Bouncy Smash Game Development Challenges

Discussion in 'Announcements' started by katastrophic88, Feb 6, 2018.

  1. katastrophic88

    katastrophic88 New Member

    Nov 7, 2017
    Likes Received:
    Hello Everyone!

    Kat here, the Community Manager for Bouncy Smash, and I wanted to share some of the team’s game dev experiences with you all. Developing a game is a bit different for everyone, but there are some things that we all have in common. Something that all game devs worry about at some time or another is how to publish or market a game and how to make it profitable.

    There are so many decisions to make when you’re trying to decide how to make money off a game you are developing:

    What platform? When do you launch? Paid or free? IAPs, Ads, both? Cooldown mechanics? (Not a chance. No mobile game player should ever be forced to pay in order to continue enjoying the game.)

    These are all decisions that needed to be made pretty early on, and the devs didn’t initially think about what the right direction. Instead, they followed their instincts and thought about what they liked about the games they had already played.

    IV Studio decided to launch on iOS even though there are a lot more Android users out there. We found that iOS users tend to spend money on games, and having a profitable game is crucial for getting a title onto other platforms. Launching on iOS would give it the greatest chance at early success.

    Once development neared completion, the team was faced with the “publisher decision.” We did a lot of research and talked to a few publishers. Long story short: Publishers are great if you need a lot of help with things like QA, marketing collateral, PR, and so on. However, we found we could handle almost all of those things in-house (and we had some cash for QA), so giving away 50% of the profits for some cross-game promotion and maybe a little ad spend didn’t seem prudent. It’s important to figure out what works for you based on your budget and your bandwidth.

    It’s important to not that what works for one doesn’t work for all – so ultimately, you have to figure out what works best for you. Game dev is not a one-size-fits-all endeavor. Hopefully, our experiences can help the next, great game dev out there!


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