Browsing the archives for the Monetization category

Protonaut is Up for Bidding

Protonaut has been suffering a slow death. Ever since the first beta, it hasn’t generated a single sale and is suffering from a severe lack of traffic. No traffic means no new levels, which means there’s no reason for traffic to keep coming back… One of those old Chicken-and-the-Egg problems. Of course, since I last [...]

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Value, explained

It seems my last post on The Numbers Behind Steambirds has made a few waves! “[...] A few sponsors have recently been complaining that developers aren’t required to pick the best bid, considering all the terms and conditions. Sometimes developers just pick bids that are clearly worth a lot less, just because they like a [...]

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SteamBirds: By the Numbers

People have been practically begging me for the numbers behind SteamBirds. Now you can stop IMing me every other day :P As an aside, I can’t help but feel that this post is coming way too early. The game launched on March 3rd, which means we’re coming up on the 1 month birthday soon. There [...]

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SteamBirds Sells!

I guess saying “Steambirds Sells” is a bit of a misnomer, but “has been licensed!” doesn’t sound as cool. Last Wednesday SteamBirds went live on ArmorGames.com! Click here to play it. I’ll make a retrospective post with sale details and game performance in a week or two, but right now the game is doing very [...]

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The Pressure to Release on-Time

I am starting to wonder if I can get Protonaut out the door on time. Greg and I set a goal to have the game in releasable form by September 14th – the date I’ll be flying down to GDC Austin. I figured this was a good a date as any – might as well [...]

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Mid-Mortem: Space Squid

Mid-Mortem time! I don’t like using the term post-mortem with things are still going on, but I thought I’d talk about April’s game-of-the-month, Space Squid. As this is my first foray into the business that is Flash game development, I wanted to get a nice scientific baseline sample for what kind of interest self-generates around [...]

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And thus it ends… And it begins again.

Despite assurances from several different sources, not a single publishing soul has viewed my game since marking it 100% complete on FlashGameLicense.com. Perhaps I haven’t given it long enough (24 hours! c’mooooon) but I’m losing hope fast. I won’t give up on them completely until next Friday I think. But that’s OK – I sent [...]

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7 Days, 6 Views

Space Squid has been sitting on FlashGameLicense.com for a week now, and it’s been viewed by publishers 6 times. And only one of them actually played the game – and they never beat (or lost) a level. I have no feedback and no other indication of any slight interest whatsoever. FGL even lists some viewing [...]

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Stay the Course, Space Squid!

Just under a month ago I stated I would have this game done and released by May 1st. I still plan on having it complete by this date, and I am very, very proud of how far I’ve come so far. I have to say I’m a fairly amazing guy for learning Flash, Flex, OOP, [...]

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