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What Happened to Market.js?


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I think the problem is that many developers think that they can create games in 24 or 48h and make money with that ... it was maybe true some months ago but not now.   this is why our game studio is

Quick correction: the premium ones are collaborated with select devs and partners. We're adding a few big features in the coming weeks, will definitely make an announcement. Sorry for the wait.

I don't quite get the process.   Your FAQ states:  "All you have to do, is upload your game for verification. Our internal team will evaluate your game's potential, and get back to you with an offe

Thanks for the concern folks. We've just upgraded, and created a premium games section. Some old links are still being fixed.

 

I truly believe, the only way upwards in HTML5 games, is to improve the quality. So we're going back to basics, and tackling that issue first, before anything else. We're now working with selected developers to produce highly polished games. 

 

To echo Tyson's comment about crap, I actually wrote a blog post about it:

 

98 Percent of Everything is Crap

http://www.marketjs.com/blog/98-percent-of-everything-is-crap

 

Drop me a line, if your game has potential.

 

 

Ben

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I think the problem is that many developers think that they can create games in 24 or 48h and make money with that ... it was maybe true some months ago but not now.

 

this is why our game studio is focusing on good polished games for customers rather than dozen quick n dirty games to expect selling some to publishers. and there is reasons for that :
 - publishers usually pay 400 to 1000$ per game, and the average sold licences is about 5 (I'm maybe wrong) ... so from one game you can get from 2000$ to 5000$ .
 - The average daily creation cost of a game is from 300 to 1000$ (depending on many parameters) .

 

if we take the most optimistic case : selling 5 licences to 5 publishers => 5000$

depending on the country you work on you can pay up to 2000$ of tax let's say 1000$ => 4000$ remaining

this mean that to make profit from your game, it need to be developped in about 2days max !

seriously ! do you really think we can have good quality game in 2 days ?

one customer gave us 3 months to make a game, we noticed that the initial quality of graphics will be average, then we'll enhance it later.
1 - 2 days games are for challenges and Jams and should stay there IMO.

I'm maybe wrong but my vision is the same as an article I read here some days ago "Building games *for* HTML5 and not with HTML5" : http://www.html5gamedevs.com/topic/1291-building-games-for-html5-not-with-html5/

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I think the problem is that many developers think that they can create games in 24 or 48h and make money with that ... it was maybe true some months ago but not now.

 

this is why our game studio is focusing on good polished games for customers rather than dozen quick n dirty games to expect selling some to publishers. and there is reasons for that :

 - publishers usually pay 400 to 1000$ per game, and the average sold licences is about 5 (I'm maybe wrong) ... so from one game you can get from 2000$ to 5000$ .

 - The average daily creation cost of a game is from 300 to 1000$ (depending on many parameters) .

 

if we take the most optimistic case : selling 5 licences to 5 publishers => 5000$

depending on the country you work on you can pay up to 2000$ of tax let's say 1000$ => 4000$ remaining

this mean that to make profit from your game, it need to be developped in about 2days max !

seriously ! do you really think we can have good quality game in 2 days ?

one customer gave us 3 months to make a game, we noticed that the initial quality of graphics will be average, then we'll enhance it later.

1 - 2 days games are for challenges and Jams and should stay there IMO.

I'm maybe wrong but my vision is the same as an article I read here some days ago "Building games *for* HTML5 and not with HTML5" : http://www.html5gamedevs.com/topic/1291-building-games-for-html5-not-with-html5/

 

To have something to compare with the publisher road you accurately detailed it would be nice to have some figure for the customer road you are talking about. For instance, whithout beeing to specific what was the budget approximately and for what kind of game ?

 

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I've found out about Marketjs just yesterday and felt a little lost in there, the site is quite confusing for a new developer. Thankfully I've found this topic, now I understand they are undergoing a major update, was getting a worried about its effectiveness. I've sent them an email today and got an instant reply, really looking forward working with them.

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I must be honest. I was fairly unhappy to see over the course of several days after me submitting my own game (and awaiting approval) that you guys submitted several of your own projects in the premium section. 

 

It does seem like if your able to submit your own games you could take a moment to look over some of the other ones awaiting approval. 

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I must be honest. I was fairly unhappy to see over the course of several days after me submitting my own game (and awaiting approval) that you guys submitted several of your own projects in the premium section. 

 

It does seem like if your able to submit your own games you could take a moment to look over some of the other ones awaiting approval. 

 

I understand your concerns. We work with a number of 3rd party developers to build the premium projects, and they're already in the queue way before your submissions. 

 

It just takes time. Will personally ping you once its done.

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It's not a portfolio. We are doing 2 things

  1. working with devs to co-produce premium titles
  2. relaying all the interest gained in the contact form to devs, with backbone support. An example: we just did a great introduction from an indie dev to a large agency in Europe. The developer made an awesome casual game that needed porting to native
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