Ask HN: How would you handle a potentially #1 mobile game?
https://news.ycombinator.com/item?id=6300925FIRSTLY: Yes, this could all be hot air, know-nothing ideas-guy type drivel that we've all seen before, but I'm asking you to make an assumption this is accurate and this potential does exist. I can easily find a hundred people to tell me that it's probably not all that and I should just do it & figure it out later, but that's not what I'm after here. Think of it as a thought exercise if you prefer.
Now...
I'm working on a mobile game that I truly believe has the potential to hit the top of the app store charts. It's a fun idea I've had for many years. I wanted to build it for the Amiga many years ago but lacked the skills but it's absolutely perfect for mobile devices - it's one of those things where it seems the stars have just aligned. It has somewhat unique gameplay and there is currently nothing like it available.
However, I've never done anything like this before and I'm broke. Absolutely flat broke. I have no money to market this whatsoever at the moment. So I'm wondering what the path would be for someone in my position. Publisher? Submit & hope for the best?
Main worries:
* Due to lack of funds to promote, it languishes forgotten in the depths of the app store and no one ever sees it.
* Clones. Someone or someones see it, see the potential and knock up a clone, with marketing behind it and rake in the readies
I'm aware of the execution-is-everything mantra but this is a self-developed game. I just don't have the resources to compete with studios out of the gate so I need a bit of help to avoid screwing myself up before I even begin.
So, TL;DR, if you had a really great mobile game ready to go, what would you do to maximise its potential?
Thanks in advance!