Jul 032012
 

I think I have to coin a new term here. “Free” in iOS-land (and, growingly, in every gaming market) means “ad-supported” or “microtransactions.” Free-to-play (F2P) is frequently just contracted down to Free’ as well.

Yesterday, IceBurgers went 4RealsFree. No ads, no microtransactions, no demo, no lite version. The full game. In all it’s glory. Free.

I did this because I’m an amazing philanthropist and I figure I want to do right by the world.

Naww, I’m just joshing. IceBurgers was submitted to IndieCade for judging ages ago, and it’s a big pain in the butt for me to generate download codes for every judge that wants to play. Since the game wasn’t making any money anyway (I’m lucky if I get one purchase per day), I figured… Why not make it free? Totally free?

If you like it, all I ask is you buy me a can of coke or something the next time you see me. Or send me a postcard. Anything.

Here’s the link to IceBurgers in the AppStore.

EDIT: IceBurgers has rocketed up the charts and gotten a lot of press attention. Finally. Note that I got absolutely zero press attention when I was launching the game.

May 302012
 

It’s been a while since I’ve done a proper, on-time post-mortem! Previously, I’ve done “by-the-numbers” posts on SteamBirds and SteamBirds Survival, and they are some of my two most popular posts ever. Let’s give IceBurgers a nice treatment, shall we?

Before I get started, if you don’t know what IB is: IceBurgers is a word-game I developed for mobile devices, in a very rapid fashion. You can read all my posts on IceBurgers with that link there, including a full DevVlog on the game and some posts on subsequent troubles launching the title to the iOS market.

Development

Development of the game only took me 8 days.

Development of the game only took me 8 days!

Everything in this post should be coloured by that. Please remember it! I wrote it twice to double the odds you do so.

Why 8 days? Since early development, it was apparent that the game would launch on mobile platforms – the control scheme just doesn’t feel comfortable on a desktop. I consider the browser-based market a “safe bet” for making your rent, but very difficult to strike it big. I consider mobile platforms to be the opposite: easy to get absolutely nothing, but slightly easier than the browser markets to strike it big. “All or Nothing,” as they say.

I restricted my development time on this project to make sure I wasn’t betting the farm on the title. I didn’t want to pour a ton of effort into a thing that had a very big chance of striking out completely. If the game got traction, I would continue development; if the game was ignored, I would halt it immediately.

It helps that titles like word-games are very heavily focused on a single core mechanic, and that core mechanic is very easy to develop quickly and make interesting and fun. Word games don’t typically require depth or intermixing of several mechanics to be worth buying. Games like SpellTower, PuzzleJuice, and Wurdle all had relatively short development cycles as well (though I think IceBurgers still is the speed champion, for better or worse).

As a quick note, the game was developed in the AS3 language and compiled to native bytecode with Adobe AIR. This pipeline allows for (free) targeting of iOS, Android, Blackberry, and other such mobile devices… Though I did just focus on iOS to start. Most playtesting was done on an iPad2, and I would say the game is most at home there, though the app is universal.

Also note that this was my first ever iOS game and I didn’t know what to expect, had no experience, and wasn’t sure what roadblocks would be ahead of me.

Why launch on just iOS?

So browser development was thrown out early for UI-reasons. Why restrict launch to iOS, especially considering I could just recompile for, say, Android with a single mouseclick?

Well, probably mostly because I was scared. I wanted to make sure the game would do well in the iOS market, and I had hopes of getting some really good feedback so that I could push an excellent version 2.0 out to all the other mobile markets. Intentional restriction for quality control reasons.

Also, I’m lazy. Reworking the game to fit all the screen resolutions for all the android devices would be annoying, and I don’t have test devices to try them all out on.

Thinking back, though, that seems silly. I should have just launched everywhere at once.

Development Costs

Though rapidly developed, I did spend a chunk of money on getting some help. I even did marketing.  Yeah, proper marketing. This is new for me.

In all my previous games, I’ve partnered with people – give up revenue and IP shares in exchange for services rendered. This effectively made all my previous games “Free,” but this one was different. I wanted to try out just paying cash for everything. And Cash I did pay:

  • $2800 – Game Development
  • $1000 – Marketing
  • $300 – Merchandise
  • $99 – Apple tax

Some of those “game development” costs are for Sven’s awesome artwork, Alec’s great music, and Kert’s kick-ass dub-trailer, and I don’t think I could have avoided paying those unless I was a genius and could do all forms of art myself. Alas, I am a mere programmer and designer! I am jealous of those people that can pull off doing it all.

Other expenses included in the Game Dev section: a few hundred here and there for APIs (MilkManGames has an awesome collection, for example!) or other software packages I didn’t quite own yet, so I guess those could be considered “business development” costs and not “game development” costs. Oh well, they’re small enough anyway.

The marketing stuff is me actually buying ads. More on that in a bit. :)

How did it do?

Terribly. Let’s break it down into a few key time periods:

  • SOFT LAUNCH
    The game launched with a single tweet (as a weird marketing test). It was a soft-launch with no press emails or anything, just in case there was a hideous show-stopping bug. I did an account-switch at Apple so I don’t have my data in chart-form for original launch, but I made a DevVlog at about this point with some visible sales data in the video. Surprisingly, I had 46 re-tweets of a single tweet I made here… It was a crazy-successful tweet with huge reach. 

    The game sold 41 copies on launch day, and about 20 copies the rest of launch-week. The rest of the month saw a sporadic sale or two, all of which at full-price: $1.99.

  • REAL LAUNCH
    After fixing some bugs and bettering old-device compatability, and introducing some viral-loop features (Facebook and Twitter integration), I officially launched the game around 1 month after the soft launch. This launch officially had marketing support, emails to hundreds of press contacts (none of which replied), and all the bells and whistles of a proper launch. It went on sale for the first time, half-off at $0.99.During the launch-weekend timeframe, the game sold approximately 20 units.
  • #BecauseWeMay
    The BecauseWeMay sale was interesting. It was a celebration of pricing control, and I did mention it in past DevVlogs and on my blog as well. It happened about two weeks after the real launch of the game and got a lot of press attention.The week-long BecauseWeMay sale drove approximately 90 sales to date (the sale is on for two more days, as of this writing), and has – alone – more than doubled all of my sales to-date.

But this is me just blabbing about things! Who wants to see CHARTS?!

You can clearly see me often selling absolutely nothing each day. The peak in the middle there is the hard launch, and the big wall on the right is the #BecauseWeMay sale. Not pictured is April, which had a peak similar to the middle one.

As excited as I am about BecauseWeMay, doubling my shitty sales is just 2x shitty sales.

Total revenue-to-date is $179.44, two months after launch.

Marketing?

So, I mentioned I spent $1300 on marketing and Merchandise. What was that all about?

Merchandise was easy. For GDC, I ordered a bunch of T-Shirts and Stickers, which I had been giving out and wearing everywhere. You probably saw me wearing the shirt on my DevVlog videos! The game unfortunately didn’t launch till well-after GDC, so these efforts might have been wasted. $300 down the drain.

To support the main launch on May 12th, I bought a week’s worth of advertising banners on various websites. I did them up myself, so they aren’t the best ever, but whatever: Better than most other ads I’ve seen. Check out this banner ad:

I presented these ads in three different services:

  • Facebook, targeted at “women between 25-35 with children who use facebook on their phone” ($500)
  • Project Wonderful, targeted at more gaming-centric sites (with some custom ads placed on comics sites I like to read) ($200)
  • Reddit, untargeted. ($300)

Though facebook had the most impressions (HUNDREDS OF THOUSANDS), it resulted in only 30 clicks. Project Wonderful had a tiny amount of traffic by comparison, and a much higher click-through-rate. Reddit provided me around 180 clicks as well.

Across all three networks, my cost-per-click was well over the 99-cent sale price, but I was willing to take a loss to promote visibility and viral-buzz.

I’ll give you a minute to scroll back up to my sales-graph and look at the date range of May 14th -> May 21st, the dates these ads ran.

I sold exactly 4 copies that week.

Ouch.

Why the price-point?

I wanted the game to be free-to-play, but didn’t have the time to devote to the game to get it done properly. I fully intended to convert it to F2P if it had been selling well, but as we can see.. It did not.

The $1.99 pricepoint was chosen for the simple reason that it allowed me to discount it to 99 cents. There is no “on sale” on iOS if your app is only 99 cents to start with.

By having this pricepoint, I was able to participate in the #BecauseWeMay sale, which – as we’ve seen – was the best thing to happen to the game!

What about rankings?

In the iOS market, your ranking position in the store is King. Being in the top-100 is considered absolutely necessary to make a profit, and even then the top-25 is the goal (and top-10 means bags-of-money).

So what rank does my $179 money-machine have? Well, let’s look at the US Market:

Nice. During the BecauseWeMay sale, I peaked at #74 in the “WordGames” subsection for paid-ipad-apps.

But, because I’m Canadian, and I want to feel good about myself, check out the charts in my home country:

Aww yeah! Look at that, #25! Wooo!

Sadly, what this is telling me is that you just have to sell your game to 20 Canadians and you’ll be in the top 20 or so. If I organized all my friends together at once, I might have been able to pull that off.

What went wrong?

It’s pretty obvious at this point that the game is a complete train-wreck, as far as profits are concerned. I might even feel better about myself if I sold ZERO copies, than just a handful of copies. But here we are. Where did I go wrong?

Well… where to start?

  • The branding of the game needs to be re-worked. The name is cute and has a pun, but it doesn’t sell the game on it’s own. The character is confusing and the imagery isn’t exactly cohesive.
  • The logos in the app-store could use some brushing up. Your app-store logo is your biggest billboard.
  • The website for the game is much too sparse on details, and doesn’t list the press-kit info right on the page.
  • I should have launched on all mobile platforms, considering how easy it would have been to pull it off.
  • I didn’t pester the press enough. There has not been a single critical review of the game anywhere, as far as I can tell.

The absolute biggest mistake, though? The TRAILER. It’s funny, I love it, the style is amazing and Kert is a genius for slapping it together. It was meant to be a teaser, and I was supposed to get an actual gameplay teaser in place on the game’s website for all those banner-ad-clickers to see. I had two press contacts say they never wrote anything about the game because they couldn’t figure out what the gameplay actually was from the trailer (… and therefore turned down acceptance of promo codes for the game).

Why didn’t I make the new trailer? Time and money constraints, mostly.

What went right

Time spent. I’m glad I didn’t pour several months into this title, just to have it flop like this. I’m glad I learned the “what went wrong” lessons early. A lot of people say “If I had just spent more than 8 days on the game, I would have done so much better! Maybe added new game modes and stuff!”… I disagree! I think all the problems listed in the above section were what held me back.

I’m very proud of the game that was made, and I am seriously convinced that it is fun. Unlike any of my other games, I still do sit down and play it for fun. I play it on long airplane trips. I play it while laying in bed.  It’s a fun game.

Most of all, I’ve learned a lot about the entire “iOS thing.” This is my first iOS game, remember, so writing all of this off as a learning experience is totally acceptable.

Net Revenue

The game has put me in debt by $4,019.56.

Future Plans?

I’m thinking a complete re-brand. Go for a name like “Generic Word Game” and play up the whole scrabble angle might result in better sales. Make the game Free-to-play with a one-time unlock for alternate game modes or something. But because I’m so far away from riding a “viral wave” right now, I’m probably going to wait until after PAX (maybe October) before working on it further.

Thanks for reading! If you have any questions I’d be happy to answer them. Hit me up!

May 242012
 

I value freedom and control, and that’s probably one of the reasons I am an Indie developer. That’s also why I like shipping my game on platforms that allow me to set my own pricing standards, as opposed to having them dictated to me.

To that end, a bunch of us developers decided to band together and do a mega sale. IceBurgers is 50% off this week, along with TONS of other games!

Check out the BecauseWeMay website here!

(And you can add your own game to the mix!)

(I came up with the name! :D)

Mar 012012
 

IceBurgers went from “pending review” to “approved for sale” two days ago!

So why don’t you own it yet?

  • Apple decided that now would be a good time to make me prove I really have a company. All I have to do is fax them my articles of incorporation.
  • Who uses fax machines?!?
  • My lawyer’s office holds all that paperwork for safe-keeping, so I have to pay a huge fee to get that information liberated and into Apple’s hands.
  • My lawyer’s office address doesn’t match my business address so Apple has grounds to reject the fax even when they do receive it.
  • Apple also wants my tax information. For an American, you just log into the interface, tick off a checkbox, and hit the “I accept” button. As a Canadian, I need to fill out a form and snail-mail it to them.
  • This form must be sent after the fax is approved.
  • I’m moving, so by the time my fax gets approved and my snail-mail form gets delivered, my address will have changed, giving Apple cause to reject the snail-mail form.
  • I’m leaving for GDC tomorrow.
  • Did I mention I’m moving?

It’s been a stressful week, to say the least.

Why can’t they just let me sell the friggin’ game, and not release the money until these hoops are jumped through?

All my marketing is screwed up now: My teaser trailer is now going to be a full month too early; the t-shirts and stickers I ordered for GDC will largely go to waste. Apple is costing me money with their stinginess.

And the worst part is: You can arguably say all of this is my own damn fault, so, hooray. :C

Feb 272012
 

Yep, the “word game” I’ve been developing for the last month is now officially titled “IceBurgers.” Check out the official teaser trailer at the IceBurgers website.  I warn you: the teaser is completely over-the-top awesome and requires fullscreen and your volume cranked up!

I kinda liked the name because it’s silly; it’s themed around the idea of hamburgers (fillet o fish maybe?) trapped in ice and your penguin hero is liberating them (for his stomach).

Plus, once it’s on my iPad (and my TShirt) I can point to it and say “I have iceburgers.”

Feb 252012
 

I hate design docs.

I’ve been co-hosting a radio show recently on GameDevRadio.net, where we talk about game develoment topics on a weekly basis. A few weeks back we discussed design docs, and I think I did a good job of denoting when a design doc is good or useful, and when it is bad and just a detriment to your team. Go take a listen! I’ll sit here and wait patiently, but you don’t have to listen if you don’t want to. After all, I have it

Summarized:

My biggest problem with design docs is that you can end up spending more time editing the design doc than anything else.

In my little world of game development, a core mechanic should be built in a day. A polished prototype should take you a weekend. If you spent all weekend working on a design doc, and I spent all weekend actually making mechanics, who’s in a better spot? You have a bunch of papers with theories on what is fun, and I have hard evidence.

That said, I have a small team (of one, usually!), and I hold a lot of things in my head. I use a few tools to hold data externally, like white boards and to-do lists, and one could argue that the collection of those things is a strange type of “design doc” I am referring to as I work. Fair enough! You might be right there.

Sometimes you have to make a design doc, because some suit somewhere (publisher maybe? investors?) demand it. Sometimes you need one for government grants. If that is the path game dev is taking you, I am sorry for your lots. But sometimes you just have a large team, and you have to make sure everyone is on the same page. Cool! I get it, and I also think that right there (the inability to effectively communicate across your large team)  is one of the reasons why bigger studios take so long to make games in the first place. But I digress.

I mentioned I sometimes use a whiteboard. It’s the closest I come to “design doc” in my mind, and I wanted to share it with you!

Again, with pictures!

So let’s take a look at my word game as an example; it’s fresh and still sitting on my whiteboard. :) Back on the Sunday that was January 22nd, I started working on the game. I got up relatively early that morning, and while my head was still mostly in the clouds, I went to my desk.

Just to the left of my desk, facing me, is a whiteboard. Before I opened the code IDE, I picked up a marker and started sketching. In about ten minutes, with only minor amounts of erasing, this is what I came up with:

Click for larger view

I might have tweaked some of the written details in the bottom left corner throughout the day, but this whiteboard has not changed since day one of my game design journey.

Here’s my notes on the image as I am seeing it now:

  • This is mostly a mind-map of ideas, trying to get the key elements of the game out of my head and down on a hardcopy somewhere. I find it really helps to do this, as often some keystone element I once thought of is lost to the mists of my memory. This is also why I always carry around a moleskine everywhere I go. :)
  • The left half of the board is a simple flow chart of the game screens. One of the goals of this game was to be very, very simple and uncomplex; you can see me questioning things like the pause screen (“need this?”) right on the document. I find doodling the UI really quickly definitely helps me form data structures in my head, and helps me properly organize my thoughts. If I can compartmentalize “gameplay” to a single function on the whiteboard, I know I have a system that’s easy to build.
  • I sketched out what I thought the basic gameplay mechanic was going to be, in text on the bottom right. When I thought of the gameplay in my head, it was more of an image; breaking it down into these component pieces was an exercise in trying to boil the mechanic down to its bare elements.
  • The top right I sketched – in red – the key questions I’d have to answer before I could have a working prototype. Questions like “how big should the grid be?” and “what if your leftover letters suck?” Identifying where your problem areas might be early keeps your mind constantly checking for these cropping up (and searching for solutions). Sometimes it’s good to put a problem on a slow boil in the back of your mind.
Here’s where this might deviate from a standard design doc:
  • I spent a maximum of 30 minutes creating this.
  • I always kept it next to my desk, staring me in the face, every time I worked on the game.
  • I never altered it, even when gameplay significantly shifted.

Alteration of the Core Mechanic

The entire premise of the gameplay was that you were playing Boggle, but sort of in a first-person fashion. Your character would move around on the tiles, and you could only start spelling from where you were currently standing.

If you take a look at my last two gameplay elements – in green in the bottom right of the above image – you’ll notice two entries that describe the danger element of this gameplay:

  • No valid move -1 life
  • Certain tiles give +1 life

That is to say, if you walk into a corner and can’t spell your way out, you lose a life – and the game would use a standard “three lives, how long can you last” model. Sounds good on paper, right?

Well, it turns out that – even with tiny board sizes – the player almost never got stuck. There was always some obscure word to spell. With the occasional 1up laying around, everyone could eventual get 99 lives an the game would never end.

It turns out that English is entirely too flexible and my game mechanic broke. Very early on I had to switch to a timer based system – remove the lives, add a countdown clock, have it work that way. This in turn shifted many of the mechanics and balance mechanisms I had in the game.

And this is why prototyping is so important: you can’t know from a document what will work, and what won’t. You have to make it. And you have to make it as soon as possible.

I could have spent another week detailing all the different ways you could get 1ups, and sketching out death animations, and ordering death-music-samples from musicians – and wasted all of that effort on something that could never work.

I left the original idea on the board though – to remind me of the core simplicity of the game. To remind me what it was at first, to remind me how straightforward the game could be. If I start altering my whiteboard, I quickly get into feature-creep territory. Besides, keeping my errors up there, constantly glaring at me – keeps my game design skills humbled. :) If I just erase it, will I learn the lesson for next time?

Visual style remained solid

When I doodled out the interfaces, it wasn’t just drawing some placeholder logic boxes. I drew little penguin doodles in there, placed some UI elements in positions I thought would be good, and had a distinctive “style map” in place. Here’s how the game ended up looking:

Click for Larger

Check it out. Same tile layout, same penguin theme, even the pause button and timers still in their original positions. About the only thing that changed here is the level of talent doing the doodling (Thanks, Sven!)

Having a consistent driving style is important to the games I make. It helps focus development down the same path, and sometimes things just “make sense” in the context given.

I didn’t have to beg Sven to keep penguins as part of the game. He looked at my initial sketches and just ran with it.

Anyway,

I think design docs suck for my purposes. This is how I do it instead. How do you keep yourself organized?

Feb 232012
 

Well, it’s about time I wrap up my word-game devlog, since development finally finished! I’ll continue on with more news as it happens, you know, if the game makes me a bazillionaire or something.

The last 10%

It’s really not a whole lot to talk about. I think I announced on Twitter that my game was “bug free!” about 9 times; I struggled with iOS provisioning profiles; I installed my first ever Mac OS so that I could upload my app to the store… I mean, really, not much… That’s all I did. And it only took around 25 hours to do. *shakes fists* That almost doubled my current time-on-project!

So! Let’s recap what has happened so far:

Development Timeline

  • January 22nd: Started working on the game
  • Devlog: First four days of development
  • Devlog: Day Five
  • Devlog: Day Six
  • Devlog: Day Seven
  • Devlog: Week Two
  • A bunch of boring bug-hunting and iOS submission headaches for week 3 and 4
  • The game was pushed to the iOS App Store for review on February 22nd, exactly 1 month after development started!

Total Time Investment

The development timeline has me working for almost exactly 30 days from start-to-end, but if you read my devlogs you’d notice I skipped out on a lot of days; vacations and events were intermixed, and I wasn’t exactly sitting at my desk, 9-5, Monday through Friday. I thought this might happen, so I did my best to record how many hours I actually spent on the project. Here’s how it breaks down:

  • 9 hours spent developing the core game/engine/tech/etc – prototype complete.
  • 22 hours spent iterating on the prototype design and polishing up the experience
  • 20 hours spent doing graphical polishing, bug-hunting, etc.
  • 20 hours spent wrestling with iOS related headaches

That means I’ve put in a total of 71 hours (8 days of full-time work, or a standard “crunch” work week) over the course of this project. Awesome!

It wasn’t just me, though; Alec Holowka provided a musical track for the game, which I’m guessing took him around 10 hours to do (he’s unsure, he was working on other projects at the time too).

I also had Sven Bergrstom do the art for the game, which he estimates to be around 30 hours of work (but again, many other projects going on and that figure is probably inaccurate).

What’s Next?

Barring any unforseen problems, the game should be up for sale on the iOS app-store within the next week. I’ve ordered some TShirts and Stickers, and will be giving them out at GDC. I’ve got Kert Gartner working on a trailer for me, and hopefully I can show that off soon.

Basically, my GDC week is once again going to be full of anxiety as I launch a game.  I seem to do this every year!

Thanks for reading this far!  As a bonus you get to see some sneak-peak mockup pictures.

Feb 142012
 

Well! I’ve been travelling (still am, technically) for the last week, and here I am with some free time and a working internet connection. Time for a quick update!

Over the last week I’ve been working on the game a little bit – mostly wrestling with provisioning profiles, inserting and coding new art assets from Sven, and doing some play-testing.

The play-testing was really interesting, and it was refreshing to see how fresh bodies were playing the game. I’m really shooting for a simple interface and trying my best to practice “design by subtraction.”  I designed, implemented, and then completely removed a tutorial system – for example – in favour of a more integrated hint system.

I’ve got a short list of glitches to fix up, and I’m waiting on some finalized assets still, but I consider the game pretty much done by now – I’ve even thought up a proper name and a backstory. :) Some final internet-play-testing and app-store release soon!

(Time spent in the last week: hard to count. A lot of it was spent watching other people play, and a lot of the work I did I just undid again right afterwards. I want to put a number to it though, so maybe 8 hours?)

Feb 022012
 

Today is day 7! I was really hoping I would have the game finished today, just to say I made the game in a week – but after 7 hours of work I’m having to forfeit. I’m travelling out to see the Indie Game: The Movie screening in Winnipeg early tomorrow morning, so I’ve got to pack and get prepared tonight!

The done stuff

The game is pretty much feature-complete. I took the two divergent core gameplay mechancis and mixed them together into a single, fun unit. There’s all sorts of polish – screen shakes, particle effects, animated (tweened) characters, high scores, game center integration, etc… All the little details that turn a game from a “good mechanic” to a game that actually feels good.

I’ve been playing a lot of the game between builds, which I think is a really good sign. I’m really enjoying how the game feels, and it’s an actual challenge for me.

Sven also got me a set of new art (some of it placeholder, but at least it’s better placeholder than my own stuff!), and I have to say.. it makes the game look completely different. I avoided sharing any screenshots of the game, and was very possessive of who got to see beta copies… Once you see the beta-art, the game is forever stained in your mind, I think. It’s hard to get over that first impression. This new stuff – even half-done placeholders – is way better and I’ll start sharing screens soon!

The not-quite-done stuff

Sven is making some glorious art for the game, and it’s really coming together in a rapid fashion. Unfortunately for me, he has a day job and lives on the opposite side of the planet – so a lot of the assets are still placeholder, and little things like static animations (to make the game really pop) are probably a few days away at the earliest.

But I think one of the worst things, is the game name isn’t settled on anymore. “Word Fishing” was going to be the title, but it’s already a title in the AppStore – time for more brainstorming! (and of course: it’s hard for Sven to do art for the title screen when there’s no name yet).

The official changelog for the day

  • Local high score storage and ranking
  • End-of-game best words list with point values
  • Better GameCenter score handling and timing
  • New set of art – backdrops, character, tiles. Makes the game feel way different already!
  • Gameplay balance tweaks to score and combo cooldown rates
  • Screenshake! Aww yes. Every game feels better with screenshake!
  • Aesthetic changes to particle effects, their numbers, and their behaviours
  • Built a system to swap in random art assets for variety
  • Added the ability to give up mid-game and not lose your score
  • End-of-game screen does a bit more hand-holding
  • Lots of little bug fixes and performance optimizations