A Million Downloads!

from zero to a million

1 million is such a magic number! A little more than a year ago I was very unsure how Windows phone would go especially with iPhone and Android had a unshakable grip on the market. I had little idea how much 1 year can do to someone who bets big on a new kid on the block. But looks like my bet is starting to payoff and the odds are getting better everyday. Let’s see the breakdown of game downloads since I launched till January 14, 2012

App Downloads
Blackboard Gems 17,233
Quadra Pro 6
Nom Nom Worm 90,450
Microchip Rush 7,639
Impossible Shoota 156,267
Fishing Girl 47,576
Quadra 101,669
Mafia Pizza Car 13,216
Air Dagger 46,916
Armored Drive 224,875
Traffic Cop 93,986
Steam Castle 79,137
Scribble Defense+ 82,829
Zombidemix+ 32,619
Scribble Defense 1,551
Zombidemix 1,404
Word Punk 5,286

As you can see the success of my games are very polar, not every game is a success and not every game is a failure. Also my revenue is dependent on user stickiness not number of downloads, but having a large download number ultimately helps that. My most profitable game represents a good mix of content and infinite replayability. Also if you can see the disparity between Zombidemix, Scribble Defense, and Quadra’s paid and free downloads. The free games have astronomically more downloads that the paid versions.

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Shirts are now for sale on the store

I just started up a cafe press store with my popular games as shirts. If you like my games and want to support me directly, feel free to buy yourself a shirt or two! If more than enough people buy I will lower the price and include more products up for sale.

You can visit the store from the “store” link above or directly from http://www.occasionalgamer.com/store/

 

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2011 a year in review as a indie developer

2011 is a special year for me because this is the year I gained independence and freedom. 2011 became the year that I was ultimately in charge of all my successes and failure. I learned many things from that year. Here is a quick run down of what they were

  1. Better marketing is just as important as better game development. I already knew that marketing your game is important before 2011, but 2011 proved that you have to aggressively market your game using different kinds of techniques like cross promotions, running ad campaigns on the web and on the phone (using ad duplex), blogging, and twitter.
  2. It is hard to predict if a game will be a hit on the marketplace. I have 6 out of 14 games that are under performing. Although I would say half of those were experiments to gauge how that particular genre fairs on the marketplace. I have Armored Drive and Air Dagger, which are content heavy games do really well with daily active users. I also have 6 highly repetitive and simple games that are doing well.
  3. Having a cash cow that can sustain your other games so you can be free to experiment and fail without actually failing. For me the cash cow are my games with the most users playing and a high combination of ecpms (Armored Drive, Nom Nom worm, and Impossible Shoota). Being a indie game developer you need to make fun and truly worth while games to succeed.

    Revenue breakdown by game

  4. Running your own business is a bitch. Being an employee I only had to worry about doing what I was told. Running a business I had to figure out everything that needed to be done and make sure to do it right if I don’t want to incur the wrath of the IRS or a depleted bank account.  I quickly had to learn about accounting, paying other people to do things for me, invoices, expenses, super complicated taxes, the list goes on and on… It is not like I did not prepare, but there is just so much work to do that does not directly relate to making games.
  5. People are interested in what I have to say, Yay! This was one of my biggest worries, I wanted to be perceived as someone who was a subject matter expert. I think I have successfully branded myself as the guy to talk to if you want to know about doing ad supported games on WP7. This has opened so many opportunities for me.
  6. Money is never consistent, and you can only do so much about it. The thing being ad supported is that my revenue is tightly coupled with ecpms, bids, fill rates,  algorithms, market share, economy, wp7 platform status, etc … So sometimes I have very happy months where I make a good amount of money and lots of months with crappy revenue. You have to either have low monthly expenses or a big enough savings to cushion against weak income. Here is a chart of what it was like for me in 2011.
  7. I kept costs of production to a minimum. I did 95% of the work in making my games. Some games I collaborated with an artist to create the assets (Air Dagger, Scribble Defense), I spent some money on advertisements, and I outsource music and sound fx to www.soundrangers.com. Calculating from the top of my head, expenses directly related to creating the games would be around ~$3k

    Monthly revenue for 2011

    details of the month broken down into impressions, ecpms, and actual revenue

     

    2011 has been a good year for me with lots of ups and downs as you can see from the revenue chart above. But it was my breakout year and I hope to keep my momentum going forward into 2012 with better games and higher revenue!

    Keep gaming!

    Updated: I added a estimate on how much I spent on expenses on the game as well as a monthly breakdown of ecpms and number of impressions.

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Slowing down a little bit

I’ve decided to slow down development of my games a little bit. I want to be known as a developer of great quality games and not some kinda okay games. So I’ve decided to make sure to give enough time on my next game which is a terraria/minecraft inspired game. Obviously this type of game is a bigger undertaking and I want to make sure it gets the time and attention it deserves. This is also due to me being a little bit drained from releasing game after game, after game. It takes a toll on my creative mind and my passion for making games. I’m sure the flame will regain back to what made my games so fun and addictive.

Also I wanted to show you guys the current status of the game I am working on at the moment. Right now I have 5 levels that are at 100×100 big with different tilesets per level. My goal is to have 10 different levels that the player can traverse to and explore.

On another note I have reached 900,000+ installs across all my games. I’m just a month or so away from the magic 1 million! woot

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Mafia Pizza Car is now out on the Windows Phone Marketplace

Download it now!

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A look at my download numbers so far

This is the current state of my downloads across 13 games, with the green line being daily downloads and the orange line the over all downloads. As you can see I have download spikes every time I release a successful game. Nom Nom Worm got released during the january spike, Armored Drive was released during the June spike, and Air Dagger during the September spike. It looks like I get around 100k downloads a month across all my games but that has gotten a bit slower since my release dates have been stretched apart more. Anyways, don’t take this as doom and gloom as games hit the long tail pretty fast and have a steady decline after the initial wave.  I’ll eventually hit that magic 1 million downloads number soon, maybe even faster when Mango launches. :) I’ll revisit the graph again a few months after Mango releases and see if that changed anything for me

 

 

Posted in Indie Games, WP7 | 11 Comments

Air Dagger for Windows Phone is out!

If you enjoy SHMUPs and RPG, then this is the game for you! Try it out now

 

 

Posted in Air Dagger | 6 Comments

Going Full Time Indie Part 3

It’s been 4 months since I started doing WP7 games full time from the comforts of my home. Thankfully I can still say that it is still viable for me to keep doing what I love. I have taken extra side projects to help keep the coffers full, which somewhat slowed down the cadence of which I release my games. My strategy for making games has not changed, but I have become more open minded about taking on work for other people as long as it has something to do with WP7 or games. Income wise I am also doing good, as last month was really good for me thanks to the successful release and continued play on Armored Drive. But of course that success has started to wind down due to the game being saturated out on the marketplace. Anyways, I am still happy with what I am doing and will keep doing it for the months and hopefully years to come! :) On to my ramblings about being full time indie.

  1. Don’t be afraid to work with other people, especially really talented people. Even better if you have a good friendship and trust with those people. For example, the music for Armored Drive as done by my Judo Sensei (Brian Toth) who is a excellent musician but has never done music for games. The first 2 songs he produced were not the best of quality or on par for what you might expect in the game industry, but I trusted his skills. After a month or so he released a updated and more kick ass version of the music that is now on update 1.5 of Armored Drive. Also I am working with my former colleague David Thany for the art work for Air Dagger. He is a very talented artist that helped steer the visual direction of the game. He also helped me save time as I did not have to produce all the art myself :) With being indie, time is really a big factor if you don’t have big budgets.
  2. Get yourself out there and network with other like minded people. Most people you will meet might not be able to help you out directly, but they might know people who can help you or in the future they can help you out. Go attend as many conferences as you can, meetups, and local events. Remember you only need to make 1 super good connection to take yourself to the next level. But it takes effort to find these people, and being shy about yourself will not help you out. But of course don’t be that arrogant developer that thinks he is better than everyone else because he has shipped games by himself or whatnot. Everyone is a connection irregardless of their current standing with the industry.
  3. Have a good life balance. Working for yourself can easily snowball into all work and no play. Take advantage that you can take a break anytime you want, so put those breaks in between  weekdays, or just go for a quick jog at 2pm. Do what it takes to keep yourself happy, because a happy developer is a productive developer.
That’s about what I have right now. I’ve been really busy with other projects, but I am still working on my games, with Air Dagger releasing soon. Hopefully you guys will enjoy it as much as I enjoyed working on it.
Posted in Armored Drive, Indie Games | 3 Comments

What Microsoft needs to do for game developers to go to WP7

I attended casual connect this year in Seattle. It is basically 3 day of social + mobile game companies sharing information and stats about the industry. Everyone had 1 very clear message, casual mobile is the next big thing after Facebook games. The sad part is the projections and hurrahs are only centered on iPhone and Android, WP7 is still under consideration. Granted WP7 does not have the big user installed base like iPhone and Android has. However given that Microsoft is a giant company with lots of money it has the power to make sure that WP7 is going to be in this next big wave.

  1. WP7 must absolutely and no doubt support in-app purchases. Without having in-app purchases the big developers who are developing freemium games will not be able to pursue their business model on the phone. However it looks like in app purchases wont make it into Mango. So that means we have to wait till next year for this, which might be too late.
  2. Microsoft has to really step up pushing the phones into consumer hands and educating every single one of the sales people about the phone. I’m assuming this will be a big push when the updated chassis spec phones come out. You won’t make money on the small scale on phones, it has to be bigger
  3. Microsoft should do something about the Xbox Live wall. The reason everyone is going free to play on WP7 is because it is not profitable for developers to have a game that is paid for and compete against these games officially supported by Microsoft. I don’t know the best solution, but the Xbox Live catalog is eating up the paid space.

Games on mobile phones is big business, and I want Microsoft to be part of that piece of pie because they have the best developer environment. Also I want competition, I want choice of what marketplace I want to put my games on. Competition is good, as it becomes a win-win for the developers and consumers.

Posted in Game Design, General | 10 Comments

Update on what is happening with being a full time indie

So far being a full time indie has presented itself with very unique opportunities for me. Being a full time indie I have been able to have a very flexible schedule, as well as take on extra work to augment current income from my games. For example for the past 2 months I have worked with a company that needed a Silver Light application to be developed for Windows Phone 7, this opportunity would not have presented itself if I was not doing my full time indie gig. I’ve also managed to get into 2 game conferences this summer without paying for a badge. First one is Casual Connect, which I simply helped out with stuffing conference bags for a whole day in exchange for a conference badge which is valued around $550. The second one is GameFest in Seattle where I am actually speaking about the ad based game development for WP7.

So far my latest game Armored Drive has been successful with it sitting at the top 7 downloaded free app across all apps on the WP7 marketplace. However this giant success has brought about a new kind of headache, server issues :) I have underestimated server load that my noobish queries were doing stemming from bad database design which did leaderboards, messaging, daily bonuses, and analytics. I was forced to ramp down these services until I fix the queries. Well, I’m still working on redesigning the database but I decided to beef up the server in order to prevent more disruption to my game services.

Currently, I am working on my latest game for WP7. Which has been slow to start, but is currently picking up steam, with me totting it around trying to get user feedback on the game design and UI. Hopefully I can get this game out before Fall and if I actually take that long to do it is because I decided to make the game super kick ass and surpass my current bread winner, Armored Drive.

Posted in Armored Drive, Game Design, WP7 | 3 Comments