Making a mobile game is hard. Making a successful mobile game is even harder. I mentioned in my introductory post how we are competing against millions of other hopeful developers trying to do the same thing as us, but with more resources and/or with more experience. That can be a scary thought. Generally speaking most new businesses fail, and most new apps fail, in a financial sense at least.
So we've established we're going to have a hard time. Well, at least we have experience making games... nope! We have experience making software, including mobile apps. Games are a whole 'nother ballgame. What is the games "core gameplay loop" for example? what monetization strategy is right for this type of game? How do you market a mobile game? I could go on... probably... I'm not sure though.
Making games typically require a very specific subset of programming knowledge, that we don't have in our company. That's the reason you're not going to see any complex 3D avatars or fancy animations in the near future. We more or less use standard app parts like buttons, lists and navigation menus to make the game experience. This allows us to use our existing skill set, but it also limits what kind of functionality we can make, making it harder to compete against competitors that can hire full-time people to create a 3D app.
Oh, and we've decided to make a trivia game: A genre of mobile games that typically does not bring in the big money compared to other app genres (I'm too lazy to find documentation for this claim, but we've been reading various reports about the mobile game market where this is the case. Anyway I'm kinda building up how screwed we are as a rhetorical device, so just roll with it).
It's time reveal what the cleverly placed question mark in the post title was foreshadowing: That I don't actually think we are screwed (Ghasp). Well not as screwed as the picture painted above at least.
Most startups aren't filled with experts in their field, and many successful people admit to not knowing exactly what made them successful. Some are just plain lucky, others are dedicated enough to make up for missing knowledge or experience. We founded the company because we believe we can pull this idea off successfully. Otherwise we would be wasting our time. We accept the challenge and recognize that you don't win by not trying. So we teach ourselves about marketing. We read and watch youtube videos about monetization strategies. We use our existing skills as well as possible, and try to learn the stuff we don't know yet.
Making software is partly engineering, but not in the same way as building a house (or town) is. We can't measure objectively if our foundation meets the required regulations, we just start building and see if the walls are still standing when we're done (R.I.P. construction metaphor). It can be stressful and even scary at times, but we do it anyway, because the personal and professional rewards are worth it.
Shaky foundations or not, we are building a town!