Content is key

content.. content.. and more content.. that’s really most of the work I’m doing on the game right now.  Since the amount of levels is close to infinite (randomly generated) it theoretically means the player could play for ages.  So to make sure the game stays interesting enough, I have to add content, twists, and rare stuff that only pops up at rare times!

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From different dungeon scenery, to new monsters and variations on monsters. I’m starting to understand why so many dungeon games are ascii or text only!

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I also improved the quests, they were only giving you either coins or just “score points” for what ever you did. I didn’t really like the score-reward, so I replaced that with an item-reward. Now you can be lucky enough to get some of the more powerful or useful items very early in the game by completing a very simple quest!  Which adds another rogue-like feature which I DO like to the game ;)

The game will now also “remember” how far you came before. So to keep the early levels interesting it will introduce harder monsters and surprises sooner when you start a new game; but only if you actually proven yourself to be able to handle such a challenge.

oh.. and I still have to start work on the 2-player coop mode .. damn it!

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Nearing the end

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“The game is nearing completion” and that’s a very cool thing to say! Most of my time the last week orso has been about tweaking the gameplay in various area’s and ironing out all the stuff that keeps popping up and irritating me. The more time I spend on this, the better the end game will be.

The different player classes now have more distinction between their strengths and weaknesses, I still have to figure out how to let the player know this, but it will be obvious when you play: The Warrior starts out very strong and his weapon will continue to become more powerful as you level up, but his magic is very bad, so picking up runes is basically wasted on him as they only last a few seconds.

The valkyrie has the weakest weapons and they don’t get much more powerful as you progress, but she levels up much faster then the other classes and her rune-skills become insane.

All this stuff takes a lot of play testing obviously, and I’m not done with that yet but right now I reach about the same dungeon-level with each class, so they seem to be fairly even.

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One other step was making the weapon upgrades a bit more visual, so I’ve added special effects and different sprites depending on the power of your weapon. I also added various special effects and stuff to other places of the game, this is what I like to call “game gravy” as it makes your game look a lot more complete and it shows the love you put into it as a developer. Basically if you, as a developer, can’t be bothered to add the extra bits and pieces, will the player really be interested in the game?

The content was great, but I couldn’t shake the feeling that I needed to add more variations as you progressed, so I added a couple of other monsters and surprises to make sure players keep seeing new stuff for a while and get value for their money!

Right now I still have some things open, I did two attempts at “boss levels” but I just can’t seem to get them right or interesting.. so I might actually replace them with a new idea I have which will need some testing before I announce it!

The music still needs work, so Gavin will be starting on that shortly (I hope!) and I need to do some work on the game interface. I’ll have to figure out how to display the various character class properties, and I want some statistics on the game-over screen.

Finally I need to add a 2player co-op mode!  It should be a blast playing it on an Ouya, iosGamedock, or with Greenthrottle controllers – this post is not sponsored, I just love these gadgets ;)

 

Growing pains

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What a weird week. After having released the Heroes of Loot as a desktop beta version and part of my OneGameAMonth.com challenge. I got a lot of positive feedback, so this gave me the energy to continue working on the game and improving it.

I decided to work on the ideas I had, this mainly included a quest system and some changes to the shops.

However, while adding all this stuff I came to realize that the focus of the game was slowly disappearing. The action game I set out to create was fading away and these Quests didn’t fit in with the gameplay at all.

Besides that the core gameplay was also lacking some progression and challenge. Collecting extra keys and skipping various levels was fun, but it also means you found yourself in a dungeon that throws a lot of difficult stuff at you while your character was far from leveled up to the right experience.

Another problem was the rune system, I had some chests give you a rune, which then fired once and that was it.. mostly a useless thing cause often it would fire without having any monsters near you.

All these things combined, and various outside factors, gave me some serious developers block.

I gave it some thought and a few days to do other things.. but the game kept calling me. This is probably my 100th attempt at doing a dungeon game, and so far all those attempts have been dumped onto an external HD never to be seen again.. this one has to make it!

My first decision to turn things around was removing all the fluff again (quests, shops, etc) and going back to the basic gameplay.  A fast action packed game.  Some of the characters had very slow movements as part of their uniqueness, but this simply didn’t feel right for me, so I made them all move as fast as the Elf character (maximum run speed).

I reworked the key/door mechanism. The door is now locked until you clear out the dungeon (kill everything that moves) and then a key is given to you to continue to the next level. I made sure the maximum of monsters in each level isn’t too high, cause it would quickly feel like grinding to make it to the next level.

This turned the action back into the game. I added a lot more loot to the level, turning the game-mechanic back to a high-score style game.

I felt bad about the awesome graphics I did for the shops and quests.. so I started putting the shops back in. These doors are optional, so you don’t HAVE to enter them but they can often give you some breathing room.  This worked nicely, so I then decided to use this optional door system for the quests.

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Previously I had quests forced on you at the start of a level when your previous quest was completed.. this completely broke the speed and flow of the action. So now sometimes you have a shop door in a level, but sometimes there is a quest-door in the level, and you decide to enter it or ignore it.

The quests are now generated randomly consisting of basic things like: kill X amount for Y coins; or grab X amount for Y points.

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I also added a solution for the rune-system. When you pick up a rune it adds the rune to your statusbar, including an energy bar, as long as this bar isn’t empty your Rune shoots automatically besides your normal weapon.  The speed of decreasing depends on your character class and the rune-type.   I added a fire-rune besides the existing lightning-rune and they are really cool if you happen to run into them. Just need a few more rune types!

Still a lot of stuff I need to work on, shop items need work, adding runes as purchasable, tweaking quests and awards, adding weapon-upgrades.   I also want to see if I can somehow add a “boss-level” which would be very cool to have, and I got some ideas for other monster-types.

But the game is back on track, as mentioned a weird week where I went from almost dumping the game to having a huge amount of ideas and energy to work on it!

ps: the cool artwork you see at the top of this post is done by the talented Scott Tykoski !

Released as Heroes of loot!

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I changed the name of my dungeon prototype to Heroes Of Loot, and just released it as part of the OneGameAMonth.com “jam”. It’s my March entry and my third game for this year.

It’s also my first Desktop game release for PC/Mac/Linux and I made it available as pay-what-you-want.. so check it out : Heroes Of Loot.

I will continue adding extra stuff to the game, so this is not the actual final release. I still want to add quests, and a lot more features and polish, but this is a fully playable and complete game released as part of the #1GAM thing.

Once I get some of the extra features in it will of course be made available on Android, iPhone/Ipad, Playbook/BB10, and Ouya

Infinite Dungeons

Screenshot_2013-03-22-11-03-23Take a look at that nice new title screen..  I’ve been hunting for names and altho this isn’t as catchy as some other names I came up with, or other people came up with, I think it describes the game and for now it kinda sticks nicely on that title screen.

It also feels like I’ve made a LOT of progress on the game, adding more enemies, graphics, effects, sounds. Cleaning up the gameplay and game progress and a host of other small changes.

My plan is to complete a first, playable, version of this game before March ends, as this will be my OneGameAMonth game for March. The goal behind the #1GAM challenge is to actually complete a game, and to do this it actually helps to keep the scope of the games smaller and more to the point.

I’ve been all over the place with this dungeon prototype, not exactly knowing where to move it to, and this is usually a good reason for me to dump the project and move on to something else.  So big thanks to #1GAM cause that means this game will be at least playable in some form next week.

Right now my two options for a release are either as HTML5 game or Java Desktop game. Both options are pretty cool to try out, and luckily I can do them in a day so I don’t have to decide yet!

After the release I’ll just take all the feedback from you guys and see if I can improve the game for a proper mobile release on phones, tablets and Android consoles.

Now for some extra eye candy -

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Statistics and shit

I often get questions about “download statistics and income stuff”, and I never really give any answer because it feels strange to, basically, tell people how much your game is making.

Since I have nothing to hide, I decided for once to give some numbers. However, just giving cold numbers without the context doesn’t seem to make any sense to me, so I hope you can read through this first and not just look at the digits!

The people

First of all, I am Orangepixel, an indie developer doing mobile games since 2005. I do all the design, code, graphics, sound effects, marketing, website, etc. My girlfriend takes care of various support mail, business mail, and social media things. And I use the talented help of Gavin Harrison for all the awesome music.  My laptop is my office, where ever it’s at, is where I work. So I have very low production costs.

The game

The stats I’m posting here are for Gunslugs, a game I released January 16th, 2013 on iOS (universal, meaning one version for iPhone’s, iPod’s and iPad’s), Android (phones, tablets and a few more gadgets) and BlackBerry’s Playbook and new BB10 OS devices.  I’ve worked on the game for about 8 months, altho I have to be honest I did a lot of other stuff in between those months and even managed to create and release Meganoid 2 in the same time period.

I decided to launch the game on all platforms on the same day, making it possible to do a bigger “marketing push” for the game.

The game will also be available on Ouya (at launch), is now available in GreenThrottle’s Arena, and coming to the Gamestick (also at launch). Some other platforms are in the works, including a PC/Mac desktop version, but it’s taking it’s time.

Getting featured

At release time I actively pursued some featuring on the front page of the various app stores. I managed to get in contact with guys at Apple, Google and Blackberry. Getting a feature spot on the front page of those app stores can basically make a difference between a few hundred or a few thousand sales.

My contact at Apple was willing to help me out, but had the side note saying that since the game was also available on Android, the App store marketing guys might not pick it because “they don’t really like that”. Still I received an email from the marketing department to send in some marketing images, and I had hopes..   It never got featured.

My contact at Google was awesome, very willing to help and actually knew my games. All he could do, as with my Apple contact, was pitch the game to the “google play” guys. Luckily his enthusiasm for my game helped, and the game got an awesome placement at the front page for at least a week, slowly descending down the feature-ranks to page 2, 3, etc. Only side note they had was that the trailer linked from the Google Play Android shop shouldn’t display any other OS’s (it had a iTunes logo).  So a special trailer was created without that logo.

My contact at Blackberry was also very willing to help, but had a hard time getting the BB app world marketing team to respond and act. Luckily he wasn’t about to let it go, so after some more mailing he managed to get the game featured on the BB App world in North-America.

Obviously getting featured requires contacts, luck, and possibly a good game. It doesn’t work with all games and, I believe, it shouldn’t work with all games!  I figured Gunslugs was good enough to really go for it and was lucky to find 2 out of 3 companies to help a small developer out.

The niche

One very important fact that should accompany posts like this is the type of game, and the audience it’s made for. My games are generally for a very small niche. I create arcade games with a slightly higher difficulty level then your usual mobile game. My games also come in a retro style look, so very late 80′s, early 90′s.

I have noticed that a very large target audience enjoyes my games, but the initial attraction is with people who have been gaming around the 1990′s game period.

Since this is a smaller niche, I also decided to have a slightly higher price set than the usual $0.99 or even Freemium model. I put a lot of time into creating the games, I add a lot of content and challenge, and the niche group that enjoys playing games like this will find a very fulfilling challenge trying to complete it all.

The iOS digits

The first week of Gunslugs on iOS saw 2087 sales, since I released on thursday, that’s basically the first weekend. The second week was 1340 and that immediately signaled the start of a steep hill down.  I managed to get some download spurts of 100+ upwards a day, but this was only when dropping the price to $.99 cent for a few days knowing that many bots and websites pick it up and people make impulse decisions.

In the 9 weeks since launch, Gunslugs reached 4532 downloads.

The Android digits

On Android the downloads started nicely with a few hundreds in the first week, obviously a LOT less than the iOS version did. But once it got featured this quickly changed.

In the 9 weeks since launch, Gunslugs reached 5035 downloads.

The Blackberry digits

I honestly support Blackberry, because their OS’s are pretty slick.. sadly, their market is crumbling more and more, and it shows in the downloads. The biggest download push came when the game was featured on Crackberry.com in one of the “BB10 must have” lists and not when it got featured on the BB App world’s frontpage.. go figure.

In the 9 weeks since launch, Gunslugs has done 244 downloads.

The free digits

One special note: on Android I also uploaded a 100% free version of Gunslugs. It has all the content but also came with advertising from AdMob and Chartboost. This version now has over 150.000 downloads and obviously might have skewed the “paid featured” download figures.. or not at all.. no way of telling, but I can only imagine it makes a difference.

The other digits

And finally the Android version has also been made available on various “other devices” like special teen-tablets for example. Not a lot of huge download numbers on those systems, but in most months they actually top the BB downloads.

The side effects

Now here are some of the important facts for other indie devs to keep in mind. Having close to 10.000 (paid) downloads in total means a lot of people finding out about your existence. A fair share of people who bought Gunslugs, also checked out some of my other games and bought games like Meganoid 1, Meganoid 2, INC or Stardash.

A smaller, but still fair, amount of gamers, actually bought like 6-8 of my titles within a minute. They are basically new fans, and will find their way to your social media sites and websites. Fair chance on your next game release they will also be there to support your work and enjoy your new game.

The business side effects

Besides, hopefully, getting new fans for your games. There is also the companies and businesses that are looking for games. No matter how shitty your game is, there will be “vultures” contacting you for stuff like advertising in your game, advertising for your game, telling you you could make money using their services, offering marketing help (dude, if you found me, my marketing already works), and a vast amount of other stuff from distribution to what ever. They mostly cost you money, and are never worth it anyway.

Ignoring the vultures is something you have to learn, first time you get contacted by a big looking company you might jump for joy, next time you’ll understand it’s just a mostly automated process for them. If they have huge portfolio’s of games they look like a big distributor, and they are.. and they don’t care about your game, just content-volume.

However there are also good companies contacting you! With Gunslugs I managed to get into contact with the guys behind the Ouya and they helped me out getting Gunslugs up and running for the console’s launch in about a week from now by sending me a dev console and some great support.

I also got in contacted with the game loving guys at Greenthrottle, setting me up with two of their controllers and I now have Gunslugs 2-player coop mode running with their devices and shown in their Arena download store on Amazon Kindle (I believe as one of the first 3rd party titles they have).

I’m also talking to the Gamestick guys to see if we can get Gunslugs up and running before their stick launches in a few weeks.

I was also contacted by Sony’s Playstation mobile devision, and still trying to sort something out on that front to see if Gunslugs can possibly find it’s way onto a PSP Vita someday (any help is still welcome if you know or are a developer !)

And a few other things are running that I can’t talk about yet but are very cool to work on!

Android vs iOS

Finally just wanted to add some words on this whole “android vs ios” war that’s been going on for many years. Mostly it’s iOS developers shouting that there is no money to be made on Android, or that Android is too difficult with all the hardware.

Basically this is just bullshit, there I’ve said it. There is the same amount of money on Android as on iOS, not based on these Gunslugs stats but based on my experience of doing both platforms with all the love I can give them. Simply put on iOS you can score big in release weekend, but the downloads quickly die to a 0-2 sales a day (mostly 0).  On Android, it might take months longer to reach the same amount of downloads, but the daily downloads can stay closer to 5-10 even after one or two years of release.

I might not make millions, but having ~5000 sales or having twice ~5000 sales makes a lot of difference to my wallet and is the reason I try to get my games on ANY market I can.

Dancing with monsters

In between all the other stuff I’m working on, I found some time to continue on the “Dungeon  prototype”. I’ve had some problems with how the monsters worked, and found it limiting the gameplay a lot.

They would spawn from “spawn spots”, attack you, you destroy the hot-spots, and they wouldn’t spawn anymore. That was basically a 1-on-1 copy of how the original Gauntlet did it… kinda boring to be honest.

After trying out some changes in how the spawn spots worked and the speed of spawning and movements, I decided to get rid of the spawn spots and make the monster spawn continuously all around you! In theory that sounded like a lot of fun, and in practice it turned out pretty action packed ;)

It makes for a more interacting and interesting gameplay on which I can build stuff. I also added some new monster types and a big hammer-smashing Cyclops which worked out pretty cool.

My next goal is to actually add some..uhm.. goals to the game. Right now you just find a key, exit thru a door, and repeat. The idea of quests is still in my head, I just have to figure out how to implement them in the best possible way.  I could tie these quests to simple things like “find X amount of Y items”  or “find X within Y minutes”.  This way it’s possible to add many, many quests to the game.  Completing these quests could open up new area’s, and shape the game!

App store reality show

It’s interesting to see; In the past few weeks I’ve been reading negative stuff in my twitter stream from “indie” developers about not making any money on any of the app stores. That alone isn’t really interesting, but the reasoning behind it is.

It often feels like I’m watching one of the many talent shows on TV, you know how it goes. First bits and pieces of an interview with a contestant who has big plans and dreams and is ready to become the next big singer, artist, idol, what ever.  Somehow, and somewhere in their mind, they made them selves believe they are really awesome at what they are about to perform.

This same thing is happening with many “indie” or “hobby” developers. They created their latest game and have somehow convinced themselves that THIS game is THE game that everyone should and wants to be playing.

Just like that contestant on the talent show, these developers often are very unhappy when their game bombs, isn’t noticed, not written about, and most importantly not making them famous and rich.

Personally I think there are two reasons for this happening. First their is the very low threshold of the various app-stores. Basically any yahoo can post their latest creation. Just like on these TV-shows, the app-store owners often don’t CARE about the quality of your game, just as long as it runs and keeps the busy stream of fresh new content coming.

The second reason is that NOBODY is telling these people that the quality just isn’t there! Friends and family are all cheering “cool dude, another app, you must be getting rich $$$” but none of them is playing your game.. are they?  and no, your kids don’t count!

Sadly there is no simple fix for this. I can, however, provide you some tips that work for me. Keep in mind that this works for me and that doesn’t mean it works for every developer or is a sure-fire thing.. but maybe there are some tips here.

So here we go, tip 1:  be honest to yourself !  I’ve told this to many people and most likely blogged about it before. When your game is done, look at it, and compare it to other “hit” games on the market.. now be honest, does your game live up to those commercial standards? no? then do something about it and don’t dump it into the world.

tip 2: the amount of companies that are build on just a single hit game can be counted on one hand. These are NOT the rule or the goal you should be aiming for. No matter what these companies make you believe, they had no clue this would happen, it just did!  Most other companies, and also much older and longer lasting companies, are build on top of many, many, many quality games. They are building their company brand. Every game in their portfolio is part of that brand and has to be a certain quality, targeted at their own audience and expanding their audience with every title.

So don’t expect to create a single game and make money, it often takes many quality games to build a fan base that will then check out all your existing games and become your advocate.

tip 3: polish your game! Never take a short cut! Not in the mood to add that little extra animation to your character? why not!? you might think it’s unimportant for your game, but people actually DO notice stuff like that.  You had some great idea’s but you can’t seem to get it into the game? take more time to make it work! Don’t take the easy way out, cause you are basically asking your growing fan base to trust you on delivering something cool.. wouldn’t be fair to just sell them short, would it?

and finally tip 4: work your ass off. There are many articles telling you how to do marketing, so do it, learn it, take the time for it. Dumping your game onto an app store, mailing a few sites isn’t how it’s done. Be vocal, be out there, engage with fans, engage with journalists and game bloggers, because you don’t wanna sing a song in the bathroom, you want to perform on a crowded stage and do a world tour.

Special sauce

1980-01-06_01-07-53I’ve been busy with a lot of different things, so the Dungeon prototype (really need to find a name for this) hasn’t had much attention.

I do have some extra incentive now, since the OneGameAMonth jam has as optional theme “Rogue” for it’s March entry. So that would mean I have to turn this prototype in a fully playable game before the month ends. Pretty big challenge, and I’ll be sure to have a backup plan, but for now that’s my aim.  It might not be a fully commercially released mobile version, but most likely an HTML5 playable version, which should be an interesting test case to get some feedback.  So keep an eye on my #1GAM profile for my 3rd game

Mean while I’ve been adding some “Special sauce” to the game in the shape of special effects, graphical tricks and more. I’ve also added a second dungeon style wall graphic set and a blood! 1980-01-06_01-04-38

I cleaned up the dungeon item placement code a bit, making sure things like exit doors are placed in the most favorited location. Most of the stuff I’ve added are graphical so not really showing up in these screenshots, but trust me: they look awesome!1980-01-06_01-08-26

So the challenge is set: complete this game in a fully playable form on some platform and have it done before March ends!

Side note: I’ve also been tinkering with LibGDX and porting my code over to the library for the sole purpose of having Windows,Mac and Linux versions of my game. Right now I have both Meganoid2 and Gunslugs running as standalone games on my Mac, and I’m pretty sure Dungeon Prototype will get the same treatment when it’s done !