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Mirroring the jump from the tiny Run Boots Run to the sprawling Pretender, we vaulted from the simplicity of Zoo Lasso to the complexity of a full-blown LucasArts-style adventure game. Build on our existing engines or growing expertise in genres we'd already tackled? Not for us!

Instead, Tim and I followed our hearts: we were both itching to flex our storytelling muscles once again. And after a text message arrived on my phone from Tim saying, "Furious princess builds a horse", I knew we had something fun to sink our teeth into.
Creating Scarlett was deeply satisfying, and it remains the closest I've gotten to the kind of games I want to make. While it too doesn't fully live up to its own potential, it managed to connect with players in a way that none of our other titles have. The Scarlett fan base was small but passionate: they really responded to the characters and story.
But the most gratifying moment -- probably of my entire career to date -- came when a fan sent us a special photo: she had made her own Scarlett costume and cosplayed as the sassy princess at a convention. It was fantastic! We were really happy that a character that had emerged from our brains had inspired this sort of thing.
The game didn't sell well. Once again, marketing was tough -- this time around, at least, we had enlisted the help of the wonderful Emily Morganti, a freelance PR agent who shared our love of adventure games. We got more press coverage than before, especially from writers who had a soft spot for the adventure genre. But again, the vast majority of our sales came from another "New & Noteworthy" spot on the App Store.
 The dark days before James came onboard, when I was still drawing the Scarlett graphics.
We initially priced the game at $2.99, again a subject of great debate. (As time passed, we experimented with other price points, eventually finding that $1.99 was the most profitable in the long term.) We were consciously trying to target a premium market instead of entering the 99c lottery, but if you're going for a smaller group, make sure you're accessible to that entire group. By releasing only on iPhone, it felt like we were catering to a niche of a niche, and the sales reflected that.
Also creating pressure for our bank account was our inability to schedule. In a fit of adorably misguided naivety, we thought we could crank out an adventure game in two months. In the end, it took nearly nine months -- hell, Tim had his (lovely) first child during that time, when the plan was to be done well before that particular life-changing event. To keep going, we had to borrow money from our wonderful friends and family, which was an awfully humbling experience.
 James' first pass at blocking out every Scarlett location. (Click for larger version)
And for the first seven or so months, I was drawing the graphics. Oh sure, it meant I learned a lot about making Flash animations, but the original Scarlett looked like a mutant. I reached breaking point late in the day, and we started casting around for a great local artist who was looking for work.
Amazingly, through an absurd amount of serendipity, we found James Ellis. He had just quit his job and was looking for freelance work. Though he was busy, we managed to snag him for a brief time to completely do over the Scarlett graphics. The lion's share of the final artwork you can see in the game was done over two Red Bull-fueled weekends. It was very hard work, but at least the sleep-deprived hysteria was fun -- and it felt like our team was finally complete.
 A storyboard of the ending sequence. (Click for larger version)
Scarlett and the Spark of Life was released at the end of 2010, and while it attracted some praise, it certainly wasn't producing enough revenue to keep us in business for very long. Nevertheless, the three of us were determined to soldier on with Episode II (persisting for some reason with the idea that episodic gaming was for us) and really realize the potential of what the Scarlett games could be. Art boards were created; world building was begun; hilarious ideas were brainstormed.
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I also disagree with some other of the conclusions: if you want to make a game, make said game. If you want to challenge new genres, challenge new genres (I'm co-organizing Fuck This Jam this weekend, a genre specifically aimed at doing just so).
However, talking to fellow developers all the time and learning how to market your game are extremely important.
Thanks for writing this piece, though - for those that might start running just now, it is extremely valuable information and a nice look at things they might avoid while doing their own run.
Either way: look at what you've achieved in just three years from not having a safety net, by having to manage a company, by having to learn how to market and by having to push yourself beyond and by working with great people. You couldn't have learned that walking. Keep running!
The only mistake I saw that you made was to try to make this your primary income source. Jobs and family take up time, but still leave time for hobbies and passions. So a full time 8 week game production may prove to take 6 months in a part time environment. So what, you have way less stress, the added time allows for better perspective, testing and reflection making for a better game.
Some guys hobbies are building cars, some guys play golf or ski, guys like us like to create games. Its actually cheaper than some hobbies. See it as a hobby first, see you creations through, if they hit the lottery and make money, great, if not, so what..
Rami: Encouraging a 'walk before you run' attitude really wasn't my intention - it's certainly not something I'll ever heed in my life! But there were a bunch of mistakes we made that I think people could avoid, while still shooting for the stars, so I wanted to share them. Going full-time so early, as TC Weidner mentions above, is probably a very good example.
My biggest fear writing this was that people might think we all feel defeated, which just isn't true. I tried to emphasise that what it's really done is crystallise what I want to achieve in this industry, made me smarter, and made me want to try even harder next time around - and there WILL be a next time. :)
You said, "It launched at $20 on portal sites like Big Fish Games, and it's sold about 100,000 copies since 2007. My cut as the developer was roughly $25,000, spread over half a decade"
By this account your first games gross was $2,000,000 and your take of that was $25,000. That is a net operating income of 1.25 percent. I suggest that if you start a new company your first hire be an accountant or a contract lawyer.
Of course, if you *were* going to make a game purely for the cynical purpose of going after money, Neal is also correct: your fashion game made $2 million in sales over five years. That's very, very good. In your moment of desperation, I'm a little surprised that you went for a Match 3 game instead of tapping into a proven market where you already have a good track record.
We need more "Studio Post-Mortems" like this. :)
The experiences from trying to "flip" a wide variety of projects in a timeframe of a few weeks or months - which, as in this story, I had a little bit of success and mostly failure at - really crystallizes when you decide to go for a moon shot, because even if there's a major design or technology challenge, most of it is stuff you've become aware of previously - specific business processes and a sense of "maturity" about the production and marketing that allow you to course-correct over the dev cycle without expensive/disheartening setbacks.
You guys know what went wrong! Fix it and try at least one more time!
Instead of renting an office, and doing this full time making a new game every 2 months. Why not do it as a hobby and make 2 games a year?
I do look forward to seeing what you 3 get involved with in the future. Indie game development isn't for the faint of heart, in fact, while the entry barriers (often sweat equity and some computers you already own) are very low, the number of skills/luck/support/etc... are actually very high.
Now, as to the assertion that publishers might be the answer... well... here's my take on that:
http://www.convolutioninc.com/index.php/indie-life-menuitem/58-indielife-article
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Good luck with your future endeavors!
Cheers!
The quality of Tristan's iOS games certainly are good if you believe gaming reviews. For example, my site, AppMyWorld, tracks professional review scores for iOS apps / games and the three iOS games mentioned in the article all score well:
Mighty Fin - 83 AppScore based on 16 professional reviews: http://www.appmyworld.com/apps/games/mighty-fin.html
Scarlett and the Spark of Life - 78 AppScore based on 4 professional reviews: http://www.appmyworld.com/apps/games/scarlett-and-the-spark-of-life-scarlett-adv
entures-episode-1.html
Monster Flip - 78 AppScore based on 6 professional reviews: http://www.appmyworld.com/apps/games/monster-flip.html
Now, working at a large studio before going indie is a great way to gain experience in making games, specifically it will teach you that:
1. Make a game that you would enjoy playing - vs. making!
2. Only go for a genre-buster if you and every other industry insider you talk to about your game is absolutely in love with the prototype.
3. Don't make the games you think you should possibly make, rather, make a game that you can make really well (i.e. in a polished pro looking package). Unfinished concepts, and unpolished executions will not make back the money invested in them, even if it is a tiny amount of money.
4. Don't ever make a game just so you can earn petty cash - make the game that you BELIEVE will get you a huge return.
If you cannot fulfill all of the above on a particular PROTOTYPE don't quit your day job, or rather, get a job in the industry before setting out on your own.
Despite all of that, you guys now have a great portfolio of lessons learned and we are grateful you shared some of that with us.