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Hum.... you said that you just want to make a living from making games, but it does involve your game having a certain level of fame. Lots of people are expecting everything to be free on mobile so if you want to make a living from free downloads and Ads revenue, you really need a huge player base to pay the bills. On the other hand, if you want to sell your game on mobile, people will be scared away really fast if you go above $5 for the price so, you also need a large player base to cover that.

Don't get me wrong, I'm definitely not saying this to take a hit on your motivation but these are genuine concerns I have. If making games is a hobby for you, then not actively trying to market your game is fine. I'll even go as far as saying that it's the most enjoyable game dev experience you could have: making games with 0 pressure. If you want to pay the bills only from Game Dev though, you sometimes have to get your hands on some stuff you don't like, like preparing and conducting a Marketing campaign to make sure that people see your game. Stores are flooded with so many games right now. It has become very hard to stand out from the crowd.

If you ever release the game, I'll be curious to see the next version! I'll follow you here on itch to make sure I get notified. I wish you the best man! It was interesting having this conversation with you!

I think that to make a living as an indie dev, you have to find a happy medium. I'm not going to bet on commercial success with the first games I publish. So really, I'm going ahead with the idea of trying things out and maybe I'll come to the same conclusions as you, but I've got to give it a go. Plus, I've got the advantage of being able to take my time a bit before I manage to make a living from this business. In France, where I live, I receive the RSA, which is a minimum income. It's a very important right (which is particularly under threat from current politicians, so I don't know how long this situation will last), but in the meantime it allows me to live on a minimum income without worrying too much about bills.

Also, I think the mobile market is saturated, but there are also a lot of people who download small games and don't mind paying small amounts. If I had to put a price on the game I imagine making, I wouldn't imagine more than $1.

But that's also because I'm not going to spend a phenomenal amount of time creating this game. My current idea is not to spend a year or two on a game that has to work at all costs. On the contrary, I'd like to create several small games that don't require more than a few weeks or months of investment. Less risk if a game doesn't work, and more sanity!