<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[Stuart&#039;s Pixel Games]]></provider_name><provider_url><![CDATA[http://stuartspixelgames.com]]></provider_url><author_name><![CDATA[SPG]]></author_name><author_url><![CDATA[https://stuartspixelgames.com/author/stuie89/]]></author_url><title><![CDATA[Good Advice On Being A Successful Indie Developer For&nbsp;Mobile]]></title><type><![CDATA[link]]></type><html><![CDATA[<div class="wp-block-image">
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<p>One of the people I respect is <a href="https://www.bontegames.com"><strong>Bart Bonte</strong></a>. He&#8217;s put a lot of puzzle games out and has had a successful blog running for quite some time. I also heard he recently got to 500k players on his game <a href="https://itunes.apple.com/app/black-game/id1436603305"><strong>Black</strong></a>.</p>



<p>Well, Bart put an article out recently on how he&#8217;s become a successful mobile developer. I recommend reading the whole article <a href="https://medium.com/@bartbonte/how-to-survive-as-an-indie-developer-in-mobile-games-bf493347e72f"><strong>here</strong></a>. Aside from being inspiring and quite enlightening, I have to admit, there were some surprises in there that I found perfectly encouraging. I&#8217;ll summarize.</p>



<p>He shares my opinion that, you shouldn&#8217;t plan to make a million dollar game. Instead, plan to make lots of small games, and build your following gradually. It might not be an overnight success, but it&#8217;s stable, and you can build towards that million dollar dream. I&#8217;m personally working towards that goal right now with my recent release of <a href="https://www.humblebundle.com/g/puzzledorf"><strong>Puzzledorf</strong></a>. It&#8217;s not a massive open world adventure, but it&#8217;s a solid smaller game that I think is worth the players money.</p>


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<figure class="aligncenter size-large"><a href="https://www.humblebundle.com/g/puzzledorf"><img data-attachment-id="6095" data-permalink="https://stuartspixelgames.com/2016/05/15/how-to-set-win-conditions-in-puzzle-script/iceworldgiflevel1/" data-orig-file="https://stuartspixelgames.files.wordpress.com/2016/05/iceworldgiflevel1.gif" data-orig-size="567,408" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="IceWorldGIFLevel1" data-image-description="" data-image-caption="" data-medium-file="https://stuartspixelgames.files.wordpress.com/2016/05/iceworldgiflevel1.gif?w=300" data-large-file="https://stuartspixelgames.files.wordpress.com/2016/05/iceworldgiflevel1.gif?w=567" src="https://stuartspixelgames.files.wordpress.com/2016/05/iceworldgiflevel1.gif?w=567" alt="" class="wp-image-6095" /></a></figure></div>


<p>Furthermore, Bart tries to plan games that take roughly 3 to 4 months to complete. I&#8217;ve heard this advice echoed many times by other developers &#8211; aside from building a following, you will learn a lot about making games. It&#8217;s something I would like to do, although game development can throw curve balls at you. I thought <strong><a href="https://www.humblebundle.com/g/puzzledorf">Puzzledorf</a></strong> would take 6 months but it took a couple of years to make while learning Unity at the same time.</p>



<p>I&#8217;m not sure why, but you learn a lot more from making lots of small games than you would making one large game over several years. I think because you get exposed to more ways of thinking and experiences. I definitely felt I learned a lot while making lots of small, experimental games in Puzzlescript before developing <strong><a href="https://www.humblebundle.com/g/puzzledorf">Puzzledorf</a></strong>. But then I also learned a huge amount making Puzzledorf.</p>



<p>The part that really stood out to me in Bart&#8217;s article, though, was his experiences with releasing games. A lot of people say that, if you don&#8217;t have a big launch, you&#8217;ll fail. Well, he admits a lot of his games didn&#8217;t launch with much fanfare, and didn&#8217;t get written about much, and yet he&#8217;s done quite well (500k players for Black ain&#8217;t bad).</p>



<p>There are a variety of reasons he gives for how he has achieved long term success, but one that he mentions, and that stood out, is the importance of having a catalog of games. If you make one game that people like, there&#8217;s a good chance they will check out your other games too. I&#8217;ve heard a number of people experience this. It&#8217;s another good argument for making lots of small games.</p>



<p>There&#8217;s a lot of other great stuff he says, so I suggest you head over and read the full article <a href="https://medium.com/@bartbonte/how-to-survive-as-an-indie-developer-in-mobile-games-bf493347e72f"><strong>here</strong></a>.</p>



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<p class="has-text-align-center has-medium-font-size"><strong>If you enjoyed reading, try my game <a href="https://www.humblebundle.com/g/puzzledorf">Puzzledorf</a>.</strong></p>
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<figure class="aligncenter size-large"><a href="https://www.humblebundle.com/g/puzzledorf"><img data-attachment-id="7638" data-permalink="https://stuartspixelgames.com/wide-ad/" data-orig-file="https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png" data-orig-size="1920,586" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="wide-ad" data-image-description="" data-image-caption="" data-medium-file="https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png?w=300" data-large-file="https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png?w=1024" src="https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png?w=736" alt="" class="wp-image-7638" srcset="https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png?w=736 736w, https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png?w=1472 1472w, https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png?w=150 150w, https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png?w=300 300w, https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png?w=768 768w, https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png?w=1024 1024w" sizes="(max-width: 736px) 100vw, 736px" /></a></figure></div>]]></html><thumbnail_url><![CDATA[https://stuartspixelgames.files.wordpress.com/2018/12/bart-bonte.png?w=1200&fit=440%2C330]]></thumbnail_url><thumbnail_width><![CDATA[440]]></thumbnail_width><thumbnail_height><![CDATA[183]]></thumbnail_height></oembed>