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Travisto8888170 karma

I always tell people that the game community is so helpful because if someone buys my "competitors" game, they are actually then more likely to buy my game. Games turn people into "gamers" and then they buy more and more games :)

Compared to something like a toothbrush. If I buy a toothbrush I don't need another one. If I buy a game, then I'll probably buy another one as I hold more game nights at my house, etc. It's a really cool industry.

Travisto8886167 karma

I went to a local game convention and talked to a lot of game makers who were a few years ahead of me. The community is super helpful in pointing new creators in the right directions in terms of manufacturing, logistics, etc.

Travisto8884333 karma

If I had a dollar for every time people asked me something about Cones of Dunnshire :) I am totally Ben Wyatt in so many ways. Haha, we even made our last Kickstarter video using stop motion I just realized.

I'll see what I can do!

Travisto8884151 karma

It's definitely a shift, but it felt less strange than we expected. When we launched our first game we still had our day jobs. Because it did so well (it raised $100k on Kickstarter), we had a bit of a cushion of time to quit our jobs and try to make a 2nd successful game and build up the sales of the 1st. So we were in a good place to leave. My suggestion would be to make something great on the side, release it on a website or somewhere like Kickstarter, and then transition over as it begins to do better. The transition time will be busy (doing both at the same time), but I think that’s the safest way to do it.

Travisto8881991 karma

There's actually not too much to do since natural copyrights are built in. You can't patent game mechanics, so there's that.

So much of the value of games is actually executing them right. Making it all come together. So someone who "stole" the idea of the game would still be years behind. Also the game community is very protective- if they see a copy of another game, then they will point out the faker and won't buy the new one.

Profit is about 50% after all the manufacturing, shipping, advertising, illustration costs.