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Indie Game Development Discussion Thread | Of Being Professionally Poor

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GMM

Banned
Edit: Wrong thread

Since i can't seem to delete my post, i might as well ask a question.

How do you typically set up your projects and what things do you take into account in the producition of it in terms of platforms? While i typically design for touch interfaces, i also make all my code work for keyboard & mouse and controller inputs. Do you just stick to one at a time or do you take precautions for the different type of interfaces in case you want to port it to another platform at a later state?
 

udivision

Member
So I spent the better part of last weekend "porting" Final Fantasy: All The Bravest to HTML 5 using Scirra's Construct 2. I learned a lot more about the program, and managed to max out the events to the 100 limit that the demo has in place.

Because of that 100 event limit, I wasn't able to implement many (any?) of the features I thought could make Square's system better, other than not having any type of IAP whatsoever.

I think my verdict is that while I like Construct 2, it seems to have a lot of finicky aspects that really grind my gears (...heh, the logo...) when trying to figure out how to do something. I want to use it in the future for other types of games though, and maybe one day I'll get the full version.
 

Miutsu

Member
So, I'm making a shoot them up game for ios/android, here's my spaceship... say hi spaceship:

He doesn't want to, he's shy.

Anyways, the game is completely 2D using vector graphics so I can easily output assets for different resolutions/dpi, thats not a problem.

What I don't know how to solve is working with different resolutions/aspect ratios on what is going to be the viewport of my game, being a shoot them up the enemy positions/spawn points/walls/obstacles depend a lot on how much playfield can I use for them and I would like the same experience to carry through different devices.

Mind you this is my first time tapping into that genre and I myself have played very little shoot them ups in my life so I might be missing something :p I imagine that with a platformer I could simply show more of the level (for width or height) and it wouldn't matter as much but I feel that with this I have to treat it differently.
 

Noogy

Member
I actually packed all the voiceover files into Nick Gravelyn's "EasyPak" format...otherwise, it was taking something like 90 seconds to load everything in. There were about 1300 voiceover lines total in Sequence. Seemed to work okay, though I would have gone to XACT if I'd needed it.

Ah, never looked into EasyPak, now I wish I had. I don't have that many more lines than you, it probably would have saved me some massive headaches during crunch.
 
Spent so much time trying to get Ouya inputs working on my non-Ouya device that I don't have anything worth presenting by time the Create deadline rolls around in a few minutes. I suppose it was educational, at least.
 

razu

Member
So, I have a nice version of Chopper Mike running on PC.. What's the deal with Greenlight? Do you have to put 'Steam features' into your game before submitting it? I know nothing...! :)
 
I've got a game in Greenlight - Talisman, based on the Games Workshop board game.

You don't need to add Steam features to your game to submit to Greenlight. You can add them once you've been 'lit'. There can be a big gap between being greenlit and releasing your game, so plenty of time to add achievements/leaderboards, etc.

Good luck with Chopper Mike!
 

Nosgoroth

Member
Oi, where did this thread come from? Subscribed.

I'm currently going through a masters degree in videogames and I intend to jump into indie development when I'm done, so this will be helpful. Cheers!
 

razu

Member
I've got a game in Greenlight - Talisman, based on the Games Workshop board game.

You don't need to add Steam features to your game to submit to Greenlight. You can add them once you've been 'lit'. There can be a big gap between being greenlit and releasing your game, so plenty of time to add achievements/leaderboards, etc.

Good luck with Chopper Mike!

Thanks! And good luck with Talisman! Looks cool, and VAMflax just voted for it ;)

Animated gifs, cool! I'll be able to do a Chopper Mike Logo with him flying round it like in the game!!! :D :D :D

I made one!
ChopperTitleLoopEx_stream0.gif


You actually can't download the Steam API without a developer account, I believe.

Well, that simplifies things somewhat :D


Cheers!
 

Blizzard

Banned
You actually can't download the Steam API without a developer account, I believe.
Bingo, and this is something I kind of wish would change since I thought Steamworks was advertised as freely available or whatnot. Specifically, I think it would be nice if it was made available to Greenlight developers in the top 100, since otherwise after they are greenlit they still have to wait for the API, implement their Steamworks integration features, test everything, and THEN release.
 

razu

Member
Bingo, and this is something I kind of wish would change since I thought Steamworks was advertised as freely available or whatnot. Specifically, I think it would be nice if it was made available to Greenlight developers in the top 100, since otherwise after they are greenlit they still have to wait for the API, implement their Steamworks integration features, test everything, and THEN release.

Do you have to put Steam features in? I'm guessing they have another bunch of leaderboards/acheevs, etc...?? I need to read up I think!
 

Blizzard

Banned
Do you have to put Steam features in? I'm guessing they have another bunch of leaderboards/acheevs, etc...?? I need to read up I think!
I don't think anyone has to, it's just a set of nice features. If you don't include achievements, some people will also be like eww, no Steam achievements. :p

One of the nicest thing about Steam stuff is if it's a multiplayer game with invites and game joins. I think Steamworks got added to RUSE after the fact, and I was able to get a multiplayer game going with a friend with no hassle, inviting using the chat window.

A few games don't even have the Steam DRM on their executables. I don't know if Valve approves/disapproves of that. Skyrim used to be launchable without Steam running, but they patched it to require Steam, for example. I -think- FTL may be launchable without Steam running.
 

missile

Member
NG_HalftoneShading_0x2EDE7D2EBF.gif


Hey guys, my DCPU-16 graphics engine now features a lighting model! Pretty
oldskool, isn't it? Well, since I live on a monochrome 1 bit framebuffer, I
need to simulate the shades via halftone techniques. So I implemented a
halftone shader that, depending on the lighting computation, assigns the
computed intensity to a given halftone pattern. The process is similar to
rendering with color palettes (EGA, VGA, anyone?). If you ever tried to shade
a 3d polygon with a fixed color palette, you have essentially computed an
index into the color table to select the given shade for a color. The process
I use is kinda similar. But instead of selecting a color's shade from a color
palette, the index here points into a pattern palette selecting a pattern to
be used for rendering to simulate the required shade (the halftone) on the
screen -> in your head. tl;dr: Give me 1 bit and I paint you the world! ;)

Well, for a game I have in mind, I need the player to loose orientation to a
certain degree, while (s)he tries not to loose, of course. To amplify this
situation I need some light. Hence, the halftone shader. This is all cool
stuff in itself, esp. if you start mixing with colors. Keep on coding!
 

Dali

Member
NG_HalftoneShading_0x2EDE7D2EBF.gif


Hey guys, my DCPU-16 graphics engine now features a lighting model! Pretty
oldskool, isn't it? Well, since I live on a monochrome 1 bit framebuffer, I
need to simulate the shades via halftone techniques. So I implemented a
halftone shader that, depending on the lighting computation, assigns the
computed intensity to a given halftone pattern. The process is similar to
rendering with color palettes (EGA, VGA, anyone?). If you ever tried to shade
a 3d polygon with a fixed color palette, you have essentially computed an
index into the color table to select the given shade for a color. The process
I use is kinda similar. But instead of selecting a color's shade from a color
palette, the index here points into a pattern palette selecting a pattern to
be used for rendering to simulate the required shade (the halftone) on the
screen -> in your head. tl;dr: Give me 1 bit and I paint you the world! ;)

Well, for a game I have in mind, I need the player to loose orientation to a
certain degree, while (s)he tries not to loose, of course. To amplify this
situation I need some light. Hence, the halftone shader. This is all cool
stuff in itself, esp. if you start mixing with colors. Keep on coding!
Neat. What are your target platforms? PC, Android, iOS...
TI-82
:p

Looks really cool. Love your emblem, btw.
 

Blizzard

Banned
Neat. What are your target platforms? PC, Android, iOS...
TI-82
:p

Looks really cool. Love your emblem, btw.
I think he's targeting Notch's 0x10c game when it comes out (or presumably DCPU emulators). I wonder if people will do clock speed unlock mods to run crazy applications.
 

razu

Member
I don't think anyone has to, it's just a set of nice features. If you don't include achievements, some people will also be like eww, no Steam achievements. :p

One of the nicest thing about Steam stuff is if it's a multiplayer game with invites and game joins. I think Steamworks got added to RUSE after the fact, and I was able to get a multiplayer game going with a friend with no hassle, inviting using the chat window.

A few games don't even have the Steam DRM on their executables. I don't know if Valve approves/disapproves of that. Skyrim used to be launchable without Steam running, but they patched it to require Steam, for example. I -think- FTL may be launchable without Steam running.

Ah, cool. I'd like to put in some simple cheevs, like beating each difficulty mode, getting a total game time of under X seconds... I'll worry about that if it ever gets 'lit'!


NG_HalftoneShading_0x2EDE7D2EBF.gif


Hey guys, my DCPU-16 graphics engine now features a lighting model! Pretty
oldskool, isn't it? Well, since I live on a monochrome 1 bit framebuffer, I
need to simulate the shades via halftone techniques. So I implemented a
halftone shader that, depending on the lighting computation, assigns the
computed intensity to a given halftone pattern. The process is similar to
rendering with color palettes (EGA, VGA, anyone?). If you ever tried to shade
a 3d polygon with a fixed color palette, you have essentially computed an
index into the color table to select the given shade for a color. The process
I use is kinda similar. But instead of selecting a color's shade from a color
palette, the index here points into a pattern palette selecting a pattern to
be used for rendering to simulate the required shade (the halftone) on the
screen -> in your head. tl;dr: Give me 1 bit and I paint you the world! ;)

Well, for a game I have in mind, I need the player to loose orientation to a
certain degree, while (s)he tries not to loose, of course. To amplify this
situation I need some light. Hence, the halftone shader. This is all cool
stuff in itself, esp. if you start mixing with colors. Keep on coding!

Wicked. We're both doing 'minimal' in separate spaces of the gaming universe. I should send you a Chopper to render out! :D
 

embalm

Member
Cairn keeps on trucking! The RTS balancing is about to begin. Mechanics are almost finished. Art is about half way done.

We are wrapping up most of the units for our Greco-Roman Steampunk faction called the Thermocrats. This is our most technically advanced faction in the game and they use Alchemical fire and Aether to create nasty weapons of war.

The finished Praetorian and Tinker:
praetorian_6_walk1.png
tinker.png


Here are some of the WIP sprites for the faction(Dark Scorcher, Devout, and Legionnaire)
darkscorcher.JPG
devout01.JPG
legionnaire.jpg


We also got our ground texture tiles into the game which really adds a lot to our basic demo level. It's just dirt and grass, but it looks really great. The artist half of our team made a huge post about the process he used to create them.
http://embalmit.com/2013/01/20/tiles-and-textures-update/

We also have our first few Landmark buildings in the game. Landmarks are like a cross between a typical rts building and a tower from a TD game. You can recruit troops, upgrade the landmarks defenses, or research tech.
GroundTextureTiles_1.png
 

charsace

Member
NG_HalftoneShading_0x2EDE7D2EBF.gif


Hey guys, my DCPU-16 graphics engine now features a lighting model! Pretty
oldskool, isn't it? Well, since I live on a monochrome 1 bit framebuffer, I
need to simulate the shades via halftone techniques. So I implemented a
halftone shader that, depending on the lighting computation, assigns the
computed intensity to a given halftone pattern. The process is similar to
rendering with color palettes (EGA, VGA, anyone?). If you ever tried to shade
a 3d polygon with a fixed color palette, you have essentially computed an
index into the color table to select the given shade for a color. The process
I use is kinda similar. But instead of selecting a color's shade from a color
palette, the index here points into a pattern palette selecting a pattern to
be used for rendering to simulate the required shade (the halftone) on the
screen -> in your head. tl;dr: Give me 1 bit and I paint you the world! ;)

Well, for a game I have in mind, I need the player to loose orientation to a
certain degree, while (s)he tries not to loose, of course. To amplify this
situation I need some light. Hence, the halftone shader. This is all cool
stuff in itself, esp. if you start mixing with colors. Keep on coding!

I've missed your updates. Do you have a site?
 

razu

Member
First draft at an app icon, using Unity and a mock scene to generate it. Run it at 1080p, wait half a second for the particles to spawn, pause time... printscreen at my leisure! :D

Tweeted it and people have pointed out potential improvements already! Awesome!! :D

 

JulianImp

Member
Ah, cool. I'd like to put in some simple cheevs, like beating each difficulty mode, getting a total game time of under X seconds... I'll worry about that if it ever gets 'lit'!

If you don't want to implement the Steamworks API yourself, I think the devs behind Bob Came in Pieces are selling a Steamworks wrapper on the Unity Asset Store for $300, if I'm not mistaken. I'd love to know if it's possible implement Steamworks using Unity free rather than requiring the pro license, but there's little to no information available on the matter; I don't think its as simple as a bunch of web calls, but who knows... I worked on a small J2ME app for Fotolog that logged you in, displayed pictures and allowed you to upload stuff from your cellphone's internal storage (through a very long POST message); I'd be delighted if Steamworks happens to work somewhat like this.


This looks awesome! While I mostly use commercial engines for my games for simplicity's sake, I've always liked custom engines and lower-level stuff as well. Heavily restrictive stuff (such as your miniature, 1-color display) I find the most interesting.
 

Mario

Sidhe / PikPok
First draft at an app icon, using Unity and a mock scene to generate it. Run it at 1080p, wait half a second for the particles to spawn, pause time... printscreen at my leisure! :D

Tweeted it and people have pointed out potential improvements already! Awesome!! :D


You should test this out on device.

At a glance, it looks like the detail will be too small when on a phone or in amongst the App Store listings in iTunes. I'd suggest having the chopper fill up most of the icon frame - its a strong enough design to carry the icon on its own and is intuitively suggestive of what the game is about (maybe put the gem right in the corner).
 

FloatOn

Member
I lack the skills currently but can someone, ANYONE get these game on Steam via Greenlight? I won't even charge you for the concept:

Bomberman x Four Swords x Diablo: A competitive multiplayer affair that starts up to 4 players in different regions of the map. It wouldn't be single screen like bomberman but maybe a few screens as to give you room to run away for the diablo-esque abilities that you level up as you play. There would be pathways blocked off by rocks that you need to blow up via bombs or other objects that you could pick up and throw out of the way (or at opposing players). The game of course would be top down 2d like bomberman or zelda. It would feature a cast of balanced characters that would have a basic ability unlock system.

Wild Guns x Point Blank:

Take this:
500x_wildguns.jpg

and mix it with this:
1053545567.jpg


it would be the most awesome mash up of side scrolling shooter + light gun game + shooting gallery game ever.


Thank me later!
 

Feep

Banned
I lack the skills currently but can someone, ANYONE get these game on Steam via Greenlight? I won't even charge you for the concept:
Errr...not to sound rude, but I don't think you really appreciate how much work goes into these sorts of games. "Make my game idea, you're welcome!" is a little off-putting.
 

Bamihap

Good at being the bigger man
Our Ichi Post mortem:

Early 2011, everyone at Stolen Couch Games was still in school developing our exam year project Kids vs Goblins. Jay van Hutten, a fellow year mate, was developing a game of his own called Ichi. It was a elegant puzzle game that utilized a one-button mechanic in a way that didn’t feel gimmicky. The goal of the game was to guide a ball past a number of rings on the screen. By touching the screen you rotate bumpers, which caused the ball to change in direction. You could also hold your finger down to draw a line, once the ball hit the line it would travel back in the direction it came from.

About a half year later we spoke to Jay at a congress were he was demoing his game. I (Eric) shared my interesting in redeveloping Ichi for multiple platforms and making it a really great commercial product. Jay loved the idea and the day we finished Kids vs Goblins we were working together to make a bigger and better version of Ichi.


No developers were harmed during the making of this game

Redeveloping a game is nothing new to us. Stolen Couch Games actually started in 2010 when we got an assignment from Zoë Mode to create a multiplayer version of their hit game Chime. The multiplayer demo we made eventually led Zoë Mode to develop Chime Super Deluxe, which featured some nice multiplayer modes. While the programmers were re-creating Ichi in Unity, Jay and I were designing new features to add to the game. Because the core of Ichi was so sound, it wasn’t hard to come up with dozens of new puzzle ideas to make the game better. The final product had teleporters, splitters to create multiple balls, objects that could disappear and a few more things. Nothing too fancy, but it all worked great. The best thing we added was the level editor that allowed players to create their own levels and share them online. Since then, 11,000 levels have been shared, quite a bit more than the 50 levels we originally included with the game. Ichi launched in June, after 3 months of development, which went mostly smoothly. The actual problems started right after we launched the game.


Getting featured

We knew that many people would consider Ichi as just another puzzle game, so we had to let people know how special the game really is. We spent about a week contacting the press about our game and we got a nice amount of coverage. But press alone won’t make your game a hit. If you read any guide on marketing for mobile games you always get to the point were the importance of getting a feature by Apple/Amazon/Google is expressed. We already got a feature on the Mac app store for our first game, but our published arranged that. We didn’t have a direct contact within Apple, so we had to come up with a way to contact them.

Luckily we had a few device IDs that belonged to Apple employees on our Testflight account. So we found out the matching email addresses and we send separate emails to every one of them. 2 of them, responsible for the iOS AppStore, loved the game and showed the game to the rest of the team. Our contact from the Mac AppStore was in love with the game. We Skyped for a few hours and everything was set.

11.jpg

Ichi was Apple’s Editor’s Choice for a week on the Mac AppStore and on iOS we were bumped to the new and noteworthy category and we got a small banner in the games section.

We’ve seen developers doing no marketing at all for their games because they believe they’re games will sell themselves. This is mentality is wrong. Just look at the top grossing games on iOS. Almost all of them spend enormous amount of time and money on marketing. Only by spending time and money, will you actually earn money.

Mayday, mayday!

The launch of Ichi went great. We were selling thousands of units a day and those numbers were actually increasing the days after the launch. But than something went wrong. Suddenly the game would crash once it has launched. This had never happened in any of our tests before. Why did the game crash all of a sudden? It turned out that the firewall at our server provider, which hosted the user created levels, was malfunctioning. Since we had never encountered this before we weren’t prepared for this. As you can imagine we were pissed off, but the gamers were even more pissed off. The 1-star ratings were poring in, so we had to work quickly. Within a day we made a quick patch that made the game run again. We submitted it and Apple was kind enough to approve it in record time. But the harm was done. The sales momentum the game had was gone. Sales plummeted because of the bad reviews. Instead of getting thousands of sales at $4.99 a piece we were down to hundreds.
The lessons we learned from this is that you should be prepared for something you can’t predict or test. We expected our server to send just numbers to the game, instead it was sending lines of random code. For our next games we’re making sure that the game handles these rare cases the correct way. One day of extra development time is better than losing thousands of dollars in revenue.

Monetizing

We wanted to use in-app purchases in the game to earn some extra revenue post-launch. We were thinking of putting an in-app purchase on the level editor. So if you wanted to make your own levels you had to pay a dollar extra. But we opted against this because the editor would generate content for the game. Content is important so we couldn’t make the overall package weaker to earn some money. Instead we asked for an in-app purchase when the player played more than 10 user-created levels. We guessed that only 5% of the players might create a level and 70% would play user created levels. More people means more revenue. Unfortunately this tactic didn’t work.
We launched the game with 50 built-in levels and player could play 10 user created levels for free. At the end of 2012 only 300 people out of 400.000 bought the in app purchase, an insanely low percentage. Why did almost no-one buy the in app purchase? We think it’s because people were done with Ichi after playing 50 build in levels. Nobody is going to play 10.000 user created levels, let alone 100. Ichi’s retention wasn’t high enough.

Getting a lot of players, quickly

A few months after the release of Ichi sales were basically dead. We were making about $15 a day, which didn’t get us one step closer to world domination anytime soon. So we had to do something. Instead of letting our game die we looked at “free app of the day” deals. The first free app of the day deal we did was Free App A Day (FAAD). In one day Ichi was downloaded 130.000 times. We were blown away by this number. After this we contacted Amazon USA if they could feature us. They loved Ichi and featured it as their free app of the day. After that, Amazon Europe featured Ichi as well. AppEvent did the same, resulting in another 30.000 downloads from mostly the Netherlands

2.jpg

Ichi featured in the Amazon AppStore

Free app of the day promotions are great. Unfortunately it is unlikely that your app will become super popular once the promotion is over. We earned only $80 from the days after the FAAD promotion. But still it is better than nothing. One good tactic might be to get a lot of downloads using these promotions and then switch to a freemium model. You will have hundreds of thousands of players who will generate revenue though ads and/or in app purchases.

Critically, Ichi is a great success. We’ve gotten wonderful reviews and players seem to love the game. But commercially the game hasn’t done that well. We barely broke even on the development costs. Most of the revenue came from the Mac version, mainly due to the feature by Apple. iOS came in second, revenue-wise. The Android, PC and Linux versions didn’t make more than a few hundred dollars. Despite all of this we feel that Ichi was worth our time, it was great developing it and we delivered something we’re proud of.
 

Feep

Banned
Our Ichi Post mortem:
A good postmortem...great job going the extra mile to get yourself featured!

It's a little shocking that you didn't make a ton of profit, considering the apparent 270,000 copies sold, but percentages and all that.
 

razu

Member
You should test this out on device.

At a glance, it looks like the detail will be too small when on a phone or in amongst the App Store listings in iTunes. I'd suggest having the chopper fill up most of the icon frame - its a strong enough design to carry the icon on its own and is intuitively suggestive of what the game is about (maybe put the gem right in the corner).


Thanks for the feedback!! Yeah, that's what my Twitter bros said... I have updated!

It now has the rotor and skid overlapping and that looks rad! I also boosted the saturation by 60% for eye-dribbling effect.

I tested on iPad and my Galaxy S2. I manually did all the resolutions in Photoshop, so they all have nice anti-aliasing...


Tested on device, (ignore jpeg fuzz, not present IRL)...

And here's my Greenlight branding image...


So many assets to make! And I've started a "metadata" document, with one-line descriptions, one-paragraph, company history/story... So much to do!! :D
 

Dynamite Shikoku

Congratulations, you really deserve it!
I lack the skills currently but can someone, ANYONE get these game on Steam via Greenlight? I won't even charge you for the concept:

Bomberman x Four Swords x Diablo: A competitive multiplayer affair that starts up to 4 players in different regions of the map. It wouldn't be single screen like bomberman but maybe a few screens as to give you room to run away for the diablo-esque abilities that you level up as you play. There would be pathways blocked off by rocks that you need to blow up via bombs or other objects that you could pick up and throw out of the way (or at opposing players). The game of course would be top down 2d like bomberman or zelda. It would feature a cast of balanced characters that would have a basic ability unlock system.

Wild Guns x Point Blank:

Take this:
500x_wildguns.jpg

and mix it with this:
1053545567.jpg


it would be the most awesome mash up of side scrolling shooter + light gun game + shooting gallery game ever.


Thank me later!

Sure, I've got a few minutes on my lunch break.
 

Spierek

Member
I lack the skills currently but can someone, ANYONE get these game on Steam via Greenlight? I won't even charge you for the concept:
Thank me later!
Are you, like, for real?

Our Ichi Post mortem:
A very interesting read, thank you for writing that. Too bad the game didn't meet your sales expectations :c

And here's my Greenlight branding image...
Seems a bit too bright/oversaturated for my tastes. Also, the horrible, horrible JPEG compression is very apparent.
 

FloatOn

Member
Errr...not to sound rude, but I don't think you really appreciate how much work goes into these sorts of games. "Make my game idea, you're welcome!" is a little off-putting.

Sorry... I have the deepest amount of respect for indie devs and support as many as I am financially able. I'm just currently overly caffeinated and feeling nostalgic for some of my favorite games.

Won't happen again :(
 

Dali

Member
Our Ichi Post mortem:

Early 2011, everyone at Stolen Couch Games was still in school developing our exam year project Kids vs Goblins. Jay van Hutten, a fellow year mate, was developing a game of his own called Ichi. It was a elegant puzzle game that utilized a one-button mechanic in a way that didn’t feel gimmicky. The goal of the game was to guide a ball past a number of rings on the screen. By touching the screen you rotate bumpers, which caused the ball to change in direction. You could also hold your finger down to draw a line, once the ball hit the line it would travel back in the direction it came from.

About a half year later we spoke to Jay at a congress were he was demoing his game. I (Eric) shared my interesting in redeveloping Ichi for multiple platforms and making it a really great commercial product. Jay loved the idea and the day we finished Kids vs Goblins we were working together to make a bigger and better version of Ichi.


No developers were harmed during the making of this game

Redeveloping a game is nothing new to us. Stolen Couch Games actually started in 2010 when we got an assignment from Zoë Mode to create a multiplayer version of their hit game Chime. The multiplayer demo we made eventually led Zoë Mode to develop Chime Super Deluxe, which featured some nice multiplayer modes. While the programmers were re-creating Ichi in Unity, Jay and I were designing new features to add to the game. Because the core of Ichi was so sound, it wasn’t hard to come up with dozens of new puzzle ideas to make the game better. The final product had teleporters, splitters to create multiple balls, objects that could disappear and a few more things. Nothing too fancy, but it all worked great. The best thing we added was the level editor that allowed players to create their own levels and share them online. Since then, 11,000 levels have been shared, quite a bit more than the 50 levels we originally included with the game. Ichi launched in June, after 3 months of development, which went mostly smoothly. The actual problems started right after we launched the game.


Getting featured

We knew that many people would consider Ichi as just another puzzle game, so we had to let people know how special the game really is. We spent about a week contacting the press about our game and we got a nice amount of coverage. But press alone won’t make your game a hit. If you read any guide on marketing for mobile games you always get to the point were the importance of getting a feature by Apple/Amazon/Google is expressed. We already got a feature on the Mac app store for our first game, but our published arranged that. We didn’t have a direct contact within Apple, so we had to come up with a way to contact them.

Luckily we had a few device IDs that belonged to Apple employees on our Testflight account. So we found out the matching email addresses and we send separate emails to every one of them. 2 of them, responsible for the iOS AppStore, loved the game and showed the game to the rest of the team. Our contact from the Mac AppStore was in love with the game. We Skyped for a few hours and everything was set.

11.jpg

Ichi was Apple’s Editor’s Choice for a week on the Mac AppStore and on iOS we were bumped to the new and noteworthy category and we got a small banner in the games section.

We’ve seen developers doing no marketing at all for their games because they believe they’re games will sell themselves. This is mentality is wrong. Just look at the top grossing games on iOS. Almost all of them spend enormous amount of time and money on marketing. Only by spending time and money, will you actually earn money.

Mayday, mayday!

The launch of Ichi went great. We were selling thousands of units a day and those numbers were actually increasing the days after the launch. But than something went wrong. Suddenly the game would crash once it has launched. This had never happened in any of our tests before. Why did the game crash all of a sudden? It turned out that the firewall at our server provider, which hosted the user created levels, was malfunctioning. Since we had never encountered this before we weren’t prepared for this. As you can imagine we were pissed off, but the gamers were even more pissed off. The 1-star ratings were poring in, so we had to work quickly. Within a day we made a quick patch that made the game run again. We submitted it and Apple was kind enough to approve it in record time. But the harm was done. The sales momentum the game had was gone. Sales plummeted because of the bad reviews. Instead of getting thousands of sales at $4.99 a piece we were down to hundreds.
The lessons we learned from this is that you should be prepared for something you can’t predict or test. We expected our server to send just numbers to the game, instead it was sending lines of random code. For our next games we’re making sure that the game handles these rare cases the correct way. One day of extra development time is better than losing thousands of dollars in revenue.

Monetizing

We wanted to use in-app purchases in the game to earn some extra revenue post-launch. We were thinking of putting an in-app purchase on the level editor. So if you wanted to make your own levels you had to pay a dollar extra. But we opted against this because the editor would generate content for the game. Content is important so we couldn’t make the overall package weaker to earn some money. Instead we asked for an in-app purchase when the player played more than 10 user-created levels. We guessed that only 5% of the players might create a level and 70% would play user created levels. More people means more revenue. Unfortunately this tactic didn’t work.
We launched the game with 50 built-in levels and player could play 10 user created levels for free. At the end of 2012 only 300 people out of 400.000 bought the in app purchase, an insanely low percentage. Why did almost no-one buy the in app purchase? We think it’s because people were done with Ichi after playing 50 build in levels. Nobody is going to play 10.000 user created levels, let alone 100. Ichi’s retention wasn’t high enough.

Getting a lot of players, quickly

A few months after the release of Ichi sales were basically dead. We were making about $15 a day, which didn’t get us one step closer to world domination anytime soon. So we had to do something. Instead of letting our game die we looked at “free app of the day” deals. The first free app of the day deal we did was Free App A Day (FAAD). In one day Ichi was downloaded 130.000 times. We were blown away by this number. After this we contacted Amazon USA if they could feature us. They loved Ichi and featured it as their free app of the day. After that, Amazon Europe featured Ichi as well. AppEvent did the same, resulting in another 30.000 downloads from mostly the Netherlands

2.jpg

Ichi featured in the Amazon AppStore

Free app of the day promotions are great. Unfortunately it is unlikely that your app will become super popular once the promotion is over. We earned only $80 from the days after the FAAD promotion. But still it is better than nothing. One good tactic might be to get a lot of downloads using these promotions and then switch to a freemium model. You will have hundreds of thousands of players who will generate revenue though ads and/or in app purchases.

Critically, Ichi is a great success. We’ve gotten wonderful reviews and players seem to love the game. But commercially the game hasn’t done that well. We barely broke even on the development costs. Most of the revenue came from the Mac version, mainly due to the feature by Apple. iOS came in second, revenue-wise. The Android, PC and Linux versions didn’t make more than a few hundred dollars. Despite all of this we feel that Ichi was worth our time, it was great developing it and we delivered something we’re proud of.

400,000 is no small number for an indie puzzle game. How do you sell that many copies of a game and barely break even? I'm aware not every copy was at the full retail of $4.99, but 400,000+ and still barely breaking even seems amazing to me.
 

Hanmik

Member
It looks like someone out there wants to help Indie developers get more attention..

Double Eleven Launch Publishing Venture

Double Eleven have launched a new venture into video games publishing. We will be expanding into marketing and distributing of our own games, and of other indie studios’ games. Initially, we will be using the PlayStation Network (PSN) as our main digital distribution platform, supporting both the PlayStation 3 and PlayStation Vita formats.

Amazing independent games are available for the PC, iPhone and Android markets, but are missing out on the huge 100 million strong PSN membership. We can greatly expand the audience size that these titles reach by bringing them to this platform. This helps them to succeed in the crowded and popular indie battle, and brings a new strategic partner for us too.

We believe we have the talent, industry connections and the passion to find and develop great games. Being sympathetic to the process of making a game allows us to work with developers in a more fair and reasonable manner than they may have experienced elsewhere. Self-publishing our own titles also allows us to pick the projects our staff would like to work on; which is great for them and ourselves.

We will be announcing our current games in development shortly, as well as the developers we are working with to make them happen.

http://www.double11.co.uk/blog/all

(Double Eleven made Little Big Planet Vita..)
 

Feep

Banned
Sorry... I have the deepest amount of respect for indie devs and support as many as I am financially able. I'm just currently overly caffeinated and feeling nostalgic for some of my favorite games.

Won't happen again :(
It's okay; I don't think you meant anything by it.

For the record, I'd totally play the Diablo/Bomberman one. = D
 

Bamihap

Good at being the bigger man
400,000 is no small number for an indie puzzle game. How do you sell that many copies of a game and barely break even? I'm aware not every copy was at the full retail of $4.99, but 400,000+ and still barely breaking even seems amazing to me.
We "sell" A LOT of units when we're free for a day. It's pretty insane. If we turn our app to free we get 30.000 to 130.000 downloads within 24 hours. When the game is $1 we get 20 downloads a day.

People seem to really like Ichi, but the game just doesn't sell that well.
 

razu

Member
We "sell" A LOT of units when we're free for a day. It's pretty insane. If we turn our app to free we get 30.000 to 130.000 downloads within 24 hours. When the game is $1 we get 20 downloads a day.

People seem to really like Ichi, but the game just doesn't sell that well.

Have you tried charging more to see if that makes a difference? If not, then that's more money! :D
 

jarosh

Member
So, I've been reading a lot of good stuff about Construct 2 and as it happens, it's just been added to Steam today with a 15% discount...

Do you guys think an 8-bit Mega Man style is doable in Construct? Or should I just stick with GameMaker Studio, which was my original pick?
 

BlueMagic

Member
I lack the skills currently but can someone, ANYONE get these game on Steam via Greenlight? I won't even charge you for the concept:

Bomberman x Four Swords x Diablo: A competitive multiplayer affair that starts up to 4 players in different regions of the map. It wouldn't be single screen like bomberman but maybe a few screens as to give you room to run away for the diablo-esque abilities that you level up as you play. There would be pathways blocked off by rocks that you need to blow up via bombs or other objects that you could pick up and throw out of the way (or at opposing players). The game of course would be top down 2d like bomberman or zelda. It would feature a cast of balanced characters that would have a basic ability unlock system.

This is quite close to what I'm doing, except it's more Binding of Isaac than Diablo. It's going slowly, but I won't drop it, so I'll let you know when I release it, probably 2017 or so lol
 

redlemon

Member
So, I've been reading a lot of good stuff about Construct 2 and as it happens, it's just been added to Steam today with a 15% discount...

Do you guys think an 8-bit Mega Man style is doable in Construct? Or should I just stick with GameMaker Studio, which was my original pick?

You should have no problem doing it in either.
 

Quackula

Member
So, I've been reading a lot of good stuff about Construct 2 and as it happens, it's just been added to Steam today with a 15% discount...

Do you guys think an 8-bit Mega Man style is doable in Construct? Or should I just stick with GameMaker Studio, which was my original pick?

Construct IIRC is very similar to clickteam's stuff (GamesFactory, Multimedia Fusion, etc)

it was practically made for games like Mega Man.
 

jarosh

Member
Alright, thanks guys! I should just give it a shot with the free edition instead of debating any further. Not like I've got anything to lose...
 

Dali

Member
So, I've been reading a lot of good stuff about Construct 2 and as it happens, it's just been added to Steam today with a 15% discount...

Do you guys think an 8-bit Mega Man style is doable in Construct? Or should I just stick with GameMaker Studio, which was my original pick?
When it was first released andrex did a quick protype with platforms using a megaman sprite in like a few hours or something. I played around with it and its really easy to to 2d stuff in.
 
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