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It's an interesting strategy that I've wondered about before - make lots of games until you make a hit, or at least have lots of things bringing in a small amount each. Even internally, it's worth prototyping lots of ideas to find the best one to develop into a full game.

However, with over 700,000 apps on the app store, it's incredibly hard to get noticed at all. Therefore I think there's some value in working on something over a longer time frame, trying to build up a community around it.

Back around September of last year Jay and I were at a bit of a crossroads - keep going with ZOS/C3O, or switch to something else. In the end we decided to part ways, Jay left Binary Space in December and I decided to keep making updates for ZOS and C3O. I'm buying out Jay's share of Binary Space by giving him a share of revenue for the next several years.

Back in 2010-2012 we were trying to build Binary Space into a legitimate business - ie something that could support us full-time. I agree that indie game dev is incredibly hard to make a living from. I've now scaled my ambitions back to it just being a hobby. It's a fun hobby though, and it makes enough money to pay for itself :)




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