爆款遊戲能賺多少錢?還記得文字遊戲「小黑屋」嘛?
作者一共賣了70萬刀,去掉給合作者的一半和給稅的三分之一,凈賺不到20萬。下面是一篇很長的經驗貼,包括收入明細,如何與apple store打交道,如何準備app/提交app/推銷app/更新app等等。
獨立開發賺錢並不容易,被嚇跑的看不完就該跑了,留下來的都是勇士~
---以下為轉載,不清楚reddit牆不牆,先貼過來了---
原址:Quit my full time corporate job. Built an iOS game. It became #1 in the App Store. Here are revenue numbers and what I learned.
Submitted 1 day ago * by amirrajan
TL;DR
Made a little over $700k selling a premium mobile game with no IAP or Ads as a one man shop. It is possible to create sustainable income from apps (albeit very difficult).
Background
Im writing a book that goes into details about all this. 10% of proceeds goes to a charity that helps kids learn to code.
I build all my games using RubyMotion.
My friend said it would be good to post my story here.
I built an iOS app called A Dark Room that hit the #1 spot in the App Store. Here is the article The New Yorker wrote about it.
Other accolades that establish some sort of precedence to what Im about to share:
- 2.26 million downloads in under two years (free and paid combined).
- #1 game in the US for 18 days straight (20 days overall).
- 26,859 ratings of which 23,833 are 5-stars (4.73 average rating).
- Publications in Huffington Post, Slate, and The New Yorker.
- Richard Garriott (creator of Ultima Online) talks about A Dark Room on Axe of the Blood God
- Reviewed on Touch Arcade (4 stars) and Cult of Mac (5 stars)
- (錦妖註:高下載量,高排名,高評分,當之無愧的 No.1 app)
YTD Revenue of all my Games
Here is a graph of revenue for all my iOS Games.
Here is a breakdown:
A Dark Room Year 1
These numbers are from last years developer logs:
[ Month ][ Paid Downloads ][ Free Downloads ][ Apple Check ]Nov 2013403555Dec 2013698943Jan 20149861,320Feb 20142,2888,6121,760Mar 201415,42815,17211,600Apr 2014305,000214,000May 2014237,000166,000Jun 2014101,00070,700Jul 201429,5265,11022,200Aug 201438,3041,021,66028,800Sep 201428,40019,900Oct 201414,90010,100[ Month ][ Amount ]Gross income (less Apples share)553,000My half of ADR (I happily give Michael his share)276,50033% income tax91,24512% self employment tax33,120Net152,135A Dark Room went viral in UK and US. It was the #1 premium, "free to play app" in the US for 18 days straight (with no feature/marketing from Apple).
(註:第一年賺了553k,分了一半給合作者,交了45%的稅,剩下150k。稅後十五萬的話,比在大公司剛入職的程序員多,但作者應該不止一兩年工作經驗,所以勉強算差不多吧。)
A Dark Room Year 2
[ Month ][ Paid Downloads ][ Free Downloads ][ Apple Check ]Nov 20145,040134,9593,790Dec 201460,60041,500Jan 201530,70021,420Feb 201547,10032,700Mar 201512,2008,220Apr 20159,1806,290May 20159,4606,940Jun 20154,820 ($1.99)6,630Jul 20153,670 ($1.99)4,430Aug 20154,070 ($0.99)2,080Sep 201510,8006,970Oct 20154,80062,0003,300[ Month ][ Amount ]Gross income (less Apples share)144,270My half of ADR (I happily give Michael his share)72,13533% income tax23,80412% self employment tax8,656Net39,675
I took up contract work because of the volatility of the App Store (which is why my income tax is still at 33%).
Interestingly (and again for reasons unknown), A Dark Room went viral in the UK Dec 2014. The experience and length of the virility was similar to last time, but didnt have the long running side effect of going viral in the US.
Originally, I figured that ADR being #1 in the UK somehow triggered its rise to the #1 spot in the US. Turns out thats not the case.
(註:第二年就沒有這麼多人買了,所以凈收入只有四萬,這還是在「不知道為啥在英國火了」的情況下。)
The Ensign Year 1
Around August of 2014, I released a prequel to A Dark Room called The Ensign. I loved traversing the dusty path, and wanted an extremely difficult, "Dark Souls like" experience. Mission accomplished, here are the numbers:
[ Month ][ Paid Downloads ][ Free Downloads ][ Apple Check ]Aug 201416,60011,600Sep 20149,8006,880Oct 20144,5003,170Nov 20143,6502,610Dec 20146,6004,540Jan 20154,9903,470Feb 20155,7503,990Mar 20153,3102,290Apr 20152,6301,810May 20152,62041,0001,820Jun 20152,230 ($1.99)3,080Jul 20154,250 ($1.99)4,410Aug 20151,270 ($1.99)1,885Sep 20152,340 ($0.99)9,7001,580Oct 20151,44010,100980[ Month ][ Amount ]Gross income (less Apples share)54,11533% income tax17,85712% self employment tax6,493Net29,765The prequel is doing alright. It did extremely well the first month (it was featured by Apple... unsolicited). I expect The Ensign sales to stay at ~25% of A Dark Room sales.
(註:一個和小黑屋相關的遊戲,沒有和合作者分錢了,所以還可以,三萬塊。)
A Noble Circle Year 1 (so far)
[ Month ][ Paid Downloads ][ Free Downloads ][ Apple Check ]Apr 20153,670May 20154,700Jun 20152,500Jul 20151,3601,200948Aug 2015675469Sep 20156,5801,3803,570Oct 2015844209582[ Month ][ Amount ]Gross income (less Apples share)5,56933% income tax1,83712% self employment tax668Net3,064
(註:一個新遊戲,發了不久,而且前期是免費的,所以凈賺只有3000刀。不過路還長嘛。)A Noble Circle is a new game Im working on. I took a different approach with this game, being that I released abarely playable version for free. I wanted to get something out there, and show my next idea. It has been received really well. After e months of free downloads, I made it a for pay app, and am still working on it. The reviews are still very supportive, and are happy with the purchase (even though its an unfinished product).
There was a significant spike in September because Apple featured me under Best New Game Updates. It took a ton of work to build that relationship with Apple (and get this feature). Of course, the number dropped right afterwards.
It remains to be seen if A Noble Circle will be as successful as ADR or TE, but I think its too early to tell at this point (especially since I have many many opportunities to get this app featured). With regards to getting assigned a direct Apple contact.
Getting featured by Apple Dos and Donts
The Ugly
Publishers are not created equal. Its something I learned very quickly when trying to understand the App Store feature mechanics. If you are Warner Brothers, SquareEnix, Kim Kardashian, King, etc, you get a red carpet to getting featured. You can release whatever trash or shoddy port you want, and youll get featured. So you have two options, accept this and play by the rules Im about to lay out, or dont participate.
A List of Dos and Donts
Heres the list of tips. You really need to do all these things. Its how you show Apple that they can take you seriously as a game developer.
Do: App Preview Video
Your game needs a preview video. Without a preview video, you significantly limit your chances of getting featured. There are plenty of examples of good preview videos out there, so make one for your game if you are serious about getting featured.
Do: Good App Description and Screenshots
Your game needs to have a compelling description and good screenshots. Look at other featured apps to see what constitutes a good app description and screenshots.
Do: Localized?
Is your app localized? It isnt? Good luck getting a feature (this is the primary thing thats keeping A Dark Room from being considered for anything other than the Best New Game Updates category).
Do: Email After Your App Is Approved
Make sure your game is already sitting in the "Ready For Release by Developer". You need to give Apple at least three weeks of lead time for feature consideration. Even if you have an incredible game, if you only give Apple a couple days notice, you wont get featured.
Dont: Releasing During a Holiday Week
Dont submit feature requests during holiday weeks (unless your game is holiday themed in nature). There is so much competition against AAA game companies along with an influx of shovelware related to holiday X. Youll just be lost in the noise, so take those months to do polish releases, minor bug fixes, etc. Dont release during New Years, Valentines, Christmas, Thanksgivings, etc.
Dont: Its Your First App
Apple wants to showcase developers that have experience. If this is your first app/game, its unlikely youll get a feature (unless the app is exceptional).
Dont: Spinoffs/Clones
If youre going to pitch "Crossy Road, BUT BETTER!!", just dont bother. Its a great way to get immediately dismissed.
Do: Buy Featured Games (Know Your Competition)
If you dont buy featured apps, how can you objectively tell if your app can compete? You dont have to buy apps by AAA companies, just apps by other indie devs. Heres my list:
- Monument Valley
- Hoplite
- Altos Journey
- You Must Build a Boat
- A Dark Room
- Device 6
- The Room
- Downwell
- Her Story
- ALONE...
- Plague Inc.
- Lifeline...
- Superbrothers: Sword & Sworcery EP
- Desert Golf
- Deemo
- Cytus
- Tiny Wings
- Leos Fortune
- Sometimes You Die
- Blek
- Dark Echo
- Piloteer
- Prune
Do: Use New Apple Features
Using these techs will help you get Apples attention:
- SceneKit
- SpriteKit
- 3D Touch
- Replays
- Apple Watch
- Apple TV
- Game Center
Do: Release Every Six Weeks
Apple wants to see apps that are updated frequently. If you dont get featured as a new game. Dont lose too much hope, you can always get featured as an update. Updates should be non-trivial. If you are doing just bug fixes/minor tweaks, you wont get featured for that. So make your updates enticing. Updating (and sending feature requests) too often overloads the Apple team. A six week release cycle seems to be a good sweet spot.
The Steps To Follow
Alright, what all of you have been waiting for. Here are my recommended steps to follow for getting featured.
1. Consider All the Dos and Donts
You really need to take all the dos and donts seriously. My contact at Apple has been very consistent with what the editorial team is looking for. And when I ask him "Hey, I did a major updates, why didnt I get featured?!" In my case it was "You need to localized. You need a preview video". So dont waste their time if youre not going to do the things in the list. Sending a Hail Mary to Apple without doing some due dilligence is a great way to be blacklisted.
As I said in "The Ugly" section. Not all publishers and games are created equal. As a nobody (myself included), you just have to accept that you have to go above and beyond other publishers. So, take the list of tips Ive given seriously. I do get some slack from Apple, simply because all my games are highly rated, and I had a viral smash hit.
2. Pick A Target Feature List
Dont swing for Editors Choice, Indie Game Spotlight, Best New Games, Best New Game Updates, etc. Youll swing and miss miserably. For your first attempt at a feature, pick a minor category. Here is an example.
If my game A Noble Circle was my first game, Id target "Great Game Soundtracks" under the Music category, and "Pay Once and Play" under the RPG category. Every game subcategory has a minor feature section. Target those type of feature lists first.
3. Craft and Send The Pitch Email
Here is an example email that Id send to Apple.
Subject:
A Noble Circle [MONTH] Releasen
Body:
Territories Available: World WideniOS Device Target: iPhone 5 and up, iPadnProduct Title: A Noble CirclenPublisher Name: [Name]nApple App Id: [App Id]nDesired Live Date:n[At least 3 weeks in the future onna Thursday, your app should alreadynbe approved by Apple and WaitingnDeveloper Release.]nRelease Info:n- 8 new chapters including many hand drawn pencilnsketches to create an immersive narrative.n- 2 new custom composed musical scores withnoriginal sound track.n- Brand new jump mechanic "wallkick" will benintroduced (this is a very very big deal).n- New developer commentary exploring awe andnempathy.nLanguages Supported: EN [you should have more languages]nPrice: $0.99nApp Preview: [the answer to this better be yes]nGame Center: [the answer to this better be yes]nGame Controller Support: [yes/no]nMetal: [yes/no]nSpriteKit: [yes/no]nSceneKit: [yes/no]nWatchKit: [yes/no]nApple TV: [yes/no]nComments:nThis is an artistic game. Its a simple verticalnplatformer, but hides a satire about the world wenlive in now and explores topics such as science,nmaterialism, and gender/social norms.nnIts a single tap game. No complex controls.nnA Noble Circle puts a heavy emphasis onnmusicality and emotional connections.nnNo In-App purchases. No ads. Pay once and Play.nnIndie Developer title. Just two people: Me and anmusical composer.nnInspirational and deep story line. Portrayingnsimple graphics, beautiful black and white handndrawn sketches, and an emotional soundtrack.n
You can use the comments section to showcase all the things youre doing right (such has having multiple games, updating often, etc). Here is where you send the email: appstorepromotion@apple.com.
4. Send a Follow Up Email
Send a short follow up email when its nearing the release date.
5. Wait Until The Thursday You Were Supposed to Get Featured On
Reflect on why you didnt get featured. See which apps did get featured. Try to understand why. Try not to cry. Go in the corner and cry.
6. Plan Your Next Release (Which Should Be a Minimum Six Weeks Out)
You can submit other games to get featured, just not the game you just sent.
7. Rinse and Repeat
Follow this protocol. For me (even with a #1 app in the App Store). It took four months of emailing, before I got a response.
What To Do If You Get a Response/Get a Minor Feature
The response youll probably get is something along the lines of "we got your email, thanks". If you get this response. Keep doing what youre doing. If you get a minor feature, you can then start pitching for front page features under "Best New Games", "Best New Game Updates", and "Game Collections". You have to make stronger cases of course, and your competition will be higher quality games, and bigger shops. But hey, its progress.
What To Do If You Get Assigned an Apple Contact
After the first four months of email, I emailed for another two months before I got assigned an Apple contact. At this point, you have hit a point where very few people will ever get. Your contact will be your advocate. So you can ease up on the pitch emails. Be short and to the point with your contact emails. Your job (now) is not to pitch anymore, but provide your plans for future updates. They will handle your submissions to the editorial team.
What Kind of Impact Can You Expect From a Feature
A minor feature wont get you much. Its simply a stepping stone to the front page. Youll probably see a small bump. As far as a front page feature, that is a big deal. My best revenue increase was when The Ensign got a second position placement under "Best New Game Updates". I saw my downloads increase 5x (to about 700 to 1000 downloads a day for that feature week). It also had a residual effect to all my other games. Which brings me to...
Disable App Bundles If You Get Featured
Unless your feature is because of an app bundle, disable them immediately if you get featured. Creating app bundles is a great way to get your other games noticed. But the download of a bundle doesnt contribute to the individual rank of each game. So if you get a feature, you want to make sure app bundles dont dilute your downloads for the specific game that was featured (lots of downloads means higher ranks).
Cross Promote You Games
Have tasteful interstitials to your other games (hell, Apple even encourages this). Cross promoting your games will help you regardless of whether Apple features you or not. So do it
Ask For Reviews
If you dont ask, people who download your games wont review them. So find the perfect time to request a review. Dont nag them five minutes into your game. See how I did it in A Dark Room, The Ensign, and A Noble Circle. Geometry Dash does a phenomenal job of timing the review request too. Desert Golf does some cute things with sharing accomplishments too.
And Finally, How to Make Sustainable Income
Buy Other Indie Games/IAP
Commit to spending some amount of money per month on indie games and IAP. If an indie game gets featured by Apple, buy it and see what they are doing right. You have to understand the market. If youve never bought a game or IAP, how do you know if you yourself are doing a good job? So, buy games, learn from them, support your fellow indie developers for fucks sake.
Build Games That Can Be Played in Short Sessions
You want to build "snack-sized" experiences for mobile. I play my mobile games on the can (you do it too, dont deny it), during commercial breaks while watching TV, waiting in lines, etc. So build games that can be picked up and put down quickly. This doesnt mean you cant build games with immersive story lines (Ive done this "successfully" three times). It also doesnt mean you cant build "sit down" games like Transistor (they are just less likely to succeed given the nature of this platform).
Build Games for Mobile
You dont have a controller. You have a touch device. Build games that are optimized for simple input/touch. You can still make games that are really smooth/fluid. Take a look at Leos Fortune, Piloteer, Wayward Sword, Downwell, and Sword of Xolan. The controls for these games are tight and satisfying.
You may also want to consider games that are played in portrait mode, one handed. Its one of the reasons why Flappy Bird did well (imho). Other good vertical games are Hoplite, Threes, You Must Build a Boat, 0h h1, and 0h n0.
Build Games You Can Finish Coding in a Short Period of Time
You have to build games that can be completed in two to three months (part time). I use the term "completed" loosely however. There is nothing stopping you from updating your games, but something "complete" should be released within two to three months. Ive seen too many stories about how a couple of guys have spent a year plus on a game and still havent released anything to the App Store. Dont do this.
On this same thread. Id say have an alpha version of your game ready by week six. Submit this version to the App Store as a soft launch. You dont need to market the release of your game, but at least get through the App Approval Process and get something in the store that you can get early feedback on. If you dont feel its worth charging for, go ahead and release it for free with a description of "Early access pricing, get it now while its free!!". Dont put any notes when submitting to the App Store that the game is incomplete (you may get rejected for saying that).
I cant stress this "first release" enough. You need to get something out there. Honestly, you probably wont get any downloads... but life of the app in the App Store does influence rank, so why not get a head start on this?
Release Every Six Weeks Until Youre "Done"
Assuming you took the advice above, youll still be working on your game while its in the store. Youll want to schedule a nice six week rhythm. This accomplishes a few things.
You have a sense of urgency for your next release. You know that whatever new game mechanic you want to implement has to be done within this time frame. This forces you to chop things up and really think about whats important and what isnt. For A Noble Circle, I take one six week period to optimize and polish, and another six week period to add new story elements and content.
Releasing often keeps your audience coming back to see whats new. Every release of A Noble Circle gets people excited to see what Ive added. They will replay old levels to see if I changed anything, and they are more inclined to leave reviews with constructive feedback. Ive had people leave negative reviews, and then come back a few releases later and say "Things are shaping up nicely, good work!"
Releasing often resets the reviews (reviews will get archived with every new release). So you spend less time worrying about a critical review and more time on fixing what they complained about.
Releasing often shows Apple that you keep your apps updated (this will help when it comes time to pitch your app for getting featured). There may come a time where you will get considered for an App Store Feature. Apple loves apps that are constantly updated with new/compelling content. So having a good update history will definitely help you out. You generally dont want to release more often than six weeks for this same reason (youre just overloading the editorial and review teams at this point... so dont do it unless you have a nasty game breaking bug).
Report Inflammatory Reviews
Reviews that are just plain negative (to you or other people) should be reported. Long negative rants arent great to see on your review page, and frankly Apple doesnt want them showing up either.
Here are a few examples of reviews I got for A Dark Room that are eligible for removal (I didnt remove them simply because they are hilarious):
Garbage (1 star): It』s so nice to have this hive-mind community full of hipsters and morons raving about the worst goddamn games. Same thing happened with Angry Birds and Flappy Birds. You people are disgusting. Horrible unwashed masses of brainless consumers. Hey morons, take a step back and really consider the piece of crap you rated 5 stars. No, really, just take a moment.
And another one:
What is this? (2 stars): Before I bought this I was unsure so I looked at the reviews. They were all glowing which intrigued me, so I downloaded.. Played for about 2 minutes then deleted it! Absolute load of rubbish, its sort of like sims but with no graphics, like a weird text version. Just utter nonsense how it has so many good reviews! If it was between watching a blind man trying dismantle a computer and playing this came I know which one I』d get bored of first!
One more:
Absolute scam!! Manipulated reviews!! (1 star): Its a text based game. Thats ALL you get. Nothing like any review said how fancy and interesting the game play is. I suspect all the reviews are done by the developer himself using auto generated review. It is done by developer by purchasing the game himself through hundreds, if not thousands iTunes account, then give good rating over a period of time.
Here is a review that probably wont be taken down if you report it:
Not That Brilliant… (1 star): The novelty of this game wears down almost immediately after the first time around. The whole point of this I suppose is to make us introspective and question particular things in the universe. But as much as this game would like you to think, you』re not really in control. The fate of the game has pretty much been decided and no matter what you do there are pre ordained responses that characters like 『the builder』 will have no matter what. I found that incredibly annoying. I guess it got the message through to me, but I don』t think of this game as very deep or thought-provoking. Give me Angry Birds any day and I』ll ponder the higher meaning of destroying smiling green pigs >while actually believing that my 1 dollar wasn』t for naught.
Nor this one:
Not worth the .99 (1 star): I beat the game in 2 hours, and the game doesn』t do anything to reward you for winning. I like the game but it』s missing depth and replay value.
Goes without saying that the take down process is subjective.
If You Must Do Ads, Do Them Well
There are good ways to do ads, and then there are stupid ways. Take a look at how Geometry Dash, Crossy Road, and Threes Free do ads. Each one takes a tasteful approach to. If you want a bit more revenue info with regards to ads, Ive written about it here.
With regards to an IAPs that remove ads, give the player something additional. There is novel a tower defense game called Bardbarin. It has an IAP that removes ads, but also gives you a special item that buffs gold generation.
IAPs
Im not a big fan of IAPs (or ads). So really the only thing I can say with regards to them is play League of Legends and see how they monetize. Ive spent $100+ dollars on LoL and never have they presented a pop up to get me to buy something. I had a brief moment of weakness when Trials Frontier presented a pop up, so study how they entice you to buy IAP (they do a pretty good job).
Add a Review Button
Add a review button to your games. If you dont ask for reviews, you wont get them. You dont want to do a nag review screen. Ive seen too many apps that ask for a review five minutes in... dont do this. Find the perfect time to present a review button and your conversion rate will significantly increase. Geometry Dash and Duet do a great job of this. Id say my games A Dark Room, The Ensign, and A Noble Circle do a pretty damn good job too.
Endless Games
You dont have to make an endless game. You want to build games that people finish (as opposed to playing a little and deleting). There are games out there that do endless really well, take a look at Desert Golf, Altos Adventure, and You Must Build a Boat. Its important to realize that length does not equal value, so keep that in mind when deciding on what type of game you build.
Regardless, you want your games to leave the player satisfied. Great examples of satisfying games (that arent endless) are Prune, Monument Valley, Game Dev Story, and (personal plug) A Dark Room.
Screenshots
Have screenshots and if at all possible an App Preview Video. The guy that I used is pretty reasonable about pricing, you can email him at Rule2 Productions: magill.foote@hotmail.com. He did the video for A Noble Circle and Michaels new game GridLand.
For your screenshots, pair them up with words. Few people actually read the description of your app. Having a screenshot that says "No IAPs, No Ads" will get noticed significantly more than having it in the description. Take a look at Bleks screenshots. They do a great job of pairing screenshots with words.
Promotion Codes
Give them away like candy (especially since youre releasing so often). If you reach out to editors or reviewers, just send redemption codes with the initial email you send out. The worst thing you can do is say "email me back and Ill send you codes." They wont email you back, and they wont take a look at your game.
Cloning Other Games
Create derivative works. Study games you like and recreate it with your style. Geometry Dash is a great example of a derivative work. You can tell that its heavily inspired by Impossible Game, but simply does a better job. Another game that (imho) does a better job than the "original" game is Sword of Xolan (which "copied" Goblin Sword).
Free Versions
Geometry Dash has a free version and a paid versions. Having this kind of offering keeps cloners from trying to capitalize on your success. See what Ive done with A Noble Circle - Prologue (free). If you have a complex game, its unlikely you have to worry about creating a free version. No cloner would take the time to make Monument Valley. But Threes unfortunately got cloned pretty quickly. So be conscious of this dynamic and plan accordingly.
Its also worth noting that the App Store customer base is simply divided. There are those that buy games and those that dont. It doesnt seem like they cross over much. See ADRs moving average after 1 Million free downloads. So it may be beneficial to provide both versions if thats something that your game can work with.
Have An Identity
You will (hopefully, eventually) find your style. I know exactly what kind of game I will get when I get a game from Bossa Studios (the guys that made Surgeon Simulator and I am Bread). I know exactly what kind of game Ill get when I get a game from Supergiant Games (the guys that made Bastion and Transistor). People who buy my games know exactly what kind of game they will get, too.
As an indie game developer, you can capitalize on "having heart" (as opposed to the souless AAA companies). Take a look at Space Team (you can "feel" the heart this game has, even though it looks unpolished).
You want to get to a point where people say "Oh, Amir built this game. Im gonna buy it." Having this kind of identity keeps you from having to create sequels/"franchises". It gives you the freedom to be creative with other genres.
One game wont make you rich. The App Store is extremely volatile and fickle, so youll need multiple assets to have a good, consistent income. Having an identity that is more than just a game will help with that sustainability.
Do it for Love
Guys and gals, were lucky. We have the ability to release a game that can be something special to someone living on the other side of the world (with very little monetary investment). Before A Dark Room went viral, I found meaning and success in what I did simply because I inspired some teenagers to get into game development, and brought a great gaming experience to the blind. I find meaning posting and collaborating here. I find meaning in presenting and writing about game development (none of which really generates money).
A Noble Circle has modest downloads, but Im so happy seeing glowing reviews and receiving a single email about how a father and son connected while playing it. So relish in those small wins, theyll make all the work you put into your games worth it (even if your game fails financially...which it probably will). I can only do game development part time (it doesnt pay all the bills), but damn do I have a great time building them.
(註:不知道多少人會看到這裡……最後作者用真心和愛煲了一碗雞湯,喝完繼續奮鬥吧~)
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