thank you @Tim
I spent more than 65% of the development optimizing all operations, AI, gl call and objective-c calls.
[Game] AbstractWar 2.0 is now available + promo codes
(98 posts) (27 voices)-
Posted 1 year ago #
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@ manu
I hate to ask this question, but... I have always been greatly impressed by your work, especially considering your age
The question is - how does the thing look from the financial point of view ? I understand that you're doing it for hobby and for experience (lets be honest - I'm sure you're one of the best programmers in your "age category"). But were you thinking about moving forward to a new project that will hopefully be much more profitable for you ?
Don't understand me wrong - perfecting a game is a great thing and I'm really stunned to see all the things you've put in it. But I've been observing it in the rankings and I hate to see that after such an effort your game never broke into "profitable" spots...
Posted 1 year ago # -
Maybe, since you have the ability to achieve such high quality games,(:D) you should refine a game before releasing it and then use a publisher to promote it. :) That may lead to more success financially?
Posted 1 year ago # -
Don't worry @Mike :)
I developed AbstractWar without think in the financial point in any time; and maybe it was a great mistake.I have able to buy a Macbook pro 17, a iPad (thank you @Tim) without problems and meet many interesting people.
My revenues coming from Spain (64%), USA (28%) and rest (8%).
AW was the #1 app in spain, but in USA????? I don't know, I have thought, maybe "AbstractWar" is a awful name (I am not a native speaker), the people hate the icon, the people don't review games developed by a kid...
In Spain I took the telephone and called to TV channels and newspapers :DI am very happy, much people say that it's is much better than Geometry Wars Touch, and it's around Meteor Blitz and PewPew.
When I read this reviews, my hours working were worthwhile.I am developing AbstractWar HD currently.
What I should do to promote it?
Do you think if I/my father contact with a publisher, they could accept me?P.d. I am preparing the next project, and it isn't a shooter.
Posted 1 year ago # -
Your sales percentage is wildly different than ours. For us 50% of sales come from US (and over 80% for iPad) and frankly speaking - this is the healthiest situation. US is the biggest market so majority of the sales should come from there. It's cool to sell a lot in your home country but local markets have much much less impact on revenue. In either case - congrats on #1 in Spain :)
Regarding the publisher question. It is hard to say. We have tried to find a publisher for Blocks Mania and we have been refused. However, looking at the technical side of AbstractWar, I really see no reason to try. The game looks really great, visually it's just stunning. And it's easiest to promote a game based on its visual aspect. So why not try ? You can try to contact Chillingo or someone else regarding the HD version, give it a shot. Publishers don't look at age or country of origin, they look at potential profits
Posted 1 year ago # -
;) and vice-versa - the reason why there is no geoFighter 2 is AbstractWar 2.0 ;) Really great game
Posted 1 year ago # -
Just bought the latest version of AW for my iPhone 4 and was instantly addicted, despite not immediately understanding the bullet firing. But as I kept playing it, I "got" it and had to forcibly stop playing, in order to get some work done.
IMHO, AW is UNDERpriced at US$1.99. Love this game, love the graphics, love the fluid, rotating nature of the ship. Great work.
Posted 1 year ago #
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