How a bedroom developer's 'ugly little game' became an App Store hit
wired.co.uk
wired.co.uk
Which is all to say that while I spend a lot of time on side projects, I have a hard time getting from "this is good enough to show people" to "people love this and want to show other people." Saying no to all the ideas that are always bouncing around in my head so that I can focus on just one, like the guy in the article, always feels painful and risky. My internal dialogue goes, "What if this idea doesn't work out? I should just move on to the next one. That way I'm at least learning something new." What's more, when I initially release a site and it doesn't get any traction, my response is almost always to mentally run from it so that I don't have to experience the pain of disappointment.
How do people deal with that?
Yep I have, though I haven't done any real marketing. Over the past few months I've come to realize that's one of my real hurdles - marketing is just not one of my skills. I'm not sure where to begin with it, though I plan on learning.
I mostly share on sites like this, reddit, and forrst. Next week I'm going to be presenting Whoops in a lightning talk to a local Ruby group, which isn't something I've done in awhile and which I'm very mentally resistant to.
Maybe it's all just a matter of not having the right knowledge or experience. Programming is easy - I always feel like if I can't see the path I'll eventually be able to find it. Same with UI/UX. Not so with marketing, getting feedback, and iterating.
Made to Stick is an excellent read on the subject of branding and marketing. http://www.heathbrothers.com/madetostick/
I used to run a blog in 2008 and I got it to 6.5million page views before I quit it and I was featured in the book "Blogging Heroes" along with the founders of Lifehacker, Engadget, Ars Technica, Gizmodo and Boing Boing.
My key strategy when I was growing my blog was to find existing communities that would like what I was writing and then build relationships with those communities.
I also changed jobs to something more interesting and now that's where I put my passion instead of a hobby.
Putting those links up was not meant as a form of marketing. They were meant to give context - to show what I meant when I say, "I get these things to a point where they're presentable but they don't make people fall in love."
Do you have any suggestions on what really would be marketing?
I think in general you've just got to get it wrong. If you look at other games by EEG, you'll see "RollRover" - a terrible terrible little puzzle game that didnt even sell 50 copies, Why do we fall Mr Wayne?
Having said that, the biggest part was luck. right place/time etc
And... even though once I beat it I wished there was another level, I found it refreshing that it simply ended and I got to watch the credits like an old NES game.
I knew nothing about the guy's story, so this was kind of heartwarming.
EDIT: fixed the name
These games hit a certain sweet spot for me in that you play in short sessions but there's a long term progress you can work towards. That way even when I'm tired on the subway I can chug slowly forward and still feel like I'm making progess. Other times I can rejoice in playing with zenlike brilliance.
Does anyone know how games make it to that list?
It's retro, not ugly.
But ugly has nothing to do with good.
With a decent artist this would be a very good looking retro game.
I really envy this kind of drive. My dream is to be that "bedroom programmer" making small games and it seems like there is simply no time.
Cut out any free overtime at work, cut out TV, cut out video games and books... and there's a lot of time.
I think it would have been a different story for the Luca Redwood if he had a toddler vs having a pregnant wife
"Some people said to me that they wanted to play more," Redwood told me. "It's great that they like the game but, you've finished. You're done."
I bet he took the FREEDOM tag from a sticky note attached to his monitor.
One more reason I need trade in my Android for an iPhone.
It's fun to think of games that create genres and those that don't: the "Tetris" genre never really caught on like the "Doom" genre or the "Bejeweled" genre. Yes, yes, there's Dr. Mario and a host of other clones, but I get the feeling that FPS and Match 3 are gonna be around a long, long time.