I've built 5 failed side hustles over 10 years and my biggest regret isn't that I failed, it's that I didn't fail faster. I'm starting over with usertake.com but before that I'm going back over why the others failed.
An auto-runner platformer game for iOS and Android. I started building it as a side project to learn Javascript but near the end of the project believed that it could make money. The game did not sell well but in hindsight, I'm surprised it sold anything.
I don't think a game like this has been made before, I think it's got an interesting hook and people might pay for it.
People aren't prepared to pay for apps with maybe the exception of utility apps. If I want to make money from making mobile games it has to be free, it has to be highly polished and it has to be remarkable. That's the only way to compete in a saturated app store.
A Scenario-based "Would you rather" game for iOS and Android. This project started as a way to test the market for a much more ambitious project that never materialised. It's gone from the app store now because it wasn't making enough money to justify paying my Apple developer license, or justifying the hoops I had to jump through maintaining Facebook SDK updates or supporting a mandatory Apple login implementation.
By some sheer luck event, this app caught the attention of a major casual mobile app publisher. They ran some tests on it for retention and marketability. It failed those tests so nothing more was done with this app. I did propose a new app for them to test though, which is failure #3.
If I can create an app with user generated content and build an active community around it then my user based will grow organically and I can make money from it.
Building an app for a casual market is really hard. I have no idea what users are looking for because I'm not my app's target market.
Link to Product Hunt Page - no longer on the app store
I simple Yes or No questions game for iOS with a Tinder style swipe-to-answer system. As mentioned above, the same publisher that contacted me for The Scenario Game agreed to run the same acquisition tests for Yes or No. Marketability was much better but it still failed on retention.
If I can build an app that is marketable, has high retention and a low cost of acquisition I can partner with a publisher to acquire users at scale and make a decent income.
B2C is for dreamers and businesses with loads of capital. It's much easier to make money building B2B software.
A tool that allowed remote teams to prioritise Kanban wall tasks asynchronously. I built a prototype and reached out to remote product managers over Twitter and LinkedIn to organise some interviews and prototype testing.
I didn't spend longer than a month or two working on this project and it made no money. I consider it one of my most successful side projects because I quickly realised it wasn't worth building and avoided months of wasted time. I was pragmatic enough to interview about 10 different people in my target market to gain insights into if the tool would be useful. What I concluded in the end was I had a feature, not a product. To build a product I'd need to build a project management SaaS, which was suicide so I killed it.
I have no idea if this idea is worth pursuing, I need to build a rough prototype and do some user testing.
This idea isn't worth pursuing, I'm glad I did user testing.
A crowd-sourced library for your organisations, in Slack. I jumped right into to building this with no validation because I convinced myself that it would be fun to make and that it "scratched my own itch". If I factor out the work I put in then it's making a modest amount of passive income.
I tried gaining users through cold outreach over Twitter and LinkedIn but it was too hard. All my current customers are organic through the Slack store but it ultimately failed because it was too hard to scale. People aren't actively searching for a solution for this. Most people don't even have this problem.
Even though it didn't make me a substantial amount of money, this was the project that made me believe it's actually possible to make a living building a SaaS.
I haven't validated this at all but it might be fun to make and shouldn't take that long to build
Trying to build something new and unique is too hard and risky, I should stick to a known problem in a boring market
I don't regret any of these failures, I can see how far I've come from learning these hard lessons but my god it wears you down. I'm now focussing on usertake.com and this time I want to be as pragmatic as possible and not blindly guessing what the outcome might be, here's what I think
Solving an existing problem in a validated market is boring, but who cares? My goal is to make a sustainable living, not change the world. If I can build a fake landing page for a product that positions itself differently to competitors, reach my target audience through a cheap enough distribution channel and understand a common pain they all want solved then I can build an MVP and change course from there.
This post helps, thank you! Wondering about "cold outreach over Twitter and LinkedIn": have you published details somewhere? Is it approach by someone else you tried to replicate? Thanks!
Nah nothing I tried to replicate, just finding people with professions of what I thought to be my "ideal" customer - e.g. tech managers
Awesome write up and some great lessons! I appreciate the humbling /real/ metrics!
I have a B2C web app (it's doing OK) and am gearing up for release on app stores in a month or two. Can you elaborate on how you got such high traffic/visibility of your apps? I'm not a dev and this is super new territory for me!
Sure!
I did a lot of research into App store optimisation. I think this was the book I read on it https://www.amazon.com/Advanced-App-Store-Optimization-Book/dp/1718063636.
I answered a similar question here - https://www.indiehackers.com/post/ive-built-it-now-how-do-i-sell-it-i-need-some-help-marketing-my-new-app-630cf964f3?commentId=-LxhtJud9d_II2ezqHvB but make sure your screenshots are converting users to installs and then once installed make sure users keep your app installed and using it, that'll help boost your relevance for those keywords. I initially threw some money into ads too to temporarily boost visibility but Apple gives you a little artificial boost for your keywords for the first couple of weeks after launch, so make the keywords count.