Nice! Great level design and intro menu/logo, too. My only complain is that it's kinda slow... it may be me lagging, though. From what I heard, a primary license is about the best thing you can hope to get. Isn't it the one where the main sponsor has its logo in the game "by default", but you can sell individual licenses to other sites and/or simply show it as personnal work without the sponsor (I'm not quite sure of that last part) ? I'm not on flash game license yet, but I plan to make a living out of my games in a pretty imminent future, so that stuffs interest me : )
Arg, it's definately lag then. The intro screens run super fluidly in comparison to the game itself. Actually it's a bit surprising since the game isn't that intense, graphically. You might want to optimize a bit I think. Regarding the primary license, if you'd have accepted it, could you still submit the game here or on similar sites without mention of the primary sponsor? I guess not, since that would kinda defeat the point of not taking the deal to distribute the game ad-free... Also thanks for the good luck! I know this isn't an easy path but I've gotta do it. I should have tried that a while ago actually. -_-. Anyway, I'll keep the talk for when I have something finished to show.
Well I think the high framerate together with the high resolution together with the constant scrolling is enough to make it a bit heavy. I COULD optimize it but I'm done with the game. XP
Anyway, with a primary license you're allowed to sell "site-locked non-exclusive" versions of your game to other sites and have them be without the ads. And so because of that, you're allowed to sell these "site-locked non-exclusives" to yourself, so that way you're allowed to have an ad free version of your game up on your own website.
As for submitting the game on sites like deviantArt tho, I don't really know. If you create an account of FlashGameLicense.com you can ask in their forums! Oh and if you find out, you're welcome to let me know the answer.
Something I'm personally excited about when it comes to actually making money off of flash games, it's that the next version of flash is gonna have the ability to convert your games into iPhone/iPod Touch games, which I think is gonna turn out to be a far better deal than sponsorships.
Yeah haha, I perfectly understand. The fact that I'm still using the same computer that I've had for 8 years doesn't help either, though it's pretty handy to have that low-spec benchmark when developping. I'm working on something using the Flixel framework right now. It's pretty impressive for the performance, however to achieve this speed it assumes that all graphics are bitmap images, so it's not as straightforward as making movie clips and testing on the go.
And I didn't now about that conversion-to-iphone feature but it's pretty exciting indeed = D I considered making games for iPhone, but that would have required some investment/learning and then I stumbled upon this which you've probably read already which convinced me that making a living with the current system could actually work. An even better of way of making flash money that seems to be emerging is to make longer games, then have a demo for free and sell the full version. The same principle that goes with any other non-flash game, actually.
I've never heard about Flixel before. I take it the name is a combination of Flash and Pixel. :9
Hehe yeah I have read that article actually. ^^
Hmm that sounds interesting. I'm not sure what it takes for people to really wanna pay for the game tho. :q
My overall take on it is this tho. Money can come from two places. Either people pay for the game, or the money comes from advertising. And I've got a hunch getting people to actually pay for the game is a lot more profitable than ads. And that's why I'm gonna try out the iPhone route.
Yup, iPhone seems like a very good avenue indeed and I definitely want to try it eventually. In the end, it always comes down to making good games : )
By the way, if you want to see a few examples of "premium" flash games (those where you need to pay to get the full version etc), there's this other very interesting article on gamasutra [link] Also, Machinarium is a good example of this revenue model.