[HN Gopher] What I Learned About Failing from My 5 Year Indie Ga...
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       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 :-)
        
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