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Commercial? Free? Other? IDK YET

  • zDS
  • 09/27/2023 03:15 PM
  • 555 views
I romanticized going commercial for years while working on my games. The thought of being able to support my family with what I love to do most is nothing short of delightful to me.

I think those of us who have gone commercial know it is a big splash of cold reality water.

My free games have done vastly more downloads and profile views in general. I think part of this is times have changed. The other part is it’s so much easier to convince someone to download a game for free than to spend their hard earned money.

The constant battle in my head is: More players vs extra income?

The fact is: I enjoy being more serious about game development. I like the risk of failing and the potential for success.

For Kissed By A Star, I have had my head in the clouds.

A Ghostly Rose did fine and I am proud. But I did not explode. And that too is fine. It’s just that, if it did… If I was a ‘known’ dev now… I think I’d have gone about Kissed By A Star differently.

The way the game is built is unique. It will feature a lot of chapters. The chapters are fast paced and there are no traditional RPG elements such as character building and whatnot.

I’d LOVE to release this game like a comic/manga.

Every two weeks to a month, drop a chapter.

There is something utterly thrilling about that idea to me. Having the pressure to work. One chapter at a time building a world and story. Hopefully creating a hype for each new chapter.

As it is now, that would likely be a death sentence to the game, as games are a different medium than comic/manga. I’d need a LOT of trust. But one can dream.

I still am considering an ‘ongoing release’ style. After a certain amount is done, drop it. Then drop another batch. Etc. If I did that, I couldn’t make it commercial until the whole thing is done.

Curious to see what people think about the insane ramblings of my imagination.

See you next wall of text!

Posts

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Not me inplan on being a multimillionaire selling all the games

(Ha! Right. There's a reason i have not quit my day job and my one project is 6 years into its remaster lol. Delusions of grandeur is my whole schtick and even I am disillusioned by the industry)

But getting enough to self-fund more game development is a good thing imho, even if it isn't a livable wage! I say go for it if Kissed can make back something of what you pour into it!
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Going into commercial game dev hoping for a "hit" will only lead to disappointment. Earning a respectable income won't come from one or two games.

That said, have you considered Patreon or Ko-fi? That could be a way to earn money while still releasing the game the way you want to. It probably/definitely won't be much, but maybe it's a middle ground between extra income and more players?
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