as associate producer on 65 iOS games w/ $12M in revenue to date...
you guys made a nice game, but it's very fringe, and it's not even super striking like swords and sworcery, which, btw, was not a big financial success.
i learned the hard way by working on ~20 super fringe games that failed hard (less than $5k total revenue) during the early days of the app store. these are the games where the artists went wild and really had themselves a time and were super pleased with themselves... not a formula for success.
your art is fringe, your gameplay is fringe.
try finding something else not so fringe that you guys STILL love, and make another game, and then another...
you guys made a nice game, but it's very fringe, and it's not even super striking like swords and sworcery, which, btw, was not a big financial success.
i learned the hard way by working on ~20 super fringe games that failed hard (less than $5k total revenue) during the early days of the app store. these are the games where the artists went wild and really had themselves a time and were super pleased with themselves... not a formula for success.
your art is fringe, your gameplay is fringe.
try finding something else not so fringe that you guys STILL love, and make another game, and then another...