Thank you @chance for moving this topic to a more appropriate category.
I'd like us to discuss "making money and first validating the HTML5 current and continuous market",
but from ourselves as sources and not what someone is telling us when his sole business model rest on our belief that this market is booming.
Even if he is successful.
Your game is really fun compared to most HTML5 games, and yes will probably only work on desktop for performance requirements.
I am glad you got it sold for a decent price.
Personally and via GameLancer the hope was to follow the TV model, didn't pan out so well for my liking. We got loads of inquiries, but no sales.
The only money I've made with HTML5 was for contract work to local companies and 1) was a game which submitted a players score and email for a prize draw and it captured thus customer leads for the hotel. This was end 2014. And currently I'm dong an app for the medical aid industry.
We made a few "nice" artsy games, but didn't sell much.
Yeah, a source of publishers is always the NakedGamePlay ebook list you can buy, but I'm not sure how active or current that is. Seems like there is more money in sales of ebooks on how to make money in HTML5. So my hope with this topic is that we can "bring to light" some current market economic conditions.
In Nov. 2015 FGL release a blog press statement to say they do not support HTML5 games anymore, and I looked last week at their site and it seems very quiet also. So would be good if anyone can clarify if they have any current success with FGL.
Jip those requirements are really crazy, in the sense it is a lot of work for what they are prepared to pay for a license!!
And this requirement below is really tough to acomplish:
"Any audio and sounds for HTML5 games must work on mobile browsers, as well as on desktop"
Then you may think the fallback plan is to publish the game yourself with ingame ads, then you need to market like crazy and host it.
You do research which says Leadbolt is recommended, but it only works on mobile devices, thus this cancels out all desktop high-performance (intensive) games,
which is the kind of game I'd rather make.
I agree that quality and cross-platform requirements are key entry level requirements, but even knowing this and increasing my games quality significantly didn't miraculously generate sales. This is why I'd like the community to educate each other on the market and business side of HTML5.
Since just paying $1000 for nice graphics and making a puzzle game, won't mean you will sell it even once and you need to sell it about 10 times to make it sustainable.
Hoping to see some more real world feedback on this topic!
PS: Please do not refer to other sources, I specifically want you to share your validated experience.
So TV can share with us his sales if he wants, but please do not refer to him since you do not know if it is true.