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Making it on the App store with games is extremely hard. I have 3 friends who each developed a mobile game and made no money, basically the games serve as portfolio for future work. I don't think the quality is the issue with what my friends produced:

http://www.whitebat.co.uk/fruitfrenzy/

http://gamewhizzes.com/

http://ludimate.com/x-rainbow/index.php

Most likely marketing failures.

That being said, I am working on one myself and have all the hopes that any indie has.



marketing failures?

how would you differentiate them with marketing? "yet another color bubble popper!" "yet another side-scrolling shooter where you kill the undead!" "yet another match three with fruit!"

i'm not sure i agree with your assessment as to marketing failures. if you said me-too-market-fit, however, i'd say you were on to something.

their level of polish is pretty nice, so they should step out of the lottery and make a non-me-too quality game. i bet they would be pretty successful with it. in fact, if they keep with it, i'd put money on it they'll eventually be very successful.


I hope you are right - that a fun new gameplay with an adequate level of polish is enough for moderate success. I guess that deep down I also believe the same and that is what makes me keep on going to finish my side project.


Are you comfortable sharing any details on your side project? Stuff like this interests me.


It's a game I have been working on for some time. The gameplay is simple and easy to copy and that is why I have been reluctant to show it to too many people. I hope to finish it in the next 6 months but It could take longer depending on how much spare time I have for it. I am planning on showing it to the HN crowd first - the support is always pretty good here.




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