Creating a Viable Game Product
- Estimate revenues of competitor games.
- Identify unmet market needs.
- Produce a Lean Canvas for a games business.
- Optimise a game’s sale price.
Week 2: Spark Forum
Failed Release
Game: My first published indie-game. (I prefer not to be exposed.)
Developer: Me and my friend.
Sales: 6687 Sales, 32 Refunds
Lifetime itch.io Revenue (gross): $37270 + £82395
Expectations
- 100,000 sales
What Actually Happened (on itch.io)
- 6687 sales
- 32 refunds
- 748 reviews
What they did right
- Successful Kickstarter in 2021. £16811
- Successful ZecZec in 2021. $32954
- Successful Patreon founding 2021 $33251
What they did wrong
- Argued with Steam's testing team and was eventually kicked off Steam permanently.
- The price is not cheap.
What Would They Do In Hindsight?
- Do nothing, say goodbye to Steam.
Successful Release
Game: Dream Daddy
Developers: Game Grumps
Steam Reviews: 4879
Sales: might be 97,580 units sold
(In the Taiwanese gaming industry, there is a formula for estimating Steam game sales, which involves multiplying the number of reviews by 20.)
Lifetime Steam Revenue (gross): could be at least $833,000
What they did right
- Successful launch on Steam
- Excellent game content
- Attractive character art for target audience
- Excellent story and plot
- Effective marketing and promotion (the game developer itself runs a highly subscribed Youtube channel).
- Cheap sale price.
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