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	<title>Andy Moore &#187; Monetization</title>
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	<link>http://www.andymoore.ca</link>
	<description>Game Design and Programming</description>
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		<title>Protonaut is Up for Bidding</title>
		<link>http://www.andymoore.ca/2010/05/protonaut-is-up-for-bidding/</link>
		<comments>http://www.andymoore.ca/2010/05/protonaut-is-up-for-bidding/#comments</comments>
		<pubDate>Sun, 02 May 2010 16:34:49 +0000</pubDate>
		<dc:creator>Andy Moore</dc:creator>
				<category><![CDATA[Monetization]]></category>
		<category><![CDATA[Protonaut]]></category>

		<guid isPermaLink="false">http://www.andymoore.ca/?p=396</guid>
		<description><![CDATA[Protonaut has been suffering a slow death. Ever since the first beta, it hasn&#8217;t generated a single sale and is suffering from a severe lack of traffic. No traffic means no new levels, which means there&#8217;s no reason for traffic to keep coming back&#8230; One of those old Chicken-and-the-Egg problems. Of course, since I last [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft" src="http://www.flashgamelicense.com/thumbs/thumb_3bxpn38i10868.jpg" alt="" width="100" height="101" />Protonaut has been suffering a slow death. Ever since the first beta, it hasn&#8217;t generated a single sale and is suffering from a severe lack of traffic. No traffic means no new levels, which means there&#8217;s no reason for traffic to keep coming back&#8230; One of those old Chicken-and-the-Egg problems.</p>
<p>Of course, since I last really worked on Protonaut, Greg Wohlwend has been off making <a href="http://4fourths.com/">fantastic trailers</a> and <a href="http://www.intuitiongames.com/tetraform/">new games</a>, and I&#8217;ve been working on <a href="http://www.andymoore.ca/steambirds/">SteamBirds</a>. We haven&#8217;t had a lot of time or desire to work on something that <em>isn&#8217;t </em>being successful.</p>
<p>Greg and I decided that Protonaut wasn&#8217;t really working; it&#8217;s missing a key nugget of user-retention-fun, and the effort required to fix it is exceeding our desire to continue work. We pretty much decided to write off the game and put it to rest, but I decided to give it one last push.</p>
<p>In the <a href="http://www.protonaut.net">latest update</a>, I added some character-building signposts and rewrote a bunch of the tutorial levels. Fixed replays and made the controls keyboard-and-mouse, which is a whole lot easier to master than the old keyboard-only layout. And then I did the crazy: I posted it <a href="http://www.flashgamelicense.com/view_game.php?game_id=10868">up for bidding on FlashGameLicense</a>.</p>
<p>Bidding is probably a week or three away from closing, but it&#8217;s looking good so far! The game is already exceeding average sponsorship rates, despite the fact that the game has been out for a while (albeit with no traffic) and has a few external links in it. Exclusive sponsorships probably won&#8217;t work without a fancy non-standard deal with a sponsor, and yet we still have a lot of interest!</p>
<p>If the sponsorship gives the game the boost of traffic it needs to jumpstart the engines, I&#8217;ll be able to continue developing it. But if it fizzles out over a month or two, I won&#8217;t put in much more effort than bugfixes. Crossing my fingers!</p>
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		<title>Value, explained</title>
		<link>http://www.andymoore.ca/2010/04/value-explained/</link>
		<comments>http://www.andymoore.ca/2010/04/value-explained/#comments</comments>
		<pubDate>Mon, 19 Apr 2010 13:20:39 +0000</pubDate>
		<dc:creator>Andy Moore</dc:creator>
				<category><![CDATA[Monetization]]></category>
		<category><![CDATA[SteamBirds]]></category>

		<guid isPermaLink="false">http://www.andymoore.ca/?p=385</guid>
		<description><![CDATA[It seems my last post on The Numbers Behind Steambirds has made a few waves! &#8220;[...] A few sponsors have recently been complaining that developers aren&#8217;t required to pick the best bid, considering all the terms and conditions. Sometimes developers just pick bids that are clearly worth a lot less, just because they like a [...]]]></description>
			<content:encoded><![CDATA[<p>It seems my last post on <a href="http://www.andymoore.ca/2010/03/steambirds-by-the-numbers/">The Numbers Behind Steambirds</a> has made a few waves!</p>
<blockquote><p>&#8220;<em>[...] A few sponsors have recently been complaining that <strong>developers aren&#8217;t required to pick the best bid</strong>, considering all the terms and conditions. Sometimes developers just pick bids that are clearly worth a lot less, just because they like a certain sponsor more! To businessmen used to a more traditional bidding model, <strong>that is absolutely unacceptable and should be banned</strong>.</em>&#8221; &#8211; From an FGL Thread, emphasis my own.</p></blockquote>
<p>The core of the issue is discussed in a  private FGL thread, which is debating the nature of FGL itself. Is it an auction site? Is it a bidding house? Should it be purely by the numbers? The short answer is &#8220;no,&#8221; but I won&#8217;t be discussing that directly here. I&#8217;d like to address the issue of value.</p>
<p>Allright, perhaps that particular quote wasn&#8217;t pointed directly at me, and maybe my experience with SteamBirds had nothing to do with it. But maybe it&#8217;s a direct response to my last blog post, so I figure I&#8217;d better clarify the issue of <em>value </em>and why exactly I chose to go with Armor Games.</p>
<p>When I say &#8220;<em>I like Dan (at </em><a href="http://armorgames.com"><em>ArmorGames</em></a><em>) better</em>&#8221; it&#8217;s a shortcut to saying &#8220;<em>their offer was financially beneficial in the long run.</em>&#8221; Yes, I do like him better on a personal level. But I would have gone with another offer if I actually thought I&#8217;d make more money that way. I am running a business here, after all. I find <strong>my personal lifetime revenue will probably be higher if I&#8217;m with a sponsor I &#8220;like&#8221;</strong> because we&#8217;ll have a better working relationship, and more possibilities will blossom. Having a good rapport with you sponsor means more opportunities, more flexibility, and in the end: more value.</p>
<p style="padding-left: 30px;">As a quick aside, my personal, friendly, awesome relationship with Dan has earned me thousands of dollars in extra revenue (by giving a bit of extra flexibility in his already loose contract), and even earned me some new personal equipment and other joys in life. I would say the &#8220;external value&#8221; here is worth <em><strong>four times</strong></em><strong> as much money</strong> as I&#8217;ve earned from advertising revenue.</p>
<p>I should address what is perhaps an unavoidable issue in this debate: the semantics behind the word &#8220;value.&#8221; When I think sponsorship value (in SteamBirds&#8217; case), it looks like this:</p>
<p><img class="aligncenter" title="Graph" src="http://images.cheezburger.com/completestore/2010/4/19/129161541101981922.png" alt="" width="504" height="497" /></p>
<p>Notice how small my blue circle is and how large my green circle is. I&#8217;m not particularly concerned with the size of the dollar-sign-bag; I think I can get much, much more money <em>in the long run</em> with good business partners and built relationships. I&#8217;m not looking for a quick fix, nor am I looking for recurring revenue [on this particular game]; I&#8217;m looking to get my foot in the door of the industry, and <strong>build a brand</strong>.</p>
<p>Also notice how small the ad-revenue slice of the pie is. I get the distinct feeling that the average sponsors view looks something a bit more like this:</p>
<p><img class="aligncenter" title="graphie 2" src="http://images.cheezburger.com/completestore/2010/4/19/129161546332952900.png" alt="" width="504" height="497" /></p>
<p>In this (totally theoretical, based-on-my-experience-only, probably offensive to some) visualization, note that potential ad revenue is as big as the primary sponsorship. External value is nearly disconnected and incredibly tiny; some sponsors even seemed to imply that by taking any deals for &#8220;long-term business&#8221; reasons would exclude me from obtaining any secondary revenue. It&#8217;s like you have to make a choice: <strong>Big bucks, </strong><em><strong>OR </strong></em><strong>good business contacts&#8230; not both</strong>.</p>
<p>During the bidding process for SteamBirds, many sponsors told me I could &#8220;<em>Easily double [my] money!</em>&#8221; with ad revenue. Considering how low my ad revenue is (around 5% of my total), I&#8217;m thinking that&#8217;s nearly a complete fabrication, or it simply doesn&#8217;t apply to my game&#8217;s circumstance.</p>
<p>I&#8217;ll grant you that <strong>different people have different objectives</strong>. Some folks only care about recurring (ad) revenue; some folks only care about up front payments. What I&#8217;m trying to say here is that <em>your personal Venn diagram </em>is going to look different than mine, and allowing sponsors to dictate what an <em>appropriate value is </em><strong>is completely retarded</strong>.</p>
<blockquote><p><em>&#8220;To businessmen used to a more traditional bidding model, that is absolutely unacceptable and should be banned.&#8221;</em></p></blockquote>
<p>I can see how businessmen would like to ban me from realizing and calculating the definition of value on my behalf. <strong>According to sponsors, business partners are worthless and ad revenue is king</strong>. That simply isn&#8217;t the reality for me. Businessmen that want to lock me in to their value systems does nothing but increase <em>their</em> revenues at <em>my </em>expense. I won&#8217;t even get into the fact that Dan @ ArmorGames had the best licensing terms (the least stringent contract), so it&#8217;s not even like someone equally matched him, dollar-for-d0llar.</p>
<p>That&#8217;s not to say that my green-circle value wasn&#8217;t limitlessly large or infinite; in fact, I took great care sizing those circles in the first Venn diagram. Two sponsors, very late in SB&#8217;s bidding process, approached me and said &#8220;What would it take to win this bid.&#8221; I responded honestly, if not slowly. It was a tough few days for me (just ask my girlfriend!), having to sit there and sum my emotions and my ethics, and <strong>provide sponsors with a pricetag for my morals and potential future</strong>. But I did it, and the price wasn&#8217;t incredibly steep or unattainably high. Both my offers were seriously considered, and thankfully (for my soul), declined.</p>
<p>I did meet up with one sponsor after the bidding, while attending the Game Developer&#8217;s Conference in San Francisco. He mentioned they didn&#8217;t submit a bid in the end, because the pricetags on the upper bids were simply too high and they thought they had no chance. When I asked him what he would have offered, he was right in my range, and would have been a real contender for winning.</p>
<p><img class="aligncenter" title="woops" src="http://www.straferight.com/photopost/data/500/medium/double-facepalm.jpg" alt="" width="640" height="512" /></p>
<p>I&#8217;ll double-facepalm that little tidbit. Not only did the other sponsor potentially miss out on my game, <strong>but I missed out on them because of my </strong><em><strong>unusual</strong></em><strong> business tactic</strong> of <em>not taking the highest bid</em>. My own methodology shot me in the foot here; but hopefully the last few articles here will help correct that for the future.</p>
<p>For everyone.</p>
<p>Let&#8217;s make this industry a double-win instead of a double-fail!</p>
<p><strong>EDIT:</strong> Eric from FlashGameLicense made an excellent comment to clarify some of the quotes coming from their site. It seems my sponsor-rage is directed at sponsors that possibly don&#8217;t exist, which I suppose is a very good thing. ;) Thanks for the clarification, Eric!</p>
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		<title>SteamBirds: By the Numbers</title>
		<link>http://www.andymoore.ca/2010/03/steambirds-by-the-numbers/</link>
		<comments>http://www.andymoore.ca/2010/03/steambirds-by-the-numbers/#comments</comments>
		<pubDate>Wed, 31 Mar 2010 16:30:19 +0000</pubDate>
		<dc:creator>Andy Moore</dc:creator>
				<category><![CDATA[Monetization]]></category>
		<category><![CDATA[SteamBirds]]></category>

		<guid isPermaLink="false">http://www.andymoore.ca/?p=376</guid>
		<description><![CDATA[People have been practically begging me for the numbers behind SteamBirds. Now you can stop IMing me every other day :P As an aside, I can&#8217;t help but feel that this post is coming way too early. The game launched on March 3rd, which means we&#8217;re coming up on the 1 month birthday soon. There [...]]]></description>
			<content:encoded><![CDATA[<p>People have been practically begging me for the numbers behind SteamBirds. Now you can stop IMing me every other day :P</p>
<p>As an aside, I can&#8217;t help but feel that this post is coming way too early. The game launched on March 3rd, which means we&#8217;re coming up on the <em>1 month</em> birthday soon. There hasn&#8217;t been enough time to collect all the secondary licenses (some of which are scheduled for mid-April and beyond), and definitely isn&#8217;t enough time to get a clear picture of the user traffic and how big the tail is. I hope to rectify this by making some update posts as things progress in the future.</p>
<p style="padding-left: 30px;"><strong><em>Note: </em></strong><em>Some sponsors have asked that I don&#8217;t reveal exact figures, or associate their names with their pricetags. I&#8217;ve fudged <strong>all of the numbers</strong> by a certain percentage and made some anonymizing edits so I don&#8217;t step on any toes (though I&#8217;m sure some basic sleuthing can get you any answers you need).</em></p>
<h2>The Development Split</h2>
<p>I had a really tough time deciding on a proper revenue split model. I wish the game had 150 percentage points so I could pay everyone a bit more, but I think the ratio I have is fair to everyone. I won&#8217;t lie; I do wish I had more money for myself. Who doesn&#8217;t? But even if I cut someone&#8217;s wages back I&#8217;d feel like giving it to someone else, not myself. At least I&#8217;m happy. :)</p>
<p>Of the upcoming iPhone port, courtesy of <a href="http://semisecretsoftware.com/">SemiSecret Software</a> (makers of the excellent games <a href="http://www.canabalt.com/">Canabalt</a> and <a href="http://www.gravityhookhd.com/">Gravity Hook HD</a>):</p>
<ul>
<li><strong>30%</strong> of all revenues go to Apple first;</li>
<li><strong>50%</strong> of the remaining revenue goes to SemiSecret Software</li>
<li><strong>50%</strong> then goes to the SteamBirds Team (see below)</li>
</ul>
<p>Outside of the iPhone,</p>
<ul>
<li><strong>10%</strong> of all profit <a href="http://flashgamelicense.com/">FlashGameLicense</a> inspires goes back to them. They get paid first, because without them I&#8217;d only have made a fraction of the money. Their service is truly excellent for the flash-portal-distribution model and not using them is foolhardy. Not paying them is just mean.</li>
</ul>
<p>Of the remaining profit, the s<strong>TEAM</strong>birds team divvies:</p>
<ul>
<li><strong>50%</strong> goes to myself, for game design and programming. I dare say I put some kickass lines of code into the game and I wish I could showcase them as easily as a work of art. :)</li>
<li><strong>xx%</strong> goes to <a href="http://lostgarden.com/">Daniel Cook</a>, a true game design genius and excellent artist to boot. Before SteamBirds, I don&#8217;t think I ever would have worked with a &#8220;GameDesigner,&#8221; thinking it was mostly elementary. I primarily hired DanC on to be an artist. Now I don&#8217;t think I can make a game without his advice.</li>
<li><strong>xx%</strong> goes to <a href="http://dbsoundworks.com/">DannyB</a> for his musical genius (and who also pays <a href="http://jordanfehr.tumblr.com/">Jordan Fehr</a> for sound effects out of his cut). I get a lot of shocked looks at this one, and I agree; I&#8217;m used to paying only a meager sum for audio. But the services Danny offers (perpetual unlimited music!) and the quality of the end result is astounding. Absolutely astounding. I do believe in the gameplay as a standalone product, but the music takes it to a whole other level of awesome. I think it&#8217;s worth it.</li>
</ul>
<p><em>(Percentage splits classified upon request)</em></p>
<p>And yes, I just casually dropped the &#8220;<em>iPhone version</em>&#8221; bomb like it was nothing. Bitches.</p>
<h2>The Bidding Process</h2>
<p>Bidding for SteamBirds opened on <a href="http://flashgamelicense.com">FlashGameLicense</a> on January 30th, 2010. I purposefully chose an early-month entry so that any larger companies bidding would have fresh monthly budgets at their disposal. I also consulted with<a href="http://www.flashgamelicense.com/report_monthly_site_sales.php"> FlashGameLicense&#8217;s Sales Statistics</a> to give me some insight; it looks like January is the worst month of the year, and February is a close second. I wanted to wait until later in summer, but I didn&#8217;t want to wait any longer!</p>
<p>Eventually 7 sponsors would bid on the game, and a dozen more EMailed me offers and discussed options on the side (they were typically complex enough offers that posting them to FGL wasn&#8217;t appropriate).</p>
<p>Those 7 actively-bidding sponsors made 27 bids in a nice (for me) 10-day battle for control of the game. Bidding opened at $500, and quickly made it above $6000. Here&#8217;s a quick rundown of the stand-out bids I received through all mediums (including EMail):</p>
<ul>
<li>1/30: $500: Opening LOL bid.</li>
<li>1/31: $1,500</li>
<li>2/01: $2,000</li>
<li>2/01: $6,000: A big jump right away. There were no bids between $2K and $6K.</li>
<li>2/04: $8,000: A bidding war follows.</li>
<li>2/04: $10,000</li>
<li>2/05: $16,000</li>
<li>2/06: $20,000</li>
<li>2/07: $21,000</li>
<li>2/10: $22,000</li>
<li>2/10: <strong>$25,000: The deal I went with.</strong></li>
<li><strong><span style="font-weight: normal;">2/12: $30,000</span></strong></li>
<li><strong><span style="font-weight: normal;">2/12: $35,000</span></strong></li>
<li><strong><span style="font-weight: normal;">2/15: $45,000</span></strong></li>
</ul>
<p>I closed bidding around February 16th and notified <a href="http://armorgames.com/contact">Dan at ArmorGames</a> that his bid had won.</p>
<p style="padding-left: 30px;">&#8220;<em>But&#8230; but why</em>&#8220;, I hear you incredulously shouting. &#8220;<em>Why would you take such a low offer?!</em>&#8220;</p>
<p style="padding-left: 30px;">&#8220;<em>I&#8217;ll tell you,</em>&#8221; I respond with an eerily-calm demeanor.</p>
<p>The extreme value deals ($35K+) had some very restrictive licensing terms. Phrases like these were most common:</p>
<ul>
<li><em>Rights to first refusal for a sequel.<br />
<span style="font-style: normal;">While I understand that &#8216;rights to first refusal&#8217; aren&#8217;t all that binding, it still makes me feel uncomfortable. What if I have a bad experience with the sponsor? I don&#8217;t want to feel locked into anything. If the sponsor behaves and is a nice partner in the venture, I&#8217;d be more than willing to go with them again for a sequel. Why put a friendship in writing?</span> </em></li>
<li><em>No sequels, spinoffs, or use of any existing assets or similar assets for 1 year.<br />
<span style="font-style: normal;">Bah. I have some pretty big plans for the future, and SteamBirds as an IP is ripe for the picking. Especially now that the game is a resounding success, I cannot ignore it. Yes, I understand it is important to space out sequels and launches &#8211; I don&#8217;t want to over-saturate the market with my products. But I don&#8217;t want to be forced out of my own work for a year.</span></em></li>
<li><em><span style="font-style: normal;"><em>This deal is considered pre-payment for a spin-off version containing bunch-of-features XYZ, in addition to primary sponsorship.</em><br />
To be fair, these offers were tempting. But in the end the extra amount offered wouldn&#8217;t make up for the time and effort that goes into the new features.</span></em></li>
<li><em>Perpetual exclusive license; no secondary sales or ad revenue<span style="font-style: normal;">.<br />
Fair enough. As long as you can pay enough to outweigh that lost revenue stream&#8230;</span></em></li>
</ul>
<h2>How I Chose My Sponsor</h2>
<p>What I ended up doing to help me sort through the bids was devise a &#8220;value&#8221; scale. I projected how much I thought the game would make on secondary license sales, advertising revenue (which I estimated to be near-zero, for what it&#8217;s worth), and other such income. I included figures like bonuses for performance (if any), prize money (if allowable), and any other special-case funds. I then added these values to the base price of the offer.</p>
<p>In my mind, the ArmorGames&#8217; offer was <em>worth</em> around $30-40K. By accepting their deal I&#8217;m fully expecting to reach $35K (right in the middle of my predictions) in total revenue over the lifetime of the product.</p>
<p>Unfortunately for the larger offers ($35K+ up front), their restrictive licensing terms didn&#8217;t result in a whole lot of added-value. In fact, some had <em>negative</em> added-value when they started talking about the longer timeframes and exclusionary periods.</p>
<p>What I was left with, in the end, were two very similar deals I was seriously considering. They both had <em>similar </em>terms and ArmorGames was a little behind on my value scale. But I went with them anyway, for one very important reason:</p>
<p><em>Personality.</em></p>
<p>Dan McNeely of ArmorGames is amazing to work with. From early on in the bidding we struck up a rapport and we discussed many things (even not game-related). Several times he suggested that other deals might be better for me. He often tried to work out new agreements, suggested other sponsors I might want to approach, and is on good terms with many other sponsors. Best of all: he always kept his licensing terms wide open with amazingly few restrictions.</p>
<p>In short, most sponsors say the words &#8220;<em>This deal is the best deal for you, the developer.</em>&#8221; It always sounds like something a used-car salesman might say. Dan earned my trust, and I legitimately think he&#8217;s looking out for me and my well-being; he didn&#8217;t have to say those words. <em>The words were implied.</em></p>
<p>Sponsors are more than just money-machines. They&#8217;re partners with the future of your game-making career. Accepting Dan&#8217;s bid is likely to have a long and prosperous relationship between us, where I can trust him to help me find the best deals (hopefully with him again!). Though not tangible, that&#8217;s worth a few extra grand in my pocket any day of the week.</p>
<p>You simply won&#8217;t believe the number of Sponsors that approached me with aggressive stances, insulting me, or even calling me names for not taking their offers. Some Sponsors won&#8217;t even give me the time of day (and haven&#8217;t responded to eMails in the last 2 months). Some sponsors seem to think they are superior to the developers and put on this air of &#8220;you will bend to our will.&#8221; Seriously, you guys? Not very professional.</p>
<h2>The Terms of the Deal</h2>
<p>Dan at ArmorGames was kind enough to allow me to post the details of the primary sponsorship (with aforementioned number-fudging, of course). Not that there&#8217;s much to say. As I mentioned, Dan was very lenient with his terms.</p>
<ul>
<li>Up-front payment of $25,000 for the game.</li>
<li>Bonus of $2,000 for providing a set of Bonus Missions exclusive to ArmorGames</li>
<li>Requirement to implement ArmorGames AGI (High score interface)
<ul>
<li>1-week exclusivity period on armorgames.com (ad-free)</li>
<li>following that, 1-week of viral-version distribution (ads allowed)</li>
<li>following that, secondary sales/sitelocks/etc. can be sold (ads allowed)</li>
</ul>
</li>
</ul>
<p>Note that Dan didn&#8217;t send me a big contract to sign (he was happy exchanging a few eMails confirming the details) and that he&#8217;s very flexible and will take every suggestion on a case-by-case basis. I&#8217;ve gotten a ton of exceptions out of him, and in return for his generosity &#8212; I even gave him a longer exclusivity period than he asked for. These relationships are two-way streets, and nothing is set in stone!</p>
<h2>Revenues to Date</h2>
<p>About time for a money summary. And our first image!</p>
<p><a href="http://www.andymoore.ca/wordpress/wp-content/uploads/piechart.jpg"><img class="aligncenter size-full wp-image-378" title="piechart" src="http://www.andymoore.ca/wordpress/wp-content/uploads/piechart.jpg" alt="" width="619" height="304" /></a>&#8220;Other&#8221; is the combined forces of CPMStar (around $300) and Mochi ($10) advertising, as well as some award/performance money. As you can see, my near-zero ad estimates were fairly spot-on. :)</p>
<p>Grand total? The game has earned approximately $34K so far. Also fairly spot-on to my initial estimate. Minus FGL and the <strong>sTEAM</strong>birds, that puts $15K in my pocket for 1 month of full-time work. Even if you go on my full schedule (around 5 months to-date), that&#8217;s still $3K/month and a decent salary!</p>
<p>Keep in mind that the ad revenue will continue growing as time passes and might end up making a dent. There are a few more secondary licensing deals to be made as well.</p>
<h2>Critical Response</h2>
<p>The game has done surprisingly well. I won&#8217;t go into the details on <a href="http://www.andymoore.ca/2010/03/steambirds-in-the-media/">the review</a><a href="http://www.andymoore.ca/2010/03/steambirds-in-the-media/">s</a> and <a href="http://www.andymoore.ca/2010/03/steambirds-in-user-comments/">good comments</a> I&#8217;ve gotten, as I&#8217;ve posted on them previously, but here&#8217;s some of the average scores around the internet (flash devs seem obsessed with these numbers, but I don&#8217;t see the allure):</p>
<ul>
<li>87% @ ArmorGames.com (8.7/10)</li>
<li>86% @ Kongregate.com (4.29/5), before Badges were introduced</li>
<li>84% @ Kongregate.com (4.19/5), after Badges were introduced (lolwut)</li>
<li>88% @ Newgrounds.com (4.4/5), ratings</li>
<li>94% @ Newgrounds.com (9.4/10), reviews</li>
<li>91% @ FlashGameLicense.com (9.1/10), developer rating</li>
<li>80% @ FlashGameLicense.com (8/10), editor rating</li>
<li>75% @ FlashGameLicense.com  (7.5/10), first impressions (these guy are idiots though ;))</li>
</ul>
<p>The game has also won a few distinctions so far:</p>
<ul>
<li>Daily 4th Place: NewGrounds.Com</li>
<li>Weekly 6th Place: NewGrounds.com</li>
<li>Front-Page Feature on Kongregate.com</li>
<li>Weekly Prize Winner on Kongregate.com</li>
<li>Monthly Prize winner on Kongregate.com (not actually awarded yet, but I&#8217;m #1! wooo)</li>
</ul>
<h2>Game Performance Tracking</h2>
<p>Huge shouts-out to Ben at <a href="http://swfstats.com/">SWFStats</a>. His very-easy-to-implement API is quite awesome and I&#8217;m very impressed with it. His data aligns perfectly with my data on other collection services, so I can vouch for it&#8217;s stability and authenticity. Right now it&#8217;s tracking everything for me. Sign up for his beta now, and it&#8217;s free to use!</p>
<p>First, an overview of the game&#8217;s traffic:</p>
<p><a href="http://www.andymoore.ca/wordpress/wp-content/uploads/traffic.png"><img class="aligncenter size-full wp-image-379" title="traffic" src="http://www.andymoore.ca/wordpress/wp-content/uploads/traffic.png" alt="" width="714" height="165" /></a></p>
<p>As of this writing, here are some stats for the game at a glance:</p>
<ul>
<li>3,500,000 game loads (people that make it to the main menu of the game; doesn&#8217;t count bounces)</li>
<li>24,000,000 level plays</li>
<li>26:10 average total play time</li>
<li>1,000 sites hosting the game</li>
<li>A statistically insignificant number of players play the game less than 2 minutes(!!!). Official stats say 100% player retention rate! If you see my title screen, by gum you are playing 2 levels on average!</li>
<li>53% of users play more than 5 levels.</li>
<li>Only 1.3% of players hit the mute button (without un-muting it later)</li>
<li>Only 3% of players look at the credits screen</li>
<li>Some per-site traffic stats:
<ul>
<li>ArmorGames.com has the majority of my traffic.</li>
<li>Kongregate.com is a distant second place, with less than 1/3 the views</li>
<li>A Chinese site pirated the game on day four (breaking my sitelock), and is third place so far (again, by a longshot)</li>
<li>All others of my 1000 sites have less than 50,000 views each, with most having very low figures.</li>
</ul>
</li>
</ul>
<p>Hopefully that answers the majority of your questions. :) Any other details you want to see? Let me know!</p>
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		<title>SteamBirds Sells!</title>
		<link>http://www.andymoore.ca/2010/03/steambirds-sells/</link>
		<comments>http://www.andymoore.ca/2010/03/steambirds-sells/#comments</comments>
		<pubDate>Sat, 06 Mar 2010 22:07:19 +0000</pubDate>
		<dc:creator>Andy Moore</dc:creator>
				<category><![CDATA[Monetization]]></category>
		<category><![CDATA[SteamBirds]]></category>

		<guid isPermaLink="false">http://www.andymoore.ca/?p=346</guid>
		<description><![CDATA[I guess saying &#8220;Steambirds Sells&#8221; is a bit of a misnomer, but &#8220;has been licensed!&#8221; doesn&#8217;t sound as cool. Last Wednesday SteamBirds went live on ArmorGames.com! Click here to play it. I&#8217;ll make a retrospective post with sale details and game performance in a week or two, but right now the game is doing very [...]]]></description>
			<content:encoded><![CDATA[<p>I guess saying &#8220;Steambirds Sells&#8221; is a bit of a misnomer, but &#8220;has been licensed!&#8221; doesn&#8217;t sound as cool.</p>
<p>Last Wednesday SteamBirds went live on ArmorGames.com! <a href="http://armorgames.com/play/5426/steambirds">Click here to play it</a>.</p>
<p>I&#8217;ll make a retrospective post with sale details and game performance in a week or two, but right now the game is doing <em>very </em>well. 93% of players play for over 2 minutes, which is an incredibly low bounce rate. The average person reloads the game 6 times, 15% of people hit the mute button, and 1.5% of people check out the credits page. Game has been out for around 4 days and I&#8217;ve already hit 500k game loads, and close to 5 million level plays.</p>
<p>Whee, stats!</p>
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		<title>The Pressure to Release on-Time</title>
		<link>http://www.andymoore.ca/2009/08/the-pressure-to-release-on-time/</link>
		<comments>http://www.andymoore.ca/2009/08/the-pressure-to-release-on-time/#comments</comments>
		<pubDate>Sat, 22 Aug 2009 06:41:00 +0000</pubDate>
		<dc:creator>Andy Moore</dc:creator>
				<category><![CDATA[Monetization]]></category>
		<category><![CDATA[Protonaut]]></category>

		<guid isPermaLink="false">http://www.andymoore.ca/2009/08/the-pressure-to-release-on-time/</guid>
		<description><![CDATA[I am starting to wonder if I can get Protonaut out the door on time. Greg and I set a goal to have the game in releasable form by September 14th &#8211; the date I&#8217;ll be flying down to GDC Austin. I figured this was a good a date as any &#8211; might as well [...]]]></description>
			<content:encoded><![CDATA[<p>I am starting to wonder if I can get Protonaut out the door on time.</p>
<div>Greg and I set a goal to have the game in releasable form by September 14th &#8211; the date I&#8217;ll be flying down to GDC Austin. I figured this was a good a date as any &#8211; might as well have your <em>game done </em>before going to a <em>game conference</em>. As of this posting, there is just about 3 weeks left. It seemed far enough away, at the time &#8211; and our progress on the game appears to be maintaining a steady pace. But then real life steps in.</div>
<div>I could start with the small complaints &#8211; tonight&#8217;s programming timeslot was instead wasted fighting the first-ever porn-spammer on the <a href="http://fantasticcontraption.com/forum/">Fantastic Contraption forums</a>. I am still very proud of how the community held together and stayed sane for over a year before this happened, and I&#8217;m pretty sure this will blow over as well &#8211; but due to some technical difficulties my entire night was consumed.</div>
<div>I have bigger fish to fry than a single night, though. Some old chums I used to work with have roped me into covering some shifts at their new office next week. Sure, it&#8217;s part time; I can work most (if not all) of it from home; and the workload is likely light. But it&#8217;ll harm my train of thought fairly hardcore, and code will progress at a halting pace at best.</div>
<div>Then there is the last-minute ticket purchase for PAX. I&#8217;ve never been to the Penny Arcade Expo, but I hear it is a blast &#8211; and that&#8217;s going to consume a hearty 4-day weekend, plus some recovery time.</div>
<div>Then there is the Great Canadian Beer Festival, for which I am not only attending both days &#8211; but am also volunteering for, doing the volunteer orientation, and doing the afterparty. The recovery time for this is going to be even longer.</div>
<div>Let&#8217;s not forget that <a href="http://colinnorthway.com">Colin Northway</a>, old chum of mine and writer of <a href="http://fantasticcontraption.com">Fantastic Contraption</a>, is in town and we will likely hang out at least a tiny bit.</div>
<div>That isn&#8217;t to mention my regular routines (Aikido, getting exercise on my bike, chores, harvest season in the garden, etc.) that pretty much slims my remaining working time down to just about 7 days worth of solid effort. It&#8217;s suddenly gotten dark in here, what with all the foreboding-ness. I&#8217;m officially <em>daunted</em>.</div>
<div>It&#8217;s not all doom-and-gloom, though. We&#8217;ve hit <a href="http://www.protonaut.net">Build 35 in Protonaut</a> now, which sports the first incarnation of music and sound effects, not to mention a few key tweaks and the usual barrage of new menu interfaces &#8211; which has really got me excited. For the first time, Protonaut feels like an <em>unfinished game</em> instead of a <em>collection of parts that might amount to something someday</em>. Roger Levy is now on board with Greg and I to do our music, and he produced a great 8-bit Russian folk-tune to fit the Red-theme of the game today. It reminds me of Monkey Island music, it&#8217;s really sweet.</div>
<div>For more external influences, Greg posted to his blog about the success of his latest game, <a href="http://www.intuitiongames.com/fig8/">Fig. 8</a>, and <a href="http://mile222.com/2009/08/breaking-down-the-fig-8-bidding-timeline/">how the bidding war went down</a>. It&#8217;s a very interesting timeline and I think it does a good job at representing the value behind proper marketing, and putting your game in the correct (bidding) spotlight. Congrats to Greg &amp; the others at <a href="http://www.intuitiongames.com/">Intuition</a>. It&#8217;s very motivating reading about other&#8217;s success.</div>
<div>I suppose I just have to keep my chin high and my nose down to the grindstone. I guess I&#8217;ll be coding inverted.</div>
<div><a href="http://greyaliengames.com/blog/do-you-ever-feel-overwhelmed/">Thanks for listening</a>. :)</div>
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		<title>Mid-Mortem: Space Squid</title>
		<link>http://www.andymoore.ca/2009/05/mid-mortem-space-squid/</link>
		<comments>http://www.andymoore.ca/2009/05/mid-mortem-space-squid/#comments</comments>
		<pubDate>Tue, 19 May 2009 20:25:00 +0000</pubDate>
		<dc:creator>Andy Moore</dc:creator>
				<category><![CDATA[Monetization]]></category>
		<category><![CDATA[Space Squid]]></category>

		<guid isPermaLink="false">http://www.andymoore.ca/2009/05/mid-mortem-space-squid/</guid>
		<description><![CDATA[Mid-Mortem time! I don&#8217;t like using the term post-mortem with things are still going on, but I thought I&#8217;d talk about April&#8217;s game-of-the-month, Space Squid. As this is my first foray into the business that is Flash game development, I wanted to get a nice scientific baseline sample for what kind of interest self-generates around [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.codinghorror.com/blog/images/doctors-postmortem.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="float: left; margin: 0 10px 10px 0; cursor: hand; width: 393px; height: 312px;" src="http://www.codinghorror.com/blog/images/doctors-postmortem.jpg" border="0" alt="" /></a>Mid-Mortem time!</p>
<div>I don&#8217;t like using the term post-mortem with things are still going on, but I thought I&#8217;d talk about April&#8217;s game-of-the-month, <a href="http://www.space-squid.com/">Space Squid</a>.</div>
<div>As this is my first foray into the business that is Flash game development, I wanted to get a nice scientific baseline sample for what kind of interest self-generates around a game.</div>
<div>I wanted to use a few tools and just let it stew for a while and see what happens.</div>
<div>So here&#8217;s exactly what I did:</div>
<div>
<ul>
<li>Throughout April: Blogged about the game, right here. I also posted the occasional link to IRC chatrooms and IMs to get some feedback from trusted sources. The occasional twitter and facebook status update.</li>
<li>April 18th: Posted the game to <a href="http://flashgamelicense.com/">FlashGameLicense.com</a>, clearly marked as &#8220;under construction and unfinished&#8221; in several places. I decided to post it early &#8211; just in case a publisher saw it and said &#8220;Hey, turn it into a SpacePenis and you have a deal!&#8221; &#8211; and I&#8217;d still have time to make some development changes before my May 1st deadline.</li>
<li>May 1st: Finalized the game and marked it &#8220;Complete&#8221; on FGL; filled in a game submission form at AddictingGames.com, and emailed all my favorite 10 indie-related blogs announcing the release in a very low-key way (and even offered an open invitation for an interview about rapid prototyping, indie development, and all that other nice stuff). I also made a forum post at <a href="http://tigsource.com/">The Independant Gaming Source (TIG)</a>.</li>
<li>May 2nd: Attempted to upload the game to <a href="http://www.gamejacket.com/">GameJacket</a>, <a href="http://whirled.com/">Whirled</a>, and <a href="http://kongregate.com/">Kongregate</a>, but failed &#8211; GJ does not support games written in Flex at this time, and Whirled/Kongregate had some sort of malfunction once uploaded. Probably something like direct stage references; surely fixable if I put more time into it.</li>
<li>May 3rd: Submitted game to <a href="http://www.jayisgames.com/">JayIsGames</a> as a review request. They did such a great service for Fantastic Contraption I wanted them to have first stab at it.</li>
</ul>
<div>That is all. I did not approach any publishers, I did not email-blast everyone in my extended family, I didn&#8217;t lift a single finger to promote my game other than the above half-hearted effort. I wasn&#8217;t trying to fail &#8211; I was just trying to see what kind of self-support the game would get just <span style="font-style: italic;">existing</span> on it&#8217;s own.</div>
<div>Here are the results of the above work, as of today (May 19th):</div>
<div>
<ul>
<li>Three friends twittered about SpaceSquid.</li>
</ul>
<div><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: hand; width: 490px; height: 396px;" src="http://www.cookbookpeople.com/blog/wp-content/uploads/2007/09/mistake.gif" border="0" alt="" /></div>
<div>Let&#8217;s take a look at what went wrong, shall we?</div>
<div>The first and biggest problem I saw was a complex issue: A misunderstanding I had about how FlashGameLicense worked, a misunderstanding from their users about how it could be worked, and probably a poor design choice in the development of the FGL site. You see, as soon as you post a game as &#8220;visible&#8221; to the FGL-browsing publishers, it goes right to the top of their list as &#8220;fresh&#8221; and &#8220;new.&#8221; It does not take into consideration the &#8220;incomplete&#8221; flag you set on the game, nor does it bump you to the top of the list once you do finish the product.</div>
<div>So what happened was I received 8 pageviews from publishers when the game was only half-done and the graphics largely placeholder. Here&#8217;s a comparison: <a href="http://www.space-squid.com/">Final Build</a> vs.<a href="http://www.space-squid.com/dev/37.swf"> The Build They Saw</a>. It kinda makes me shiver that my biggest opportunities may have been seeing that fateful build.</div>
<div>I built a lot of data-mining ability into the game, with Google Analytics tracking level-loads and the game itself logging activity. Of those 8 pageviews from publishers &#8211; which seems to me to be an embarrasingly small number to start with &#8211; only one ever clicked &#8220;Play Now&#8221; and they closed the window after about 20 seconds. The other 7 never made it past the menu &#8211; and considering the state it was in at the time, that is probably excusable.</div>
<div>It has now been 19 days since the game was marked as finalized on FGL. The game has since been viewed twice by publishers, and &#8220;Play Now&#8221; was never clicked. Of the 10 total views, only one was from a username I recognized &#8211; AddictingGames.</div>
<div>On top of that, JayIsGames decided not to review the game (or the review request was lost in the trash &#8211; though I did speak to Jay directly about the game and he seemed excited to get to it). My AddictingGames.com submission form likewise did not produce any further communciation. The few people who did played the game enjoyed it, but not at length, and didn&#8217;t seem to particularly pass it on.</div>
<div>Suffice to say, the game cannot support itself. This is completely counterpoint to the success that Fantastic Contraption enjoyed, and I can&#8217;t altogether say that I am surprised. Lessons learned:</div>
<div>
<ul>
<li>FlashGameLicense does not have many Publishers that use their service;</li>
<li>FlashGameLicense punishes you for posting your game before release;</li>
<li>The game must suck more than I thought it did, and I thought pretty lowly of it to start with.</li>
</ul>
<div>Well, even a piece of crap can sell if it has enough marketing behind it. And the power of</div>
<p><img style="float: right; margin-top: 0px; margin-right: 0px; margin-bottom: 10px; margin-left: 10px; cursor: pointer; width: 300px; height: 385px;" src="http://terminallaughter.files.wordpress.com/2009/03/internet-marketing-73963.jpg" border="0" alt="" /></p>
<div>marketing is now within reach to humble folk like myself, thanks to the power of the internets. I guess I&#8217;ll have to give it a try and see if I can&#8217;t turn 3 twitter posts into a financial success.</div>
<div>Yes, that wlil be me sitting there casually high-fiving someone over my bluescreened laptop with a briefcase so stuffed full of money it&#8217;s falling out of the sides. Because that&#8217;s how I roll.</div>
<div>Anyway, don&#8217;t want to make a big to-do about it all &#8211; I have a new game in the works and I&#8217;m making a much bigger effort towards it than I did with SpaceSquid. Maybe that will be my golden goose.</div>
<div>Er, wait, a golden-egg laying goose. A golden goose wouldn&#8217;t work at all, it can&#8217;t even float proper! Stupid goose.</div>
</div>
</div>
</div>
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		<title>And thus it ends&#8230; And it begins again.</title>
		<link>http://www.andymoore.ca/2009/05/and-thus-it-ends-and-it-begins-again/</link>
		<comments>http://www.andymoore.ca/2009/05/and-thus-it-ends-and-it-begins-again/#comments</comments>
		<pubDate>Sat, 02 May 2009 07:25:00 +0000</pubDate>
		<dc:creator>Andy Moore</dc:creator>
				<category><![CDATA[Monetization]]></category>
		<category><![CDATA[Space Squid]]></category>

		<guid isPermaLink="false">http://www.andymoore.ca/2009/05/and-thus-it-ends-and-it-begins-again/</guid>
		<description><![CDATA[Despite assurances from several different sources, not a single publishing soul has viewed my game since marking it 100% complete on FlashGameLicense.com. Perhaps I haven&#8217;t given it long enough (24 hours! c&#8217;mooooon) but I&#8217;m losing hope fast. I won&#8217;t give up on them completely until next Friday I think. But that&#8217;s OK &#8211; I sent [...]]]></description>
			<content:encoded><![CDATA[<p>Despite assurances from several different sources, not a single publishing soul has viewed my game since marking it 100% complete on FlashGameLicense.com. Perhaps I haven&#8217;t given it long enough (24 hours! c&#8217;mooooon) but I&#8217;m losing hope fast. I won&#8217;t give up on them completely until next Friday I think.</p>
<div>But that&#8217;s OK &#8211; I sent out a dozen emails and posted the game to a bunch of websites. I&#8217;ve got at least one review in the pipeline and things will hopefully pick up over the next week.</div>
<div>While <a href="http://www.space-squid.com">Space Squid</a> slowly simmers away and attempts to make me a penny, I found myself staring whistfully at my laptop screen and remembering those heady times where it once displayed code. Yep, still got the programmer&#8217;s itch.</div>
<div>I guess I&#8217;m officially announcing my second game! No idea for a timeline on this one (I&#8217;m going to take it slow for a few weeks at least, and I still have some Space Squid stuff to deal with) and I&#8217;m not positive on the name&#8230; I kinda like the feel of &#8220;Satchel Charge&#8221; but it doesn&#8217;t exactly roll off the tongue. I&#8217;ll see what I think up. :)</div>
<div>Build #1 hasn&#8217;t been made yet but I&#8217;ll be sure to post as soon as it has.</div>
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		<title>7 Days, 6 Views</title>
		<link>http://www.andymoore.ca/2009/04/7-days-6-views/</link>
		<comments>http://www.andymoore.ca/2009/04/7-days-6-views/#comments</comments>
		<pubDate>Mon, 27 Apr 2009 19:28:00 +0000</pubDate>
		<dc:creator>Andy Moore</dc:creator>
				<category><![CDATA[Monetization]]></category>
		<category><![CDATA[Space Squid]]></category>

		<guid isPermaLink="false">http://www.andymoore.ca/2009/04/7-days-6-views/</guid>
		<description><![CDATA[Space Squid has been sitting on FlashGameLicense.com for a week now, and it&#8217;s been viewed by publishers 6 times. And only one of them actually played the game &#8211; and they never beat (or lost) a level. I have no feedback and no other indication of any slight interest whatsoever. FGL even lists some viewing [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.space-squid.com">Space Squid</a> has been sitting on <a href="http://www.flashgamelicense.com">FlashGameLicense.com</a> for a week now, and it&#8217;s been viewed by publishers 6 times.</p>
<div>And only one of them actually played the game &#8211; and they never beat (or lost) a level. I have no feedback and no other indication of any slight interest whatsoever. FGL even lists some viewing stats &#8211; two of the 6 visitors looked at my page for a total of 4 seconds.</div>
<div>One publisher &#8211; AddictingGames &#8211; viewed my game for 6 hours but never ended up clicking the play button. I think that&#8217;s a telling tale &#8211; they just left the browser window open and FGL claims it as &#8220;interest.&#8221; Very disappointing.</div>
<div>I&#8217;m really really happy I set up my own database so I could track what kind of gameplay exposure my potential buyers are seeing &#8211; because now I can see that FlashGameLicense might not be the be-all solution I hoped it would.</div>
<div>However, I&#8217;m not completely giving up on them. It might be because my game is listed (as of today) at &#8220;97% complete&#8221; &#8211; maybe some publishers only view 100% complete games? Maybe my thumbnail image isn&#8217;t the best (it was from v.30 something), or maybe my description could use more marketing magic?</div>
<div>The primary turn-off point for Space Squid might be the Menu. It looks ugly and cluttered. The only thing I like about it is the title, and even then the red underline doesn&#8217;t quite fit. And a bad impression right from the menu might turn some people right off.</div>
<div>So here&#8217;s the plan for the last 4 days of this project:</div>
<div>
<ul>
<li>Redesigning the menu from scratch with better readable fonts.</li>
<li>Make or find new vector keyboard icons &#8211; the current ones are crap.</li>
<li>Add spacebar to the controls list.</li>
<li>Take a suite of screenshots and work on a solid game description.</li>
<li>Return the destroy-menu  code and implement the new focus code (stage.focus=this; &#8211; argh I wish I knew it was this simple! I think everyone that was trying to help me with the two-clicks-required-bug were overlooking the obvious and trying to think of what the larger problem was)</li>
<li>Redesign or recolor the cyan bounding box for the fishtank</li>
<li>Change the color of the boost bar &#8211; because yellow doesn&#8217;t appear anywhere else in the game</li>
<li>Try a few color changes for the &#8220;Level/Score&#8221; display on the Hud.</li>
<li>Get stroke working on the countdown timer and score results so they better stand out from the background.</li>
<li>Fix the text input boxes on the main menu so they don&#8217;t act and look retarded</li>
<li>&#8220;Anonymous&#8221; shouldn&#8217;t get the score details in the victory/gameover boxes.</li>
<li>Put a border on the game so the squid doesn&#8217;t fly off the screen and clip mysteriously</li>
<li>Finalize the highscore display and get it formatted nicely on the page</li>
<li>The victory/gameover boxes should appear on top of the obstacles and water, for clarity</li>
<li>Add descriptions for all the play modes (maybe popup?)</li>
<li>Make the website not scroll on a standard resolution such as my laptop</li>
<li>Shop the game around in a mass-email spam</li>
<li>Throw a launch party. Considering it&#8217;s 4 days away that&#8217;s probably not going to end up being too big. I really should plan it out better.</li>
</ul>
<div>Ryan Madsen, who has been making several awesome suggestions for the game since I started writing about it here, just finished a Magic 8Ball responder for Twitter. If you ask a standard 8ball question he&#8217;ll randomly pick it up and respond to you! Check him out:</div>
<div><a href="http://twitter.com/8ball_">http://twitter.com/8ball_</a></div>
<div>or his responses:</div>
<div><a href="http://search.twitter.com/search?q=@8ball_">http://search.twitter.com/search?q=@8ball_</a></div>
<div>(good for some random fun)</div>
</div>
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		<title>Stay the Course, Space Squid!</title>
		<link>http://www.andymoore.ca/2009/04/stay-the-course-space-squid/</link>
		<comments>http://www.andymoore.ca/2009/04/stay-the-course-space-squid/#comments</comments>
		<pubDate>Mon, 20 Apr 2009 19:06:00 +0000</pubDate>
		<dc:creator>Andy Moore</dc:creator>
				<category><![CDATA[Monetization]]></category>
		<category><![CDATA[Space Squid]]></category>

		<guid isPermaLink="false">http://www.andymoore.ca/2009/04/stay-the-course-space-squid/</guid>
		<description><![CDATA[Just under a month ago I stated I would have this game done and released by May 1st. I still plan on having it complete by this date, and I am very, very proud of how far I&#8217;ve come so far. I have to say I&#8217;m a fairly amazing guy for learning Flash, Flex, OOP, [...]]]></description>
			<content:encoded><![CDATA[<p>Just under a month ago I stated I would have this game done and released by May 1st. I still plan on having it complete by this date, and I am very, very proud of how far I&#8217;ve come so far. I have to say I&#8217;m a fairly amazing guy for learning Flash, Flex, OOP, graphics, and input devices &#8211; and making a game &#8211; all in a single month! We should all celebrate my genius. Feel free to name your babies after me.</p>
<div>
<div>I think I&#8217;ll have to circle &#8220;April&#8221; on my calendar and be sure to celebrate it every year with copious amounts of craft-brewed ale.</div>
<div>So I have 11 days left to complete my mission &#8211; including the rest of today &#8211; and I really don&#8217;t have that much farther to go in the game. Therein lies the dilemma &#8211; I&#8217;m not really sure which itty bitty problem I should tackle next. I&#8217;m used to finding the biggest issues and resolving them systematically &#8211; but when you get a product that&#8217;s this close to &#8220;done,&#8221; all that remains are naggling barely-issues that really aren&#8217;t fun to solve. So I haven&#8217;t done much work in the past few days.</div>
<div>I think to hunker down and get this done I have to make some decisions now on what has to happen &#8211; and once armed with this list I&#8217;ll have an ordered number of things to do. Let&#8217;s hash this out!</div>
<div>
<ul>
<li>I have to ramp up the difficulty faster so the early levels aren&#8217;t as boring. This will eliminate the casual player base &#8211; so I&#8217;m thinking I&#8217;ll have to add a &#8220;Hard Mode&#8221; to the main menu. My first instinct is to simply make the timer 4 seconds per star right from the get-go; maybe that&#8217;s too harsh. I&#8217;ll have to test it out.</li>
<li>I will have to place a bunch more sounds in the game &#8211; grab-star, victory, game over, loss of limb, reset, and boost. Maybe a few more but that sounds like a nice set.</li>
<li>Settle on a font to use in-game and use flash&#8217;s text rendering to put a stroke on it to help it stand out. The current font gets too narrow at points and makes it nearly unreadable.</li>
<li>Add some random fun-facts about squids in the victory message.</li>
<li>Add the top-secret &#8220;Game Over&#8221; object</li>
<li>Clean up the &#8220;fishtank&#8221; graphic around the border &#8211; it looks like a series of rectangles right now, for some reason.</li>
<li>Straighten out some of the mantle edges on the squid graphic &#8211; when twisting in certain ways he has sharp edges.</li>
<li>Change up the squid graphic on the menu to be an identical copy of one in-game. Flash&#8217;s sprite compiling tool will nicely solve this.</li>
<li>Make a Mac version that correctly labels the CTRL key as the Command key on the main menu.</li>
<li>Implement some real music (see below for more on that). Right now the game streams in some copywritten music but doesn&#8217;t actually play it (for legal reasons), so at least I know the technology works. :)</li>
<li>Do up a proper website for the game complete with integrated high scores.</li>
<li>Once the SQL queries are settled on for the high score tables, port them directly into the game.</li>
<li>Depending on who (if anyone) accepts the sponsorship, might need to work 3rd party API stuff into the game.</li>
<li>Throw a release party.</li>
</ul>
<div>Once the game is complete I&#8217;m going to have to market and distribute it. Since this isn&#8217;t really an epic game by any measure (and wasn&#8217;t intended to be!), it won&#8217;t really survive on it&#8217;s own two legs like <a href="http://colinnorthway.com">Colin Northway</a>&#8216;s <a href="http://www.fantasticcontraption.com">Fantastic Contraption</a> did. I&#8217;m going to have to go the portal/sponsorship route.</div>
<div>That really disappoints me. I hate ads, I dislike the whole idea of portal sites, and I don&#8217;t want to wrap my head around the magic that is writing several contracts to cross several portal sites. To help me out I enlisted <a href="http://flashgamelicense.com">FlashGameLicense.com</a> &#8211; Space Squid is now listed there for publishers/portals to bid on and help make my life easier. It might go nowhere, but I&#8217;m fine with that &#8211; this game isn&#8217;t costing me anything. :) Eventually I&#8217;ll have Cephalopod Heaven where you can play all your favorite squid games (as written by me) and I won&#8217;t have to worry so much!</div>
<div>Through FGL I met up with <a href="http://twitter.com/jhii">John Hughes</a> of <a href="http://twune.com">Twune.com</a>. We&#8217;re currently working out a deal to get some in-game music going. It&#8217;ll be some basic, happy, midi-style stuff &#8211; I don&#8217;t think this game will be able to support a million hits on 10mb MP3 (FC proved the problems inherent with that!). Hopefully we&#8217;ll have some nice sample music up in the coming weeks!</div>
</div>
</div>
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