I loved the game concept of ABA's "Defeat Me": http://wonderfl.net/c/9ykQ . SHMUP where each enemy is a copy of you. Round 3 you fight a clone of Round 1, Round 2, mirrored.
but I disagreed with several major design decisions:
1) Rounds were too difficult (a deadline came in very fast, the bullets were nearly the size of the ship) 2) Player movement & weapons changed rapidly (speed & number of shots per spread was a modulo on the level number 3) Losing meant you retried the same level.. at that point in the game, you basically be stuck. I wanted the game to restart.
I improved on the game with pixel-perfect collision, weapon animations and other design decisions like letting the player screen-wrap around the edge but not the clones, regaining time on the deadline when you killed a clone and more.
I even experimented with a co-op, 2 variants of 1 Versus 1 mode and a Replay site before removing them for the core experience.
I made the game because I wanted to play it. Making money was a secondary goal but I'm proud of the game and find it way more fun than most games I've played. How many games do you know that have an AI procedurally determined by your movements?
Revenue earned: 3 * $10 on "pay what you want" from itch.io. 1 from a friend's friend who overhead on a Skype chat that I made a game, 1 from an indie developer at a games meetup and 1 from a friend when I sent them a link.
+ < $100 from iOS sales (I switched from the iOS app to Desktop (Win/Mac/Linux with Eletron packager) for a better experience and more fun coding.
I think it's cool that $10 was the amount chosen by 3 people who didn't know each other as a valuation for the game. However it's disappointing that all 3 were people who knew me.
I sent out ~100 emails to game reviewers with download links and got 1 brief article but no revenue.
Why: Discovering games is hard. Marketing to people who would like this kind of puzzle-y arcade game is difficult to reach without looking like a spammer or spending $.
Differently: Not try so many weird experiments with gameplay and focus on the core relentlessly + Playtest more.
Iterations: 2 prototypes from TigJam. 2 more iOS versions then another re-write for an App Store launch. 2 Javascript versions (the latter being launched) + 1 seperate version for multiplayer.
Time: Hundreds of hours. Maybe a thousand? A lot of this was done earlier on when I was less experienced with programming + design. I playtested a lot
Lessons for Game Developers: Playtest often, stick to the core relentlessly. Carve away crap that doesn't fit no matter how cool it is or fun to make. I spent too much time iterating on mobile interfaces when gamepad controller support was far superior and passed "the bar test" (give to strangers at a bar and watch them cheer other strangers on as they pass the controller around).
Play [1], An old trailer [2]
[1] http://QuantumPilot.me (redirects to itch.io) [2] https://www.youtube.com/watch?v=oy_GBLM_6Qs