Looking Back – My Recent Nine Months as an Indie Developer

January 10th, 2012 by eiswuxe Leave a reply »

The income reports have moved to www.my-indie-story.com

Advertisement

57 comments

  1. Jade says:

    Hi,U really my idol!
    I have some questions:
    1.I am a javascript/ruby/python developer,if i want to develope a game,i would like choose PhoneGap to develope. What u think about this?
    2.Can u talk the route of the development of the game?
    3.What u think about HTML5/CSS3 games?

    I will very appreciate it If u can reply me early.
    Thanks very much!

    [Reply]

    eiswuxe Reply:

    @Jade,

    1. I have no experience with PhoneGap so far, so I cannot recommend it (or NOT recommend it)
    2. I don’t understand that question :/
    3. People are talking about HTML5 for quite some time now. I thinks it’s worth checking it out and see if it fits your need when creating games. I myself will stick to frameworks/engines like Corona or Unity for the next time.

    [Reply]

    Jade Reply:

    @eiswuxe, Thanks for your reply so quick.
    The second question is means:
    The route of learning games art.

    Thanks very much!

    [Reply]

  2. BReitabart says:

    Those are dismal numbers for living in the USA. First of all you pay 35% of that in taxes as self employed, so out of that you end up with only 2,800 a month. If you need benefits in the USA, with a wife and one kid it will run you about $1500 a month, so I don’t think the remaining 1300 a month is enough to pay a mortgage, utilities, food, car payments or whatever else.

    As a principal software engineer I can earn $60 to $75 an hour plus benefits.

    Unfortunately with numbers like this, it is not a good idea to quit your day job unless your day job is flipping burgers

    [Reply]

    eiswuxe Reply:

    @BReitabart,

    It’s obvious that the required monthly income depends on one’s “living standard”, and that the cost of living varies greatly depending on the country you live in.

    As you might have read in my follow up income reports, I doubled my income in the meantime, and its expanding still. With those numbers, and the fact that I live in germany where we have a very good social system compared to other countries, I consider myself very lucky.

    Besides, I like flipping burgers (on my own grill, that is…)

    [Reply]

  3. tang says:

    Hi! You are my idol!
    could you tell us how are you making games in short time, where’s picture ,internet? use Lua and java? or
    object-c!

    I know you are very busy! but i But I still expect to get your letter.

    [Reply]

    eiswuxe Reply:

    @tang,

    I’m not sure if this is a serious question or not, but I’ll answer it nevertheless:

    I currently use the corona SDK from ansca (http://www.anscamobile.com/corona/) which is programmed using LUA. But I also have worked in the gaming industry for several years and learned a lot about programming, graphics, (level) design and sound/music. Plus, I have been creating my own games since I was 12.

    So… Yes, you can make a jump-start and create apps fast and easy nowadays. But that alone does not let you create a good app. It’s a lot of “learning by doing”.

    [Reply]

  4. 落梵 says:

    The first time in a foreign country blog message, I read your article, very good. (Google Translate)

    [Reply]

  5. shiyiwan says:

    That’s great! Somebody translated it into Chinese and post it on cnBeta. First time I thought you were an developer in China, then till I click your website and notice
    the ‘de’ domain.
    谢谢分享!

    [Reply]

    eiswuxe Reply:

    @shiyiwan,

    So now I know where all the chinese spam came from…. maybe it was not spam at all :D
    Good to know.

    [Reply]

  6. Kevin says:

    Thanks a lot for your sharing. It is so impressive and motivate me to continue my research on mobile game.

    [Reply]

  7. brad says:

    Great!And I have a question.
    How did you deal with the art design?

    [Reply]

    eiswuxe Reply:

    @brad,

    I create all of my graphics by myself. Most of the time I search for real images of things I want to paint. Then I use them as a background in a vector-art program (corel draw atm) and then draw the outlines with my tablet.

    [Reply]

  8. ben says:

    thanks your share.
    congratulation and encourage me a lot!

    [Reply]

  9. brdma says:

    I played around with Corona a month or so ago but I was completely turned off by Lua. The syntax, for some reason, does not feel natural to me. I stopped using it and decided to look at other platforms.

    Your blog has inspired me to jump back into Corona and give it another go. My goals are pretty low, in my opinion: develop a game (or games) playable on iOS and Android that will pay for the Corona SDK license. If I can achieve that small step, I’ll set a loftier goal.

    Back to you… I have some questions if you don’t mind.

    * From the looks of it, you have ad-supported versions of your kids games. I’m sure this is common practice, but was that a difficult decision, and was there anything special you had to do to make sure the ads were age appropriate?

    * Did you run into the Lua roadblock that I did, at any point? The two languages I feel most comfortable in are C# and Python, and transitioning to Lua was awkward for me.

    * There seems to be two models you used. One was a free app that had an in-app unlockable, and the other model was an ad-supported version with a separate premium app. Which model was more beneficial to you? Do you think that it is easier to convert a freemium user with an in-app purchase, or does the lite vs. premium model fare better?

    * You took a bold step of purchasing Apple hardware so that you could expand to the iOS platform. I call it bold mainly because I assume your family relied on your income to survive. The move obviously paid off immensely for you, but was there any part of you that considered only going with Android?

    * What devices did you go out and purchase so that you could properly test your games? I’m sure most would assume that you would need at least one iphone/ipod touch and one ipad to test iOS, and at least one phone and one tablet for Android. Is that assumption correct?

    * Post-release support is something that many devs can easily overlook. They often forget that supporting users after the final product is released can be time consuming. What were your experiences with this? Any funny support issues to tackle? Were there a lot of needy people?

    * In regards to the question above, which was more time consuming to support: iOS users or Android users?

    * As far as graphics go, did you need to make many variations of each image in order to support the multitude of devices, or did you go with a one-size-fits-all approach? I do know that Corona SDK has an API for making this easier. If I recall, it involved renaming each variation with a different identifier in the file name and then using some code to do the selecting. Did you utilize this function?

    I apologize for all of the questions, but you have earned the right to be able to answer them, and I wish you nothing but the best of luck in the future. I’ll be keeping an eye on you.

    [Reply]

    eiswuxe Reply:

    @brdma,

    I myself had not problems with LUA so far. It took some days to get used to it (I used Java and C# a lot before, as well as ActionScript3). It surely lacks some sophisticated stuff from C#, but it absolutely fits my needs.

    As for Bloo Kid, the “conversion-rate” from free to paid was about the same rate as it is for my in-app purchases. So for my apps it does not seem to make a difference which model I pick. If a user wants to get the full version, he does not mind to download another app.

    As you can see from my reports, most of my money comes from iOS. I dont know how my apps would SELL on android if I made them paid. Chances are that I would sell as much as I have inapp-purchases on iOS. But with the current model of “free with ads” on android, I would not be able to make enough money only on android.

    I started developing Corona with my Samsung Galaxy S, which is still my only Android device and the only one I do testing on. I will buy an android tablet soon if my income stays this high. But I have some friends with other android hardware that do some testing now and then for me, mainly phones. I am not able to test on tablets that often :(
    I bought an iPod 4th gen as I started developing for iOS. After many complaints that Bloo Kid would not run on older iPhone 3 and iPod Touch 2nd gen, I had to buy a 2nd gen iPod touch as well. Its insance that these things still cost nearly as much as 4th gen!
    After my first success, I made the step and bought an iPad. So on the iOS side I now have enough devices to test. On Android I will buy a tablet soon. But for the start I think its sufficient to have ONE device for each platform. Corona makes you “view” your app as an iPad, so that was a good benefit for me to see how the graphics would look like and which parts of the screen would be cropped on the iPhone if I make the images fit for the iPad.

    I have quite some support issues, mainly in the support section of my website, but also per email. Most of the complaints were about my puzzles freezing on the iPad though. Its roughly about 1-2 support-requests a day.
    I think that a good support is crucial to prevent bad reviews in the appstore. Plus, I want all of my users happy. Its impossible to achieve this, but I’ll keep on trying :)

    iOS is more time consuming. Many android users are surprised to see that I really answer their support questions. But iOS users really demand an answer. It reflects the attitude that users have towards apple and google :D

    I made exactly ONE version of the graphics which are used across all platforms. It would cost me too much time to make multiple variations. I always create the graphics with the iPad resolution (1024×768) in mind. So on the iPhone, it looks the same but the edges are a bit cut off, and on android it scales.

    Sorry if I did not go that much into detail for the answers. If there is still something that you want to know, just ask. I will answer it then in my next income report, so that everyone gets the info!

    [Reply]

  10. slo says:

    pretty good blog, actually an inspirimg story. i have the animal puzzle app for my two year old. its crazy how much it actually teaches him. also keeps him busy, looking forward to any other new toddler apps you come out with.

    [Reply]

    eiswuxe Reply:

    @slo,

    I’m glad your kid likes the app! My upcoming app will be finished in about 2-3 weeks, so stay tuned :)

    [Reply]

  11. mila says:

    thank you so much for sharing.
    besides coral draw, what other software/tools you suggest for art work?
    thanks

    [Reply]

    eiswuxe Reply:

    @mila,

    Of course there is adobe photoshop and adobe illustrator. Those are more or less the adobe equivalent to corel photo paint and corel draw. But they are way more popular.

    Then there is GIMP which is completely free. I bet there are many other free image tools out there, just google around a bit to find them.

    [Reply]

  12. Aditya says:

    Thanks for sharing, really nice! Gives me the motivation boost that I need. I consider to become indie game developer but still worry about its future. So I step forward carefully (and still hanging on to my day job). What you do inspires me to do what seems to be impossible. Thanks again.

    [Reply]

  13. Aaron says:

    Really inspiring post!

    Curious, what type of grant did you receive? It looks like you are in Germany, however figured there might be something in the US as well.

    Many thanks for sharing!

    [Reply]

    eiswuxe Reply:

    @Aaron,

    Since this has been asked several times now I will include the answer to this question in my next income report. So stay tuned :)

    [Reply]

  14. Ben Mc says:

    Why do you think Bloo Kid isn’t selling better?

    [Reply]

    eiswuxe Reply:

    @Ben Mc,

    Looking at the downloads of the LITE version I realized that Bloo Kid has a conversion rate of about 10%, like all of my apps. But is has way more downloads of LITE version than my puzzle games.

    I think the main reason is the lack of visibility. Most people that WOULD buy the game dont know about it. I think the hit rate for the search results is higher with the kids apps since parents search for words like “puzzle” or “toddlers” and therefore find my apps.

    [Reply]

  15. Greg Hluska says:

    Congratulations and thanks for writing this article! How is life with a new little one?

    [Reply]

    eiswuxe Reply:

    @Greg Hluska,

    it’s as stressful as it is fun =)

    [Reply]

  16. Dave Baxter says:

    Hi,

    How did you decide on Corona SDK ?

    Me and my son are looking to learn this type of stuff and the choices are confusing. We are not sure what to go with to be honest.

    We have downloaded about 3 or 4 different frameworks, IDE’s etc… and was gonna start going through them.

    Also was you a developer already, I know you said you worked in Video Games before hand.

    Dave

    [Reply]

    eiswuxe Reply:

    @Dave Baxter,

    I will write a blog post for ansca mobile (makers of corona) telling my reasons why I chose corona.

    Like I said before, I chose Corona since it brought results instantly. You can just sit down and start writing your game logic, without having to worry about any low-level stuff or writing an imageloader or somehting like that.

    The featureset was absolutely sufficient for what I wanted to do.

    [Reply]

  17. Great article, I’m fascinated by the steps involved in developing and marketing apps for the Android and iOS markets. I am a Web developer but have been reading about mobile development and would like to try my hands at building a small app for both platforms, so this article is of special interest to me!

    [Reply]

  18. Zappescu says:

    Nice job! As an “old” game developer I suppose make games for you is a fast activity, related to someone doing it for fun in night time ;)
    Well, your numbers look great and I hope to reach them in the future. Besides, I outta code for iOS too, Android is not enough to live with, at least for indie and poor developers like me.
    I have a question: did you choose Corona SDK for some special reason? There are out there different SDK making the same job, one only code for different platforms. I’m starting using Marmalade (old AirPlay), others use Unity3D.

    [Reply]

    eiswuxe Reply:

    @Zappescu,

    yes it defeinitely helps having a background as gamescoder.

    I chose Corona since it brought results instantly. Nearly no setup. Plus, it uses LUA which is quite nice to work with. AirPlay is C++, and I never wanted to write C++ code again. I loose too much time tracking down memory leaks :P

    Unity3D was a bit over the top since I wanted to focus on 2D games first.

    I might look into unity in the near future.
    Stencyl is interesting as well, since you can build for Flash and iOS. Android and HTML5 is said to come soon.

    [Reply]

  19. Merlin says:

    Did you advertise / do seo? How does an average user find your apps? I guess it’s not trough top 25…

    Thanks for the informative article.

    [Reply]

    eiswuxe Reply:

    @Merlin,

    I mainly used http://www.innovatty.com/twitter/IDRTG/ to spread the word about my new apps. The only real “marketing” I did was that I took about $500 I earned with inmobi ads which I then used to start an own ad campaign, also with inmobi. So ads for my apps got displayed in other apps.
    The impact was rather meager. I noted a slight increase in download numbers, but not as much as I had hoped for $500 bucks.

    I think most users find my app by searching for “puzzle” or “kids” or “toddler” or someting similar. Search-results for “toddlers” (with s at the end) contain all my “… For Toddlers” apps under the first 25 results. At least in the german appstore.

    [Reply]

  20. Mike says:

    Great read and congrats on doing so well :) Do you find that you get more downloads from the iPad or iPhone for the toddler related apps – it would feel as though it would be more iPad focussed but would be interesting to see.

    [Reply]

    eiswuxe Reply:

    @Mike,

    I’ll have to check to give a detailde answer and will include the information in my next income report. According to the stats from applyzer.com my apps seem to be ranked higher on the iPad than on the iPhone, which somehow validates your assumption :)

    [Reply]

  21. WJG says:

    Gahh. I absolutely have no clue in doing vector art and drawing..

    This seriously puts me down a lot as it is impossible to cover costs if I am to hire an artist/ illustrator =/

    [Reply]

    eiswuxe Reply:

    @WJG,

    I did not have that much of experience in vector arts as well. Its all learning by doing. I started composing graphics for “Farm For Toddlers) out of basic shapes. Circles for the eyes, head and body, rectangles for the legs etc.

    There are minimalistic art styles that still look good. Like in “Another World” or even Minecraft.

    [Reply]

  22. Ryan says:

    Great post – this sort of transparency inspires me to work on my own stuff and be just as transparent! I actually think the early failures to generate a profit were just as interesting as the latter successes – it’s clear there are still niche markets where a new entrant can make a solid profit, which disproves my fears!

    [Reply]

  23. Adnan says:

    I messaged you on Twitter and asking you here as well.

    Did you have any prior experience of making games?

    Being a web dev like me who never ever made games, how would you suggest to proceed to make a simple 2d Physics game? What re the steps involve.

    [Reply]

    eiswuxe Reply:

    @Adnan,

    Sorry, I oversaw that twitter message.

    I have indeed a quite profound background in making games, since I worked in the german video-gaming-industry for the last years.

    But the recent apps that I made, that kids apps in particular, are not quite as complex as most of the games I worked on. So they dont need that much of programming skills or that much of balancing and polishing. Most critical was the interface design (if one can call it that way) to make sure the apps are easy to use.

    Most helpful was still testing with the target audience (my niece and nephew, 3 and 5). They provided the best feedback.

    So most of my experience was rather subordinate.

    [Reply]

  24. Great article, what ads provider are you using?

    [Reply]

    eiswuxe Reply:

    @Andre Carlucci,

    I started using admob but was not satisfied with the revenue it created.
    I then switched to InMobi (http://www.inmobi.com/) and am currently pretty satisfied with it. Yet I will experiment with different ad providers in the future and post about my experiences.

    [Reply]

  25. Cory says:

    Were all you iOS apps developed with corona?

    [Reply]

    eiswuxe Reply:

    @Cory,

    yupp :)

    [Reply]

  26. Miles Egan says:

    Did you do the artwork yourself or did you get an artist to do that part?

    [Reply]

    eiswuxe Reply:

    @Miles Egan,

    Yes, I did all the art myself. Its mostly vector art I created with corel draw and then created pngs with corel photopaint. I started using a wacom bamboo pad for drawing more naturally. Works great, I can only recommend it :)

    [Reply]

  27. Alessio says:

    Hey,

    It would be interesting for you to share also the legal stuff. How much taxes you pay for example? It seems you are in Germany. I am too. Don’t you have to pay quite high pension and health insurance rates on your earnings too?

    Thanks!

    [Reply]

    eiswuxe Reply:

    @Alessio

    you are right, I forgot about that legal stuff. I will write a separat blogpost about that in the near future, since it’s too much information for a comment and it has a better visibility for other people that are interested in it. I think I will include it in the income report for january, so you need to be patient for two weeks :)

    cheers,
    Jörg

    [Reply]

  28. Very interesting, thanks for sharing!

    [Reply]

  29. KreCi says:

    Thanks for pointing my income reports. Great post and numbers! I have learned some with it as well… Need to go write something for iOS. Good luck!

    [Reply]

  30. Jochen says:

    Great to hear you’re doing fine ;)

    Now everyone out there go and make some animal puzzle games :-)

    [Reply]

  31. Shanming says:

    What a great article, I’m sure it will be very inspiring for all indie developers and people thinking of taking the path :) Thanks!!

    [Reply]

  32. Must say:

    Thank you very much for sharing HOPES with others like me!

    Best Regards,
    Rodrigo.

    [Reply]

  33. Mittens says:

    Awesome read :) How great that you manage to get constant downloads on your app!

    [Reply]

  34. Serval says:

    Great ! Thanks for sharing your revenue details :)

    Seems that indie dev life is still a viable way !

    [Reply]

Leave a Reply