Judging by other games, it's feasible to make 40-50% of those sales in the first few days of launch, but things drop off after that. You'd have to further deduct tax from that, but ignoring that, you'd have to sell a bit over 2 thousand copies to hit Unity Pro's $1500 price tag. If you sell the app as a 99c game, you take home 70 cents per copy sold. "Simple, hip, underground, retro, indie" is a much better position than "low-res and basic because I'm not capable of anything better." Spin, spin, spin Well, it all depends on the quality of the game - and on how you market it. ![]() Giving it to other people to playtest and get feedback and so on. That's probably the most important thing - that you come up with something simple to implement, so you can get to a playable point after 16 hours and then spend the rest of the time iterating and improving on it. Some users will be put off by retro/minimalistic style, but others will be fine with it, so long as the game is fun. You might want to use sfxr for sound effects. For example, the art style of something like VVVVVV sounds like it would be easier for you to create than the art style of Angry Birds. I think that provided you understand the strengths and weaknesses of your position and play into them, then you can pull it off. ![]() 40 hours broken up over the course of a month is a different thing than the 32 hours back-to-back that a game jam gives you - there's more "getting settled" costs - but maybe you've taken that into account already. Check out the top entries in the last 48hr Ludum Dare contest - that's the sort of thing that can be done in 48 hours if you know what you're doing. 40 hours is about half a day longer than a game jam.
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