This app was mentioned in 11 comments, with an average of 2.82 upvotes
$3000 would buy you 1 month of a developer's work, if that dev is you or your friend (I do not consider taxes here), maybe 2 months if you're not in US or EU, or 5 days if you hire enterprise Java developer.
Enough to create a Breakout clone or a simple platformer.
But consider that you also need a graphics/sound designer (most devs I know cannot draw), and ideally a level designer and a playtester, and either this sum grows to $6000, or your Breakout clone will have only half of the originally planned features, and uses free graphics from the internet with no common theme across it.
Or you could consider something simpler, like a snake clone.
Game development is not that hard, but it's not that easy to create a finished, polished game.
Source: I'm a seasoned developer who can give sane estimates.
Pretty much all of our players come from Reddit for now, and we want to thank everyone for helping us test our game and giving us such great feedback! We haven't been as active as usual, but soon we will be leaving beta and releasing the final Android version. After that, it's straight to iOS and the Windows Store (yes, that Windows Store...).
Thank you for everything!
Ooooh, I just played it. Curvatron it's very similar to snake. Very good idea!!! Thanks for bringing it to my atttention.
Thanks for enjoying my game as well, I hope you'll rate and share the game if you get a chance.
Thanks for the feedback! Both of those things are on our todo list :) The start point thing is particularly annoying, as I had already implemented it but removed it temporarily because it was causing some problems.
As for the scale, the game was indeed originally a mobile game. Still, there's really no excuse for the giant editor icons since that wasn't in the mobile version, my judgement just got a bit clouded after working on the mobile version for so long. I may look into this, as I could probably get a lot of extra screen space by making the icons smaller and moving them to one of the sides.
Wrappers are always kind of a pain and it will run a lot slower than native games. For most genres, though, it will probably not be very noticeable. I made this game and the biggest problem was the drawing method for the snake makes everything very slow, but if you're making a platformer or a top-down game or really anything that just uses simple sprites and a few animations, you should be good.
Still, if you feel like you'll ever want your game to be ported to other platforms, I wouldn't really recommend going forward with Web Games. I'm having to cut a lot of corners now trying to port my game over to Steam because of this decision, and I wish I had gone with LibGDX, which I have used and is not too complicated.
Unity is definitely a bit overkill for simple 2D games. With Phaser or LibGDX, I just looked at the examples/tutorials and adapted the examples to fit the game I was making, but with Unity that doesn't seem to be as easy, you really need to become comfortable with the complicated UI. You'll also get pretty bad performance when compared to 2D engines, because you're essentially still running a 3D engine, but you can definitely do some cool stuff with it (like using 3D objects in your 2D game).
Curvatron
Platform - Android
Promotion Type - feedback
Promoter - Brave Bunny
Minimalistic snake game, controlled with a single touch. Very clean looking, so if you're into that modern look you should give it a shot. Has leaderboards, and soon achievements. It's still in Beta so all feedback is welcome!
Sorry about that. <strong>Play Store Link</strong>