you | are doing charity work. | purple-again wrote: | I agree with this interpretation. The article OP experienced | a real and true 'failure' because his goal was income | generation and the project didn't provide that. The guys he | handed it off to may have a goal of just being a recognized | name in the space (clout?) and so consider their time and | effort to be a success. | | The whole one mans garbage is another mans treasure taken | from another angle. | cptaj wrote: | This is pretty contradictory even in its biases. You assume | people can't do anything for motivations other than money and | then you say people should give away their work for free. | | The first one isn't true and the second one is simply not | doable for poor people. | throwaway2245 wrote: | Counterpoint: almost all paid work is assisting someone with | building their thing. | ldd wrote: | I've been developing a game full-time for the past few months. | I've sort of thought about how my journey will end. | | In the meantime, I got to write a couple of VSCode extensions | that are used at least by some people and React dependencies that | I personally find cool. | | I never really thought about it, but my open-source projects | usually end up having 15-40 stars and that means 1 or 2 support | tickets every 6 months. I guess not being popular has its | upsides. | | All that I can personally say is that, more than passion towards | my current project, I feel as if I didn't make it, I would regret | it deeply. So I wake up early every day to advance a little bit | each day. I deeply enjoy the process. | | I hope you someday look back at your project and see it as a | success. A failure commercially, maybe, but a success in many | other ways. | | Anyways, thanks for the link to https://www.indiehackers.com/. | chii wrote: | A project is doomed to fail unless you setup a specific target | success goal before you start. | | Perhaps one can get lucky, and stumble into success - monetary or | fame or something. But more often than not, a project that didn't | initially define what success looks like would be doomed to fail | (and meandering is also a type of failure under this model). | gameswithgo wrote: | thank you for the monogame contributions dylan! | daodedickinson wrote: | How did you get married and afford rent? | macspoofing wrote: | It was a side project. OP mentions he has a full-time job ... | also, is marriage contingent on an income level? | brianwawok wrote: | Both marriage and divorce rates have a very strong | correlation with income in the US. | | It also makes being unprofitable and living in your parents | basement harder. | | (Obviously GP missed that this was a side gig) | searchableguy wrote: | > Both marriage and divorce rates have a very strong | correlation with income in the US. | | https://onlinelibrary.wiley.com/doi/10.1111/jomf.12629 | | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5464617/ | dillonmckay wrote: | I think more along the lines of having a partner in a healthy | relationship requires some time put forth, which unless the | partner is pair programming, time is not being spent on | development efforts. | gentleman11 wrote: | Money can be a large relationship stressor and source of | concern leading up to a lifetime commitment | blargmaster33 wrote: | If you want a quality partner then yes. | komali2 wrote: | It's only a failure if you judge success by monthly income. I'm | not saying that's not a good way to measure success, just | pointing out that it doesn't have to be the only measure. A | therapist told me this recently when I was struggling to find | meaning in life. | | Success can be tons of stars on GitHub - I would feel very good | if I had positively benefited that many people. I think a major | downside of capitalism is how it attempts to attach a price tag | to both the concrete and the ephemeral - how can you put a price | tag on the good feelings one gets for creating something useful | from the world? But nah every side project has to be a hustle and | if it isn't making you money, drop it in a second. | | As for support requests, you don't really have to reply to them. | You have control over your level of involvement in a project. | | How much less enjoyable does your backyard garden become if every | weed you pull you think "excellent, I've just increased the value | of my house by .12$. Ah shit there goes inflation, hold on, my | weed pulling nets me less than a dollar an hour, maybe I should | do some contracting with this time instead?" | slfnflctd wrote: | Backyard gardening is riddled with inefficiencies in every | imaginable way, and is not for everyone. The only tangible | benefits I see are for people who receive positive benefits | from the actual experience of doing the hard work _and_ somehow | use it to benefit others (directly or indirectly). If you 're | not sure that applies to you, stay away. | | Same goes for a lot of other things. Sometimes you have no | choice but to do stuff that sucks and really isn't helping | anyone, yes. Try to keep it to a minimum. | komali2 wrote: | I think this doesn't cover all the positives of gardening. | | Getting sun (vitamin D, a tan, mood stabilizing effects of | sun, sleep cycle stabilizing effects) | | Fresh air (dopamine) | | Increased backyard beauty (every time you look out your | window you get to enjoy it) | | Sense of accomplishment | | Potentially fresh vegetables | | A little bit more post-apocalypse skills lol | | Contributing to local bee health | nonbirithm wrote: | Maybe the stuff doesn't universally suck, but would be soul- | crushingly boring for one person yet completely engrossing | for another. It might not change the fact that doesn't help | anyone, but I would say there's no need to say it's always | the goal to be productive in working towards something or | have it be helpful to others in the end. Sometimes I just | enjoy building things in itself. | slfnflctd wrote: | I guess I'm coming more from the perspective of someone | who's played with a whole lot of different things and is | starting to realize the personal value (for me) of | targeting my efforts better. I tried to be clear that I'm | not saying it's a bad idea for everyone, but that at this | point in _my_ life it 's counterproductive. There are other | ways I can get the same benefits micro-scale agriculture | provides with much greater potential rewards attached. | kevinventullo wrote: | I remember having a conversation with coworkers a while back | about what we do if we didn't have to worry about money. So | many people talked about starting a business! I guess the | upside is that businesses can be self-sustaining long after | you've passed, but from my perspective, the vast majority of | good one can do for the world is not easily or practically | monetizable. | barrenko wrote: | Failing is hard. I'd definitely try to get my kid into sports so | he can learn to lose early and often. | gentleman11 wrote: | I would argue that esports can have a similar effect, unless | it's a moba, which sort of encourages a bad attitude towards | losing and your teammates. Starcraft, quake, or even chess can | be amazing | nogabebop23 wrote: | >> I'd definitely try to get my kid into sports so he can learn | to lose early and often. | | So nobody, kid or not, wants to fail/lose all the time but | after watching my three kids play lots of different sports the | pain they feel after a loss is very fleeting and minor. The | parents hold onto it for much longer; the kids just want to | know if they can get ice cream. | CorruptVoices wrote: | I wish I could have figured out if I was good at Football. | There were 120 people on the team and unless you were friends | with the coaches kid, you never played. I was always first | pick when doing 5th grade football because I could catch and | was fast. | | Defense had 0 tryouts. There was literally 2 attempts at | being a wide receiver. 0 attempts at being QB or lineman. | | I remember catching both passes, but maybe I wasn't fast | enough? Whatever the case it was obvious it was hand picked. | And our team won 2 of 8 games. | | At least no one can dispute how much I sucked at track lol. | wolco wrote: | You needed to join a real team to find out. | pdfernhout wrote: | It is true that helping a child learn about resiliency is | important. As Carol Dweck says, the brain is like a muscle and | effort can eventually be rewarded with skill. So it is good to | praise effort and persistence. And failure is part of life and | needs to be dealt with. | | That said, consider Alfie Kohn's writing, such as "No Contest: | The Case Against Competition": | https://www.alfiekohn.org/contest/ "No | Contest, which has been stirring up controversy since its | publication in 1986, stands as the definitive critique of | competition. Drawing from hundreds of studies, Alfie Kohn | eloquently argues that our struggle to defeat each other -- at | work, at school, at play, and at home -- turns all of us into | losers. ... No Contest makes a powerful case that "healthy | competition" is a contradiction in terms. Because any win/lose | arrangement is undesirable, we will have to restructure our | institutions for the benefit of ourselves, our children, and | our society. For this [1992] revised edition, Kohn adds a | comprehensive account of how students can learn more | effectively by working cooperatively in the classroom instead | of struggling to be Number One. He also offers a pointed and | personal afterword, assessing shifts in American thinking on | competition and describing reactions to his provocative | message." | | From the book: "If competitiveness is | inherently compensatory, if it is an effort to prove oneself | and stave off feelings of worthlessness, it follows that the | healthier the individual (in the sense of having a more solid, | unconditional sense of self-esteem), the less need there is to | compete. The implication, we might say, is that the real | alternative to being number one is not being number two but | being psychologically free enough to dispense with rankings | altogether. Interestingly, two sports psychologists have found | a number of excellent athletes with "immense character | strengths who don't make it in sports. They seem to be so well | put together emotionally that there is no neurotic tie to | sport." Since recreation almost always involves competition in | our culture, those who are healthy enough not to need to | compete may simply end up turning down those activities. ... | Each culture provides its own mechanisms for dealing with self- | doubt. ... Low self-esteem, then, is a necessary but not | sufficient cause of competition. The ingredients include an | aching need to prove oneself and the approved mechanism for | doing so at other people's expense. ... I do not want to shy | away from the incendiary implications of all of this. To | suggest in effect that many of our heroes (entrepreneurs and | athletes, movie stars and politicians) may be motivated by low | self-esteem, to argue that our "state religion" is a sign of | psychological ill-health -- this will not sit well with many | people.(Page 103)" | zanny wrote: | My problem with this is the assertion that failure == not making | a profit. For the OP, yes, if your goal is to make money off your | code then writing free software is pretty prone to failure on | that front. | | Free software is philanthropy. Even if you somehow are getting | paid to write it, it _cannot_ be done _for_ profit. If your | objective is revenue discarding the burgeoning international IP | regime as a source of income is foolhardy. | | That being said, software for _profit_ is hugely contrary to | software that is _used_. Its infinitely harder to see anyone else | use your code and you must always be cognizant that your | proprietary for sale code is always going to see orders of | magnitude less utility and adoption than free code. | | So when you write software from day one the objective is going to | be to either maximize money or maximize utility. They are | contrary to one another. Some would argue that making money == | ability to do more work == more utility but no amount of time | invested into software used by a few will compare to less | software being used by orders of magnitude more people. | | And there is also no guarantee of success. Its why proprietary, | popular software exists. Making a proprietary or free product | does not guarantee money or use. But depending on which you want | going for one will hugely limit your ability to obtain the other. | | This axis also comes up in free software itself between | permissive vs restrictive licensing. If your code is MIT / BSD / | Apache / etc you will almost _certainly_ never make money from | it. Anyone can just use it however they want with no restrictions | and will do so. It will maximize its utilization with no regard | for the ethics or objectives of said use. | | If you license it restrictively, IE GPL or CC-SA, you will reduce | your potential adoption audience to not include those that want | to distribute it in propriety without providing their users the | same freedoms they got from you. This can, however, be the same | exchange of utility vs money, or, more often, time. Infectious | free software propagates slowly but does cause the general amount | of freeness to increase through permeation. It also lets you sell | licenses for proprietary use and is one of the only major ways to | monetize free software consistently, see Qt. | kabacha wrote: | I'm so perplexed by people like this. You start something with no | goal and... Act surprised you hadn't reached some goal? | temporama1 wrote: | > the downside of adding more features is that it becomes | increasingly time intensive to fix bugs, update demos, deal with | pull requests and respond to questions. | | Thibaut Duplessis, creator of Lichess, talks about this in a talk | he gave (YouTube somewhere). He says that he's very reluctant to | add new features due to the huge cost. The feature must be | something very special to overcome the cost. | cercatrova wrote: | The simplest software is no software at all. Reduce your | technical debt as much as possible, and focus on simplicity. | It's like the Apple principle. | baxtr wrote: | People totally forget that new features add maintenance costs | later. And I'm not only talking about business folks here but | also devs. | | Regarding adding features, I like the approach here: | https://www.defmacro.org/2013/09/26/products.html | gfodor wrote: | This is a solid post - I would say tho that sometimes the | right way to view product development is through the lens of | media. The bucketing approach in the article breaks down | somewhat if you are not directly targeting solving a problem, | but creating a medium for people to solve problems using | their own creativity. So the question of features reduces | down to how far the feature enhances the reach of the medium, | not if they are (together or in aggregate) game changers wrt | solving problems, because you as the product designer are not | in then business of solving the problem, the customer is. | bcrosby95 wrote: | Yes, it's because people tend to think of features linearly. | Eg "let's add one more feature". But since they tend to | interact the complexity of the project grows | multiplicatively. | skizm wrote: | Does the article ever actually mention what he failed at? He | developed an open source game engine and... what? Did he expect | people to donate to him or something? What was the monetization | plan? | jayd16 wrote: | Here he defines his own success as the ability of his patreon | to support him financially. He says he couldn't make that work. | | It doesn't really go into detail about whether he offered other | direct contracts or work fire hire or other tried other | licensing or any other strategy. | gentleman11 wrote: | If it's a side project, then work for hire would have been a | side-side project, wouldn't it? That's quite a lot to juggle | with a presumably full time job | hhas01 wrote: | "What was the monetization plan?" | | From reading the article author's failure was failing to ask | that question of himself. With no clear objective or | milestones, the project ate a huge amount of manpower for no | material gain and left him thoroughly burnt out. | | It doesn't matter if your project is for-profit or Free. | Identify your deliverables, identify your schedule, and _never_ | turn a blind-eye to your failures to meet both. | | Oh, and never mistake makework for productivity either. If your | product isn't selling, what it _doesn't_ need is more features. | What it does need is better marketing and sales skills. Quite | frankly, building the technology part is the least important | part of building a successful Product. Being geeks, it's | awfully easy to work on (i.e. fiddle with) the one bit that | you're naturally good at, when what you should be doing is | working on all the parts that you're not. | nonbirithm wrote: | I mean, I'm also working on a pseudo-game engine, which isn't | general purpose but specialized for the primary goal of being | able to mod this already existing game, but monetization of | it beyond the level of "donate if you want to" would be | impractical, in my opinion. The original game is freeware so | charging for usage to unlock features upfront leaves a bad | taste for me. I primarily work on it because I enjoy putting | things together and can see tangible progress towards my goal | of being feature-compatible with the original. At the point | that working on it starts feeling like a job, I'd quit | immediately. | | If I'm trying to make money off such a side project "quit | whenever you want" isn't sustainable. But that isn't one of | my goals. I just want to enjoy building things and give the | project back to the community, and I'm lucky to have a | separate source of income to accomplish that. If nobody | cares, then that's fine. The time I spent puzzling over the | problems I was facing was a more interesting use of my time | for me than sitting around all day watching YouTube, anyway. | Also, I at least believe I'm getting somewhere with my | project still, so I still have motivation to keep working on | it. | | Maybe there's some confusion over the term "side project" | which could mean "a thing someone developed in off hours that | they're intending to bootstrap into a sustainable business," | but it could also mean "some person's hobby." | | But the fact that I currently have no way of monetizing this | means I'll have to work on it in my spare time, meaning it | will take that much longer to get to a point where I can | declare it's shipped. Maybe I'll lose interest before that | point. But to me _that 's perfectly fine_ and nothing to | become gloomy over if it doesn't work out. Though, to be | honest I might not be saying this if my project had users who | would be frustrated with me for stepping away from working on | it, but the reality is that it's so much work for one person | to accomplish and at times it's draining to push forward on | it every day, despite what I get out of working on it. | gfodor wrote: | Saying the least important part of building a successful | product is building the product is nonsensical. The response | to the tendency on tech isn't to generate anti-tech dogma, | it's to recognize its role as one of several key things to | focus on. | hhas01 wrote: | It's true though. I'd rather have so-so technology plus | great market and marketing than the best technology in the | world and sod all ability to sell it. You can always | improve the technology later, _once_ you're generating the | revenue to pay for that. But if you don't have sales you | don't have squat. | | Been there, done that, lost the shirt. Lessons learned. | gfodor wrote: | You said technology is the least important part - not | that it's less important than sales or marketing. | dkersten wrote: | Least important doesn't mean unimportant, just that all | the other things are more important, in relative terms. | gfodor wrote: | Yes, and this doesn't make any sense. There are a huge | number of elements to product development, many of which | are less important than tech. | tomxor wrote: | The thing is... the alluring thing about side projects _is_ | not having that clear objective. Most of our jobs are | directed by clear objectives, side projects are great for | experimentation without clear potential for personal gain | (fun, fame or fortune), often you will at least gain a unique | experience and learn, which is a good trade for a little | time. | | Perhaps what happened here is a side project grew into | something larger, it's now just a project, and he fell into | putting more time and effort into it without making a | conscious decision due to popularity - perhaps that's when it | can bite you, when you realise you don't enjoy it anymore and | it's become one sided. | | I think side projects should stay as small as possible unless | there looks to be a real potential for both yourself | personally and the rest of the world - even then failing fast | feels like the best idea. | hhas01 wrote: | For small personal projects, I think a fair rule of thumb | is: is anyone else using it? Once that answer turns to yes, | you need to get your exit plan in place. | | And +1 for failing fast. It is failing slow that's the | disaster. | the_af wrote: | What's an "exit plan" in the context of small personal | non-corporate projects? | dkersten wrote: | It depends on what commitments you made to your users. It | could be as simple as just abandoning the project or it | could be something more elaborate like handing it over to | someone else. | the_af wrote: | But why do you have to think about this "as soon as you | have your first user"? Not every project is a business | and not every project needs an "exit plan". Not everyone | doing a project needs to think in entrepreneur terms. | cortesoft wrote: | If you are expecting your side project to support you, it | isn't a side project | tomxor wrote: | Yes that's my point, but also that I can see how in the | transition that distinction can be lost on the | originator. | imtringued wrote: | I'm really confused. The goal is making money yet there has not | been a single attempt at monetization. Patreon is basically | equivalent to donations. There is no obligation to pay you. Your | highest tier is $5 a month. Even with hundreds of backers you're | barely going to earn anything worth the effort. You could have | easily added a much higher tier that charged at least something | like $40 a month for support prioritization on Github. You need | to some basic market research and find customers that are willing | to pay and give them a reason to give you money. There are lots | of ways to monetize an opensource project. If you want money | you'll have to focus on money, not on your project. | | Your project was a success, only the (nonexistent) business | strategy failed. | TAForObvReasons wrote: | > I always assumed that one day I'd be able to turn it into | some side income and maybe eventually replace my full-time job. | | That doesn't magically happen. Even in the cases where people | do turn their work into side income or a job, there's a huge | amount of outreach and effort behind the scenes. | [deleted] | fourseventy wrote: | Game engines is a really tough market to compete in given Unity | and Unreal are now basically free. When I built the game that I | launched on Steam I made my own game engine with the idea that I | would open source it. The engine is now open source but when | people ask about it I recommend they just use Unity instead. | suby wrote: | Do you have a link to your engine? | gentleman11 wrote: | Iirc, the developer of Ogre is now just using unity | nikki93 wrote: | He's using Unreal for his latest game: | https://www.stevestreeting.com/2020/05/07/from-unity-to- | ue4-... | mrlala wrote: | Also Godot being 100% free, and while I haven't used it crazy | extensively the 2d portion I have used it for was amazing. | didibus wrote: | Yup, and now also Defold engine and Amazon Lumberyard as | well. | didibus wrote: | I'm wondering if he'd still feel like quitting had it been making | ton of money. | | One thing I've noticed is any passion project that becomes too | much like work starts to feel like a chore and the passion for it | disappears. I don't think making money off of it would change | that. | | I've learned that when I do side projects, I need to think of it | as having fun and playing. And with that, you accept to stop | something and move on to something else as soon as the enjoyment | is gone, and maybe come back to it later if the interest shows up | again. It's hard, because you can let this feeling of "failure" | creep in, like you haven't finished anything, or accomplished any | of the projects you were excited about. But if you accept that | your goal isn't to actually get anything accomplished, but only | to entertain yourself and have fun doing things you're interested | in, it helps with that, and makes the whole thing much more | healthy. | [deleted] | dpcan wrote: | I had a game reach about $600 per day in revenue for a few | months way back in 2010. Overall I think it made around $100K, | and another game made about $30K. | | So, even though I was making money, I still wanted out. The | reasons came down to those listed below: | | 1) Taxes. | | I wonder if it's easier now, but back then, I had to manually | pay individual counties in my state, I had to pay individual | states, and and then there were countries. I chose not to sell | my game in any non-U.S. country just because of this. So, the | tax nightmare wasn't something I was interested in, and was a | big part of exiting the game selling business. | | 2) Make updates or create something new? | | I originally did well updating my game. It kept people | interested, and seemed to spur new sales somehow, but working | on the SAME game for months and months and only making minor | updates was not fun. It was work. So, I decided to make more | games. I had one game make about another $30K, but everything | else didn't sell at all. This was incredibly discouraging. | | 3) Reviews and Customer Support | | When you are dependent on game sales, you check your reviews | daily, and you freak out about anything less than 5 stars. | Every mean comment hits hard. Customers start writing you, and | some of them are crazy. I received death threats for removing a | small feature for example. I also received CONSTANT questions | about getting my game to work on different devices and | computers. I couldn't keep up efficiently. | | 4) Daily Sales Stress | | I would watch daily sales like a hawk. If an hour was slow, I'd | stress. If a day was slow, I'd panic. It all had to just end. I | couldn't market all day every day and work on new features and | new games, so I was at the mercy of the app stores and it made | me nuts. | | 5) Sales slowed | | Finally, sales started slowing because of all the competition | to my game (maybe). Other devs saw it doing well and a bunch of | clones started showing up. Some even used my assets. Some Just | added an "!" after the name of my game and were somehow using | my code. I wasn't getting sales because my game had been out | for a while, and then there was pirating and fakes. I know some | people have their own opinion about pirating, but I would get | emails from people telling me my game gave them a virus, then | when we got down to it, they had stolen it from some shady site | and still wanted support and to blame me for installing an | infected game. | | So, all that being said, yeah, making okay money in the game | industry just wasn't enough to make me want to continue, but I | REALLY like to make games, so part of me wants to try again | anyway. Perhaps learning from these experiences will make the | next adventure a little easier, who knows? | gentleman11 wrote: | What was the game? Could you elaborate on your release model | for the $100k game? Any website or blog posts? | | - a solo indie dev several months in | imhoguy wrote: | > 1) Taxes | | That was nightmare. Best to outsource it completely with: | Merchant of Record, an app marketplace or resellers. | bdowling wrote: | > 1) Taxes. | | What taxes are you talking about? You mentioned that you were | selling through app stores, which I assume handled sales | taxes for you in the few cases when they may be required. | Your business income taxes would be the same as any business | in your city/county/state/country. What else is there? | dstick wrote: | Thanks for sharing! That's the downside of mediocre success. | Too little money to outsource tasks, too much to abandon and | allocate your time resources elsewhere. | | Glad you made the right call and I hope you find another | passion project soon! | HeyLaughingBoy wrote: | Maybe I live in a totally different universe, but it's | really hard for me to consider a software product that | grossed $100k to be a "mediocre success." | qes wrote: | In my universe, I make that (net even, not gross) in half | a year with essentially zero responsibility for | marketing, taxes, customer support, etc. - nobody can | realistically steal my work and cut into my wages with it | - far less stress - and I keep making that over and over | again every 6 months without having to do anything really | that new or different. | | In comparison, a game that grossed $100k, which I have to | pay self-employment taxes on, and perhaps app store fees | out of that too, sounds awfully mediocre, at best. | shakow wrote: | It depends on how it comes out once you divide by the | time & resources you invested in the making of the game. | xVedun wrote: | If the work and stress is spread out over two or three | years. It's likely that the time spent could easily be | outweighed by many other jobs/projects, | dstick wrote: | Hehe same here but, the poster mentioned 2010 and total | revenue. If it's $100.000 in 1 year, then sure! That | would probably have potential for growth as well. This | didn't read like that :) | | A revenue of 100.000 spread over 2 years wouldn't be | enough to support me and my family. Living in a Western | Europe country. I'd prefer freelancing (or a job) for | income in that scenario, over making ends meet with a | software product and battling off copycats and whatnot. | It should grow month over month and if it stalls for a | year+ at low revenue, that's most likely bad and I'd kill | it, considering it a mediocre success! Hope that makes | sense :) | cutemonster wrote: | > some of them are crazy. I received death threats for | removing a small feature | | Wow, literally crazy | | About how many customers did you have, when those things | happened? If I may ask. | | I wonder how large a group of people tends to be, when such | crazies start appearing | | (I wonder how those things made you feel and think) | looping__lui wrote: | Thanks for sharing! Regarding 1): I can recommend the | combination "Fastspring" for order processing and taxes | (nothing to worry about and super easy setup) and LimeLM for | software protection; dynamic license key generation is super | easy in conjunction w/ Fastspring :-) ___________________________________________________________________ (page generated 2020-08-02 23:00 UTC)