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	<title>Comments on: The Numbers Post (aka Brutal Honesty)</title>
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	<link>http://www.streamingcolour.com/blog/2009/03/09/the-numbers-post-aka-brutal-honesty/</link>
	<description>The trials and joys of indie games development</description>
	<lastBuildDate>Sat, 20 Mar 2010 02:05:55 +0000</lastBuildDate>
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		<title>By: Dapple iPhone App Numbers &#124; Mobile App Marketing Blog</title>
		<link>http://www.streamingcolour.com/blog/2009/03/09/the-numbers-post-aka-brutal-honesty/comment-page-3/#comment-28213</link>
		<dc:creator>Dapple iPhone App Numbers &#124; Mobile App Marketing Blog</dc:creator>
		<pubDate>Tue, 09 Mar 2010 10:15:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.streamingcolour.com/blog/?p=456#comment-28213</guid>
		<description>[...] their marketing and the marketing&#8217;s direct effect on the app&#8217;s sales. Here is part 1: http://www.streamingcolour.com/blog/2009/03/09/the-numbers-post-aka-brutal-honesty/. Once you are finished reading it, check out the other 3 parts of the case study, especially part 4 [...]</description>
		<content:encoded><![CDATA[<p>[...] their marketing and the marketing&#8217;s direct effect on the app&#8217;s sales. Here is part 1: <a href="http://www.streamingcolour.com/blog/2009/03/09/the-numbers-post-aka-brutal-honesty/" rel="nofollow">http://www.streamingcolour.com/blog/2009/03/09/the-numbers-post-aka-brutal-honesty/</a>. Once you are finished reading it, check out the other 3 parts of the case study, especially part 4 [...]</p>
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	<item>
		<title>By: Games from Within &#124; Making A Living (Barely) On The iPhone App Store (aka The Numbers Post)</title>
		<link>http://www.streamingcolour.com/blog/2009/03/09/the-numbers-post-aka-brutal-honesty/comment-page-3/#comment-24368</link>
		<dc:creator>Games from Within &#124; Making A Living (Barely) On The iPhone App Store (aka The Numbers Post)</dc:creator>
		<pubDate>Fri, 15 Jan 2010 19:59:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.streamingcolour.com/blog/?p=456#comment-24368</guid>
		<description>[...] sold, we’ve seen sales reports of very successful games, and we’ve also seen what happens when apps languish at the [...]</description>
		<content:encoded><![CDATA[<p>[...] sold, we’ve seen sales reports of very successful games, and we’ve also seen what happens when apps languish at the [...]</p>
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		<title>By: Vaya Broqui &#187; Blog Archive &#187; New Vaya Broqui game under development</title>
		<link>http://www.streamingcolour.com/blog/2009/03/09/the-numbers-post-aka-brutal-honesty/comment-page-3/#comment-23195</link>
		<dc:creator>Vaya Broqui &#187; Blog Archive &#187; New Vaya Broqui game under development</dc:creator>
		<pubDate>Tue, 29 Dec 2009 13:20:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.streamingcolour.com/blog/?p=456#comment-23195</guid>
		<description>[...] to our unprecedented success with Parranda and our ongoing desire to become an iPhone Development powerhouse (both for fun and profit)&#8230; [...]</description>
		<content:encoded><![CDATA[<p>[...] to our unprecedented success with Parranda and our ongoing desire to become an iPhone Development powerhouse (both for fun and profit)&#8230; [...]</p>
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		<title>By: Streaming Colour Studios &#187; Blog Archive &#187; Overanalyzing Analytics</title>
		<link>http://www.streamingcolour.com/blog/2009/03/09/the-numbers-post-aka-brutal-honesty/comment-page-3/#comment-13831</link>
		<dc:creator>Streaming Colour Studios &#187; Blog Archive &#187; Overanalyzing Analytics</dc:creator>
		<pubDate>Tue, 15 Sep 2009 17:47:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.streamingcolour.com/blog/?p=456#comment-13831</guid>
		<description>[...] that not everything can be tracked at this level of granularity. For myself, even, in my first Numbers Post, I talked about the small spike in sales I received from the Kotaku review of Dapple. But what the [...]</description>
		<content:encoded><![CDATA[<p>[...] that not everything can be tracked at this level of granularity. For myself, even, in my first Numbers Post, I talked about the small spike in sales I received from the Kotaku review of Dapple. But what the [...]</p>
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		<title>By: Dapple &#8212; don&#8217;t do it &#171; With Feeling</title>
		<link>http://www.streamingcolour.com/blog/2009/03/09/the-numbers-post-aka-brutal-honesty/comment-page-3/#comment-12621</link>
		<dc:creator>Dapple &#8212; don&#8217;t do it &#171; With Feeling</dc:creator>
		<pubDate>Sun, 06 Sep 2009 19:21:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.streamingcolour.com/blog/?p=456#comment-12621</guid>
		<description>[...] of time trying to analyze the problems and describing his next moves, both in that post and in a previous post Despite much thoughtful analysis and strategizing, it wasn&#8217;t clear what would actually work [...]</description>
		<content:encoded><![CDATA[<p>[...] of time trying to analyze the problems and describing his next moves, both in that post and in a previous post Despite much thoughtful analysis and strategizing, it wasn&#8217;t clear what would actually work [...]</p>
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		<title>By: Phil S</title>
		<link>http://www.streamingcolour.com/blog/2009/03/09/the-numbers-post-aka-brutal-honesty/comment-page-3/#comment-12073</link>
		<dc:creator>Phil S</dc:creator>
		<pubDate>Thu, 03 Sep 2009 00:19:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.streamingcolour.com/blog/?p=456#comment-12073</guid>
		<description>Wow. Talk about your lessons learned.

I&#039;m a fledgling casual game developer myself, and yes I too created a &quot;yet another match 3&quot; game. Here&#039;s the key differences though:

1. I built it for the PC, where there&#039;s a MUCH larger market and development tools are either free or dirt cheap. There&#039;s about 17 million iphones out there and about ONE BILLION PC&#039;s. It&#039;s a no brainer which platform to develop for when you&#039;re first starting out.

2. I bundled it with a second game with completely different objectives and gameplay. A 2 for 1 deal since (as others have said, there&#039;s a ton of match 3&#039;s out there already).

3. I wrote both games MYSELF in my spare time (nights and weekends) in about 3 months. Are they perfect, mind blowingly stunning games? No. Are they marketable however? Hell yes. We&#039;ve gotten tremendous feedback from beta testers who have said point blank they can&#039;t wait to have the full finished version of these games. What I couldn&#039;t create myself I found in the form of open source graphics and royalty free music and sound. Just so you know I&#039;m not full of it, you can see screenshots and more right here: http://www.facebook.com/pages/Mojo-Bone-Software-Studios/87860748751

The advice you&#039;re getting here is spot on. Lower the price, and offer a free trial. I&#039;ll also add: Develop for the PC as well as the iphone. You should have no problem making back your $32K and then some. Finally, market, market, market. My partner put up the facebook page as a lark, and it&#039;s turned out to be a great source for not only potential buyers but resources for future projects as well.

Best of Luck!
-Phil</description>
		<content:encoded><![CDATA[<p>Wow. Talk about your lessons learned.</p>
<p>I&#8217;m a fledgling casual game developer myself, and yes I too created a &#8220;yet another match 3&#8243; game. Here&#8217;s the key differences though:</p>
<p>1. I built it for the PC, where there&#8217;s a MUCH larger market and development tools are either free or dirt cheap. There&#8217;s about 17 million iphones out there and about ONE BILLION PC&#8217;s. It&#8217;s a no brainer which platform to develop for when you&#8217;re first starting out.</p>
<p>2. I bundled it with a second game with completely different objectives and gameplay. A 2 for 1 deal since (as others have said, there&#8217;s a ton of match 3&#8217;s out there already).</p>
<p>3. I wrote both games MYSELF in my spare time (nights and weekends) in about 3 months. Are they perfect, mind blowingly stunning games? No. Are they marketable however? Hell yes. We&#8217;ve gotten tremendous feedback from beta testers who have said point blank they can&#8217;t wait to have the full finished version of these games. What I couldn&#8217;t create myself I found in the form of open source graphics and royalty free music and sound. Just so you know I&#8217;m not full of it, you can see screenshots and more right here: <a href="http://www.facebook.com/pages/Mojo-Bone-Software-Studios/87860748751" rel="nofollow">http://www.facebook.com/pages/Mojo-Bone-Software-Studios/87860748751</a></p>
<p>The advice you&#8217;re getting here is spot on. Lower the price, and offer a free trial. I&#8217;ll also add: Develop for the PC as well as the iphone. You should have no problem making back your $32K and then some. Finally, market, market, market. My partner put up the facebook page as a lark, and it&#8217;s turned out to be a great source for not only potential buyers but resources for future projects as well.</p>
<p>Best of Luck!<br />
-Phil</p>
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		<title>By: MEGAPOST!!! &#171; Nick</title>
		<link>http://www.streamingcolour.com/blog/2009/03/09/the-numbers-post-aka-brutal-honesty/comment-page-3/#comment-11824</link>
		<dc:creator>MEGAPOST!!! &#171; Nick</dc:creator>
		<pubDate>Tue, 01 Sep 2009 08:01:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.streamingcolour.com/blog/?p=456#comment-11824</guid>
		<description>[...] Sales Numbers: for Flight Control, Dapple (with bonus brutal honesty), Mouse House, Rebound, Hit Tennis, Super Monkey Ball, Trism, Surf [...]</description>
		<content:encoded><![CDATA[<p>[...] Sales Numbers: for Flight Control, Dapple (with bonus brutal honesty), Mouse House, Rebound, Hit Tennis, Super Monkey Ball, Trism, Surf [...]</p>
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		<title>By: Make It Big In Games&#187; &#187; Risk Assesment: Don&#8217;t Put All Your Games In One Market</title>
		<link>http://www.streamingcolour.com/blog/2009/03/09/the-numbers-post-aka-brutal-honesty/comment-page-3/#comment-6635</link>
		<dc:creator>Make It Big In Games&#187; &#187; Risk Assesment: Don&#8217;t Put All Your Games In One Market</dc:creator>
		<pubDate>Thu, 30 Jul 2009 14:11:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.streamingcolour.com/blog/?p=456#comment-6635</guid>
		<description>[...] Jeff TunnellMarch 13, 2009Owen Goss, the owner of Streaming Colour Studios released a great article about his iPhone App Store experience that has been sweeping the Indie blogosphere. If you have not read the post, you really need to do [...]</description>
		<content:encoded><![CDATA[<p>[...] Jeff TunnellMarch 13, 2009Owen Goss, the owner of Streaming Colour Studios released a great article about his iPhone App Store experience that has been sweeping the Indie blogosphere. If you have not read the post, you really need to do [...]</p>
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		<title>By: Marco Loco</title>
		<link>http://www.streamingcolour.com/blog/2009/03/09/the-numbers-post-aka-brutal-honesty/comment-page-3/#comment-5984</link>
		<dc:creator>Marco Loco</dc:creator>
		<pubDate>Thu, 23 Jul 2009 06:21:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.streamingcolour.com/blog/?p=456#comment-5984</guid>
		<description>Hi Owen,

thanks for the great article. Helps put things into perspective. I think you did the right thing to go out with an idea and try it. 

Now you´ve learned a few lessons - helped us learn a few lessons - of what seems to go and what doesn´t seem to go. Great! Use your knowledge to imporve your first idea and try again! Eventually you will be successfull, but it may take a few trys. Failing is good, because you learn.

I think the iPhone is a great device, and it hosts tremendous opportunities, but good things take it´s time. And often it is just small details that make the difference between a success and not so successful. Maybe it was the price, mabe it was the lack of a free level, or the rules were too complicated. Just use the experience and learn from it.

I keep my fingers crossed for you, hope you still have some money to continue :-)

Cheers

Marc</description>
		<content:encoded><![CDATA[<p>Hi Owen,</p>
<p>thanks for the great article. Helps put things into perspective. I think you did the right thing to go out with an idea and try it. </p>
<p>Now you´ve learned a few lessons &#8211; helped us learn a few lessons &#8211; of what seems to go and what doesn´t seem to go. Great! Use your knowledge to imporve your first idea and try again! Eventually you will be successfull, but it may take a few trys. Failing is good, because you learn.</p>
<p>I think the iPhone is a great device, and it hosts tremendous opportunities, but good things take it´s time. And often it is just small details that make the difference between a success and not so successful. Maybe it was the price, mabe it was the lack of a free level, or the rules were too complicated. Just use the experience and learn from it.</p>
<p>I keep my fingers crossed for you, hope you still have some money to continue <img src='http://www.streamingcolour.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>Cheers</p>
<p>Marc</p>
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		<title>By: Matilda</title>
		<link>http://www.streamingcolour.com/blog/2009/03/09/the-numbers-post-aka-brutal-honesty/comment-page-3/#comment-5085</link>
		<dc:creator>Matilda</dc:creator>
		<pubDate>Sat, 27 Jun 2009 09:16:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.streamingcolour.com/blog/?p=456#comment-5085</guid>
		<description>Your post-mortem inspired me to grab a copy of the game. Although your game is innovative and I appreciated this it failed the pick-up and play rule that one must adhere to in the casual download market (where I work) to have a success. I skipped the instructions (who doesn&#039;t) and got immediately frustrated because I was trying to swap &#039;gems&#039; and it wasn&#039;t working for me. I gave up. All other comments about the app store aside I think it&#039;s worth exploring this aspect. I am watching the popular games in the app store mirror casual download a little bit from the early &#039;gold-rush&#039; days.</description>
		<content:encoded><![CDATA[<p>Your post-mortem inspired me to grab a copy of the game. Although your game is innovative and I appreciated this it failed the pick-up and play rule that one must adhere to in the casual download market (where I work) to have a success. I skipped the instructions (who doesn&#8217;t) and got immediately frustrated because I was trying to swap &#8216;gems&#8217; and it wasn&#8217;t working for me. I gave up. All other comments about the app store aside I think it&#8217;s worth exploring this aspect. I am watching the popular games in the app store mirror casual download a little bit from the early &#8216;gold-rush&#8217; days.</p>
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