Briar Wright
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balshumet.bsky.social
Briar Wright
@balshumet.bsky.social
Writer. Artist. Creative. 33| Enban femme| Versian| xe/xir/xem. Afronative. Getting really into yogurt lately...

Comic colorist, looking for work!

Contact me: Briarwrightofficial@gmail.com
"Oh yeah, mom, I'm not attracted to all those sweaty shirtless men at my gym at all. The T is working, and I should be on a maintenance dose. That's how it works. Uh, the only side effects are the gains. I love...women...so much!"
November 19, 2025 at 9:18 PM
Oh no! D: We have to do counter messaging so they know it won't make them not gay, just jacked.

"No, don't worry, you will still like cute men, you'll just be able to bench press them too! Lie to your parents about it, though, tell them it represses your homosexual urges or whatever."
November 19, 2025 at 9:18 PM
I'm not sure the average man would be upset about being gay and buff.

However, ew parents.

(Maybe the gay boys can con their parents into buying them gear to attract more hot men?)
November 19, 2025 at 9:11 PM
Yeee, I get you. It's just that, most Indie dev is unprofitable. Most games make no money.

I get wanting to give yourself/your game the best chance, though.
November 19, 2025 at 8:33 PM
I get being frustrated. There are always market constraints to consider, and it can be especially harsh for some genres over others. :3
November 19, 2025 at 8:22 PM
Ok. Well, I hope you have fun making your game. It's an exciting process, and full of lots of learning experiences and mind stretching. I've been enjoying myself, so I hope you do too. :D
November 19, 2025 at 8:13 PM
If F2P feels scummy and bad to you, then you shouldn't pursue it. Because in the end, you should feel happy you made a game, happy to see it finished, out in the world, and to continue to maintain it. That's hard if it contains something that if feel is morally icky.
November 19, 2025 at 8:01 PM
There are other options: You can charge up front or ask for donations.

People do pay for idlers/incrementals if they are very good.

Whether that cuts into word of mouth/players or not, this is something you made and should feel proud of.
November 19, 2025 at 8:01 PM
For the vast majority of the genre, yes, plus some very low cost prices in the 1-5 dollar range. Kittengame's mobile is 2.99. It opened around a dollar a decade ago. If you're going for the paid range, look at the competition there and work to match/beat them.
November 19, 2025 at 7:40 PM
Simultaneous release via the steam page. Mobile, and early access on steam same day in October 2024.
November 19, 2025 at 7:38 PM
Then, develop the game, and charge what you think is market prices up front for it. That's your preferred method, so go with that after seeing what people normally pay upfront.
November 19, 2025 at 7:32 PM
Kittengames wasn't on mobile first, it was a browser game long before it was on mobile. I would know. I played one of the original versions more than 15 years ago.

Revolution Idle has a mobile release, but that came after PC(I'm pretty sure?). The Clicker was grandfathered, yes.
November 19, 2025 at 7:27 PM
I'm not trying to be so negative and breezy, but you don't seem to have any idea *what* kind of creative framing or twist you're bringing to the genre, and instead are concerned how you're going to get money out of it.

What idler are you making that ppl, in a very cash stingy genre, would pay for?
November 19, 2025 at 7:18 PM
Just having a larger potential audience doesn't promise anything, the market on mobile is also oversaturated.

But, do your research. I haven't looked into the market super recently, so maybe you'll get the ROI you're looking for.
November 19, 2025 at 7:16 PM
Browser games are pretty dead, but PC incrementals are pretty popular on steam from my experience. Mobile gaming is the biggest gaming segment in terms of growth, especially for something like Idlers, but all the ones I named are PC idlers.(one is a browser)
November 19, 2025 at 7:16 PM
The mobile market is fiercer than browser, console, or PC, so do whatever you think will get it out there fastest for least effort. Especially since you are worried about effort to compensation ratios.
November 19, 2025 at 7:04 PM
If you're determined to go into mobile games, look at the idlers available for free and for up front costs on phones. Play a few. Decide if you can get that level of polish and balance on your first attempt. And then be prepared to put in the work to do so.
November 19, 2025 at 4:05 PM
Consider my suggestion to do your idler game through browser. Not only does learning HTML and Javascript help you set up a future Itch or other webpage for future games, you can quickly and easily test out mechanics and tweak play with easy feedback without having to compile files.
November 19, 2025 at 4:05 PM
You get things like Cookie Clicker, Kittengames, and Revolution Idle, all free, and all very good incremental games.

The bar to start charging up front for indies is higher than you think, and especially high for idlers, when so much of the genre is entirely free, even free with no ads.
November 19, 2025 at 4:05 PM
To compare: SNKRX is an arcade battleshooter and was 3 dollars. Vampire Survivors original price was 3 bucks. Slice and Dice was around 5 dollars. These were hugely popular Indie games, and were incredibly polished for their opening prices. THAT is your competition.

When you look at Idlers:
November 19, 2025 at 4:05 PM
So your competition is a bunch of other indie devs, many many of whom are putting out super polished games for (near) free.(and idler games require fewer of the assets and programming that would need compensation anyway.)

You could make an idler browser game with HTML and Javascript right now.
November 19, 2025 at 4:05 PM
And the games that come out of those are typically free. The normal way to break into games is to do a bunch of free work to learn the ropes and make connections, and then maybe monetize later. That sucks, but it's how the industry works right now. You're an indie dev.
November 19, 2025 at 4:05 PM
If you're gonna charge money, incremental/idlers are very hard to charge money for. There's lots of free stuff, and people don't like to pay upfront for phone games either.

I get wanting to get some money back for time invested, but most ppl getting into games do jams.
November 19, 2025 at 4:05 PM