03 / Problem Statement Retired
  • web
  • marketplace

Educational game marketplaces are built for buyers. Creators are inventory.

A marketplace built for creators, not catalogs.

PROJECT
Medley
STARTED
2022
RETIRED
2024
AUDIENCE
Educator-creators selling games
01 / The Problem

Most ed-game marketplaces are designed around schools, districts, parents. The economics, the tooling, the discovery surfaces — all of it extracts from creators rather than supports them.

Educators who build great games deserved a marketplace on their side. Fair payouts, real tooling, terms you could read out loud. The existing options weren't it.

02 / The Solution

A marketplace for educational games that took the creator side seriously — fair payouts, real tooling, terms you could read out loud. Built around the people doing the work, not the people consuming it.

Creator-friendly economics
Transparent terms, fair splits, fast payouts.
Curated quality
Not a flea market. Every game met a real bar.
Direct buyer relationships
Educators bought from educators — no middleman tax on discovery.
03 / The Outcome

Grown alongside Freestyle, but two-sided marketplaces are punishing at small scale. We couldn't get enough volume on either side to make the marketplace feel like it was working. Retired in 2024 — the site is still online if you want to see what it was.

04 / What We Learned
  1. 01Two-sided marketplaces are punishing at small scale. Liquidity matters more than fairness, and we underestimated how much volume both sides would need before either felt the marketplace working.
  2. 02Educators are buyers as well as creators — and they're conservative buyers. Trust and brand matter more than discovery features.
  3. 03Being creator-friendly is necessary but not sufficient. The economics have to pencil out for everyone, and we couldn't get there at our scale.