Some Stats About Audiorun and Why Blind Gaming
Now, to shed some light to what has inspired me to do this. Do you remember my game Audiorun? It's basically a paid app for iOS that's like an audio only version of Canabalt. This was a game that I built across two nights during PAX Prime 2011 in my hotel room. I had an idea during one of the sessions, wrote it down, and coded it in a few hours.
The game's been featured in a few places, namely two separate lists targeting gamers with disabilities. Outside of that I haven't actually done any marketing outside of my own personal rants on my blog, Twitter and Facebook.
The game itself has sold roughly 300+ copies since releasing in September. That's about 150 days and averages to two sales a day. I know I'm not breaking the bank with that, but with such a niche title and so little marketing, I'm surprised when I even see a single sale a day.
So all of this got me to thinking that there are people who need and want this kind of thing (I've done a few e-mail exchanges with customers of the game). While there are some really great experiments over at Audiogames.net, I feel they're just that: experiments.
I know I'm not the only one doing this out there, but I'd really like to emphasize the value in pursuing experience-rich projects aimed for these gamers.
My next steps are: update Shen Games properly to reflect this shift (and offer a screen reader friendly site alternative), and display concepts for my upcoming three projects (one free iOS game, one paid iOS game, and one board game).
In the end the proof is in the pudding and I guess I've got Cosby this up. You know, because he used to endorse Jell-O pudding.