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And then we had a self-imposed reality check. Money simply wasn't going to last: we could try and rush out the next Scarlett game, but it would be truncated and compromised, and we'd still be left penniless by the time of its release.
I still remember the day we met up in a café to discuss what to do. It was really tense! We basically had to decide whether we wanted to continue doing the thing we love in the face of likely extinction -- or shelve that ideal for now and try to pump out a smaller game that would hopefully get us back on track.
Whether you're talking about making games that aren't close to your heart, or doing contract work for other people's IP, it's easy to justify when you're looking to stabilize your business and put some money away for the glorious day when you can get back to your dream projects.
But as many people have found, it's extraordinarily hard to pull free from the kind of projects that only allow you to limp towards the next project. We had certainly seen it before, and were simultaneously hugely wary and strongly idealistic: two traits that made this a hard conversation.
Eventually, though, our goal became to spin the roulette wheel and get a 99c game as far up the charts as possible.
This time, we were determined to do things properly. We entered into a two-week concept phase with the goal of generating a series of prototypes, from which we could pick the best one and develop it further.
One idea soon emerged as the leading candidate: a one-touch endless runner -- well, swimmer -- starring a fish travelling through some very hazardous seas. Very early on, we nailed the concept of buoyancy, and the (not entirely true-to-nature) idea that the deeper you dived, the higher you jumped. That core proved to be a winner with everyone we showed it to, and it became the basis for Mighty Fin.

There followed an eight-week development period. I wouldn't recommend it. The good part: it was fantastic working alongside Tim and James, extremely focused and now experienced enough to give this a good shot. Our roles were set: Tim on programming and music, James on the art, and me on design, level creation and... asset wrangling? This was probably the peak for us working as a tight little unit, and while it was stressful, I also enjoyed it immensely.
The bad part: eight weeks for a game we wanted to get to number one? Against the likes of Angry Birds and Tiny Wings? Crazy! The tight deadline meant we had little room to make mistakes in: Mighty Fin had to be great from day one.
We knew by this stage that marketing was going to be a tough sell. Who would care about yet another casual-looking endless runner? So I doubled down and focused everything on the one thing we knew about: a feature spot on the App Store. I managed to find more contacts at Apple, and tried to put our best foot forward when it came to the release.
Relying on this was an awful feeling: it's like relying on the lottery. But it was hard to know what other route to take: we knew what website coverage we did get wouldn't translate to many sales, and the kind of people who would be most receptive to buying Mighty Fin wouldn't be reading those sites.
 The first prototype. We always wanted to put that red triangle in the final game as a costume.
In the end, we got a fairly good "New & Noteworthy" spot on the U.S. App Store. It propelled the game up to 39 in the overall US charts in the first 24 hours, and shifted 29,000 copies in the first couple of weeks. Again, though, it quickly spiked and sank, despite doing whatever we could think of for marketing the game.
It was enough money, however, to continue supporting Mighty Fin, and we felt there was still a lot we could bring to the game. One and a half months after release, we unleashed a huge update that doubled the number of levels, added unique music for each level type, made a new game mode, and doubled the number of collectible costumes. It made the game significantly better, and user (and critic) reviews reflected this.
And thanks to being named "Game of the Week" on the Australian App Store, the update sold better than the original release. In fact, it topped the charts in Australia, briefly outselling Angry Birds in the region -- our biggest claim to fame, financially speaking.
To date, Mighty Fin has sold 81,948 copies, and sits with a 4.5 star rating around the world. It remains our best-selling title, but as you can appreciate, it still wasn't enough money to survive for very long. We had to size up our options: what else could we do in a short timeframe? Should we even be continuing at all?
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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.