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I decided to try C++

Laughs in Zyngaish with $850m revenue in 2017 where an average player is a 40 year old female who plays several times / week.

Correct, you need to be pretty good to pull off a homebrew.

You’ve never looked at Steam’s hardware statistics, have you?

[quote=“Everynone, post:21, topic:110185”]

Laughs in Zyngaish with $850m revenue in 2017 where an average player is a 40 year old female who plays several times / week.

/QUOTE]

1.It’s an exception

  1. The general rule, is that your app is going to be burried under a a huge &&&&fall of crappy apps that are released every second.
    Even on Steam the situation became tougher and people complain about too much apps. Even really good games sell under 500 copies because they simply never get seen because of &&&&load of assetflips.
    But it is still realistic to make money on Steam because audience are **buyers. **So you get this? 100 times lower competition, and people are buyers. Still gets you ~500-2000 in the first month and dead silence after that.

3.What about app store? 100 times more competition, and audience is there not to buy anything. They are used to get everything for free.
So if your game takes anything more than 1 day to develop, don’t bother. It will never pay off. You need to invest 99% of funds into marketing. And %1 into development.
Because otherwise your masterpiece will be buried.

  1. Is that the micro-tranzaction game? Then it’s definitely what I have described. If you are ready to go down that road, it’s up to you. But I would not recommend, you may use reputation.

The bottom line is that blueprints are powerful at a glance but to utilise them fully, you may need to dive into C++; not a friendly environment for the faint of heart. That’s what the thread is all about, right? If you do not, you’re risking delivering another Steam asset flip. On the other hand, great design and development skills often mitigate the downsides of the tools, to an extent. If you have them (the skills, the motivation and the know-how), fret not. Making games is not that hard, making good games is. Good products sell themselves and are a testament to your skills.

On multiple occasions you’ve made controversial statements regarding yours and others’ aptitude, often belittling folks more successful than yourself. I’m basing this on an assumption that you’ve yet to deliver a product one can be proud of. Whatever it is that you value.

You’ve tried it, you had it explained, you’re underwhelmed by it, move on. Blueprint ftw.

Controversy for the win.

“…you may need to dive into C++; not a friendly environment for the faint of heart. That’s what the thread is all about, right? If you do not, you’re risking delivering another Steam asset flip…”
Still can’t beat this tho

Looks like yet another “hammer vs screwdriver” thread?

It’s an almost perfect example of Dunning Kruger, so it has that going for it.