Monetization – selling your soul?

19 11 2009

What is the best way to monetize is not my question today. My question is how far do you have to go to make money?

Any game developer needs to make money whether doing it part time or full time. While this is a controversial thing to say it’s certainly not stupid. there’s got to be some fruits to your labour and even the starving artist needs to eat once in a while because once he’s dead he no longer starves. So how far will you go?

The best way to make money out of games isto either get a super hit or make a tonne of casual games all bringing in a small but worthwhile amount of money. The 1st is much harder but the second is much cheaper, but will the second be classed as ‘selling out’? There’s no real art to the casual games market, it’s about money and a cheap but amusing play for the user. Surely if you desire your games as art then you will make something that’s true quality, but then you’re not going to make any money.

There is a rare balance though between art and money. Edmund Mcmillen would seem to have struck this balance with a regular flow of artistic games. He makes enough to support both him and his wife. But if has kids will he sell out or retire?

So will you ‘sell out’ or starve?

Or can you find that rare balance in which you can make quality and money…?


Upcoming Indie Games: JellyCar 2

7 11 2009

JellyCar 2 is now available on iPhone. The sequel to the hugely popular JellyCar offers a tonne of new content and excitement.

The new game features:

  • All new levels.
  • A JellyCar maker.
  • An all new level editor.
  • Power Ups.
  • All new graphics.
  • And much more…

The question is though will the game catch on. The biggest difference between this one and the last is that; this is going to cost $0.99. While this isn’t a lot it’s still money, and of course all those cheapskates (like myself)  may not be willing to pay. We’ll just have to see if Walaber can match the popularity of the original free JellyCar or will this one go down the drain.

Review: JellyCar

6 11 2009

JellyCar is one of the funnest games I’ve played all year. Made by Walaber an Indie Game Developer, available on the iPhone, Xbox and PC, this is a killer game that is so addictive you’ll be playing for months.


The concept is that of any classic monster truck game. Get through a 2d landscape of obstacles and challenges in a short a time as possible. While this may not seem to original, the game itself is. In JellyCar everything is made of Jello. Being able to bounce off everything and watching your car deform as it hits bumps is actually a fun experience. As you lean and weave through levels at high speeds while everything around you wobbles when hit is very satisfying. In order to assure this doesn’t get boring quickly the game also has another fun twist, the use of size. In JellyCar there are certain obstacles that you cannot get over in your small, puny form. So, you must become the monstrous truck you really are and plough through the obstacles to get to the finish. While this sounds easy, it’s not. You can only go big for a short time. So in order to survive in this harsh Jello world you must dodge, weave and speed through levels as you go big and small and wobble all over the place. You’ll love it.

Now for the technical side. The graphics are cute and perfectly fit to the theme. Simple but attractive, the crayon colouring style fits perfectly with the idea of Jelly and is nice to look at. And of course if you’re not fond then there’s plenty of different styles to choose from. From funky retro to cool vectors there’s no eyesores.

The music is perfect. It fits to the theme like milk to cookies and will remind you of a nostalgic circus. The sound effects sound utterly cheap but fantastic, as if they were recorded by a 4th grader, they cannot go unloved.

The physics engine is brilliant, well scripted and realistic the physics engine somehow manages to be impressive and themed to the 4th grader style. This is definitely not a badly designed game.

In the end the game is fantastic. Everything just fits together, it just works. It’s fun, it’s fresh and it’s original. All in all an IndyDev rating of 4.5/5.