Occasional Gamer

XNA development blog of Elbert Perez

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The opinions expressed herein are my own personal opinions and do not represent my employer's view in anyway.

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Scribble Defense sales data and thoughts

Welcome to another round of analysis on my indie game sales on Xbox Live Indie Games. Now that a month has passed since Scribble Defense has sold, I am confident to say that this is my best selling game yet (yay!). However that still does not mean I am making gangbusters with this game, in fact I am still net negative in terms of the amount of time I put into this game. Good news though is that whatever monetary resources I put into this game was gained back through the sales. 

Before I delve into the actual sales numbers, I want to talk about what I did different with this game that made it my most successful game to date.

 

  1. I had someone now involved in the development process critique my work as a game designer. Vernon Dunmore is a very talented game designer that helped me refine the gameplay and push the quality bar higher. I believe without his critical input the game would not be as high quality as it is now.
  2. I pushed really hard with marketing. This is a definite must in any indie game development push, because without people knowing your game exists no matter how high your conversion rate is nobody will know your game exists. I almost exhausted all my 50 game codes giving out to journalists and contests. I would say effort to market the game is around %30 percent of the whole time I worked on the game.
  3. Experience does matter, having published 3 other games before this, I have a greater understanding on what works with selling a game and making it fun. 
 Sales Data:
  • Trials: 3978
  • Purchases: 541
  • Purchase/Trial Ratio: 13.60 %
  • Time Period: 5/25/2010 - 6/21/2010
Okay so it's not really a 1 month period, but I have a pretty conversion rate and a decent trial rate. However as before it seems like the game is not interesting enough to people to try it out, or maybe my marketing once again failed. From all the reviews I have seen, I have unofficially averaged the game at 8 out of 10 with all of them recommending to buy/try the game out. 
 
So to wrap up this post, here are the things I will need do these on my next game to make it even better.
  1. Continue engaging other people to give feedback on the game early on, and have a person be a stakeholder in the success of the game that will help me out.
  2. Keep increasing marketing efforts, I still see big room for improvement. Especially in making reviewers for the more popular sites to notice
  3. Make it so that when a player sees a screenshot, that it elicits a must play spark in their mind. Videos are not enough, screenshots alone must be able to sell a game, especially as a indie. 
Download 
If the game interests you, it is available to download from here:  http://occasionalgamer.com/page/Scribble-Defense.aspx

 


Categories: Business of Games | XNA
Posted by Elbert on Monday, June 21, 2010 12:10 PM
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Lessons learned from Scribble Defense

Scribble Defense is still going along development. I've decided to take a slower approach in making games now, making sure more polish is put into it, and generally not rush it until it is ready (wink wink). Anyways here are some changes I have learned from developing the game

 

  1. Favor simplicity over complication. From what I have researched, really accesible and simple yet fun games in XBLIG tend to send more than complicated games that takes minutes to understand. If the user cannot understand the game in 30 seconds, you probably won't get a sale from that customer.
  2. Added really obvious clues in the gameplay on how to play. The less the user has to think about the controls the more they concentrate on the game. So having lots of context sensitive reminders really makes the game more user friendly.
  3. Expectation that the game will be played over and over again is probably not the best expectation. XBLIG by nature should be a good 2-3 hour experience for the user. Most of the time they will be ready to move on to the next game after that time frame. So make the first 2-3 hours experience the best one. Also it is what people expect from $1 games.
  4. It is very useful to have a person who will genuinely critique your game as a advisor. I've been working with my friend Vernon Dunmore, and he is my Consultant in the Game Design of my game. Having a second person always asking questions on why you did something that way helps refine it further so that your target audience does not get confused by features in the game
  5. Simple things go a long way. A simple particle effect or sound when winning really increases the enjoyment of the game. I know it sounds very cheesy, but it's these cheesy stuff that make that game more memorable.
 
This is my 4th game in XBLIG, and hopefully I have learned from the past 3 games I have made and be able to make a successful game for the 4th time. 

 

 


Posted by Elbert on Wednesday, April 28, 2010 12:17 PM
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My XBLIG game sales numbers

I think its about time that I shared some of my game sales so far as well as some insights into the business of making games for xblig. Let's start of with some numbers. As of April 9, 2010 I have these stats to share.

Game Price Point Release Date Trials Purchases Ratio
Gum Drop Celestial Frontier - http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855026f/ 200 ms pts at launch switched to 80 ms pts in Oct 2009 July 26, 2009 2696 87 3.23%
Neo Terra - http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d80258550379 80 ms pts Nov 19, 2009 1949 164 8.41%
Impossible Shoota - http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d80258550442/ 80 ms pts Feb 09, 2010 8077 613 7.59%
Scribble Defense 240 ms pts ??? ???
???
???

Having these sales numbers is very humbling. I thought at first is that if I make a interesting and new game people will buy lots of it. But I think the sales of the game was hurt because of bad timing of the new 80 ms pt drop that I missed as well as having bad cover art. Gum Drop Celestial frontier took the longest to create of all my games, it took around 1 year from concept to a shippable product. I was also new to the XNA platform at that time which incurred a lot of research and learning. I did a fair amount of PR work with this game, and was able to get it on most XBLIG sites. However at that time most XBLIG sites were not mature and did not have alot of following.

The second game, Neo Terra faired better than Gum Drop Celestial Frontier, but it was still disappointing in terms of sales. This is also the first time I had someone else do the artwork for me in which I spent around $500 dollars for the artwork of the whole game. It took me 4 months to get this game out the door. I can also note that it went faster because I had known the platform alot better and have a collection of libraries that I could use to make my game. It also helped that I pretty much was trying to mirror galcon in terms of gameplay. Yes, I cloned galcon, but it was something I wanted to experiment at. I made a big mistake of not doing as much PR with Neo Terra,  because I fooled myself thinking that this game is so awesome that people would play it. Neo Terra is also not easy to get into as you have to learn quite a few concepts to get to understand the game. However Neo Terra has gotten quite a second wind when I released the Zune HD version for free.

The third game, Impossible Shoota was a experiment in minimalist game creation. I took the chance to make something in a short amount of time (2 months) with the least amount of expense (only paid for 2 music tracks) to generate a big ROI. I knew in my heart this game was more like a feasibility study if I could seriously make games for a living as a indie game developer. Thankfully the numbers have drastically improved since my first two games. However I am still unable to pinpoint why this was more successful than the previous two. Although I have theories as to why this is the case. First of all this game is a straight up twin stick shooter with a very basic premise, shoot and dodge. Secondly, I think the cover art was a bit more telling as to what the game is, it's a giant fighter ship that says impossible shoota, I think most gamers would understand what it is by just looking at it. I did email a couple of folks about Impossible Shoota to drum up some attention. Most XBLIG sites picked it up, and I was lucky enough to get into the IGN top picks in the Xbox 360 channel which helped with my sales.

Lastly, my newest game in production Scribble Defense is planned to be sold at the middle price point. This is more attributing to a higher offering, giving gamers a few hours of gameplay for the price of around $2.50. I am hoping that people will more likely to buy the game based on the game content, and some interesting game mechanics. Currently I am at 2 months time in the game with around 1-2 more months of development. Hopefully this combination/theme will produce better reviews as well as higher sales.

To summarize my experiences in with XBLIG, I would say that it is definitely a hits driven business. You have to command the attention of people and make them want to play your game. This can be achieved by doing something crazy, new, innovative, etc... Basically whatever it takes to make journalists, and players take notice. However not because you think you have the most awesome game means that people will take notice, and play it. So it is very important to get yourself out there do it.


Posted by Elbert on Friday, April 09, 2010 11:32 PM
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How to be successful as a Indie Game Developer

Being a indie developer can be very tough most especially if you are just starting out as most of your funding will come out of your pocket. Not having a shipped game or some game to show off is even tougher. But fret not, all indie developers started the same way. With a big question of how can I make this work. Now here are some tips for anyone just starting out as a indie developer.

 

  1.  Set a goal. Having one helps you focus your resources into some direction. It might not be the right goal/direction but at least you are not just wandering about what you should do. If you always have somewhere you are marching towards then you are half way there 
  2.  Build your network. Knowing the right people is very important. Even if you know people who cannot help you, just the fact that you know them and what they do has a astounding effect on you. Also do not forget close friends as very valuable assets to your indie development dreams. They can provide you support/money/skills, etc ... As a rule of thumb, keep your networks alive and healthy
  3. Develop the necessary skillsets. If you want to be a Indie Developer then you better know atleast 3 of these skills. The more the better, because as a indie game developer you will be wearing multiple hats
    1. Programming
    2. Visual Art
    3. Sound Design
    4. Game Design
    5. Production
    6. PR
    7. Speaking
    8. Writing
  4. Be passionate about what you do. This is probably the most important thing you should be having. Because without this all your games will become boring and lifeless as you are. Being Indie is a great way to express yourself, and it will show in everything that you do. So be sure you are willing to sacrifice alot in order to get your indie project done.
  5. Also don't forget to have fun. I know it is alot of work but please have fun otherwise what is the point in doing all this?

 


Posted by Elbert on Tuesday, April 06, 2010 12:23 AM
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GDC Day 2 and Start of Day 3

GDC Day 2 started with more tutorials and summits. I attended the Microsoft Developer Days as they talked about DX11 and Windows Phone 7. Microsoft demonstrated how easy it was to create a quick accelerometer enabled game. It used a windows logo that reacted to tilting and was created in around 5 minutes. It showed the trivial amount of work needed to get something on the screen, granted that it was Michael Klutcher (Dev lead for XNA) who made the program. The most frustrating part of it was the limited amount of information they were allowed to tell us because they had to wait for MIX10 next week. Even the developers I talked to were frustrated that they could not reveal anything to us during GDC. 

GDC Day 3 kicks off the start of the main conference, this is where the madness begins. I expect for things to get this sign in front of them :)

 

 


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Categories: Business of Games
Posted by Elbert on Thursday, March 11, 2010 10:41 AM
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What if OnLive was bought out by Google.

Here is something hypothetical: OnLive, the game service that is supposed to bring an end to headaches of ugprading our computers everytime a new game comes out gets bought out by Google. Now, what does that mean for OnLive? Well for one Google has the resources that OnLive can only dream of acquiring. All the networking, bandwidth, manpower, Google has that, and OnLive does not. Google is also pushing really big with its Chrome OS that will be primarily web based, which is pretty much in line with what OnLive's strategy. Google also knows that a big reason Windows was succesful because of the wealth of games that it provided to millions of users, if they acquire OnLive they can reproduce the phenomena that helped launch Windows to incredible market penetration.Google and OnLive also are targetting lightweight devices, more specifically netbooks.

 With these two companies strategies seem to align with each other well, I think they should atleast partner with each other to provide this online experience to customers from around the globe. If not, Google should just outright buy OnLive.

 Just my 2 cents..


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Categories: Business of Games
Posted by Elbert on Friday, November 20, 2009 11:48 AM
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Working on 3 projects simulatneously

Recently I have been noticing that I tend to burn out on a single project. It can range from getting sick of the concept, programming fatigue, slower progress, waiting on external dependencies etc ... So I decided to do a multi project approach where I work a commonly shared framework/code across different brands. Currently I am working on sustained engineering/bug fixing for Gum Drop Celestial Frontier, waiting for asset integration for Gum Drop Neo Terra, as well as my new project Gum Drop Solo Smash.

Hopefully my decision to do a multi project approach does not shoot me in the foot. But it seems to have helped me so far because I have been implementing features on one game that improves the quality of the other 2 as well as I can apply those concepts to the other games which otherwise I would not have thought of if I did not do a multi project approach. Although I would only recommend this approach if there is a pre-existing framework that has been built and is well known as you would have the basics pat down, and having multiple projects would only impede your progress. Also good to note that if you are in a project where there is alot of downtime due to dependency then multiple projects will work out good.

I have also decided to invest more financially into the project by commisioning a artist to do the artwork for Gum Drop Risk. If this becomes a succesful venture then I will most likely consider a similar approach to future and current projects.

Anyways that is my current status with my projects. 


Posted by Elbert on Friday, September 11, 2009 4:15 PM
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Roll Back!

Seems like the delay of pushing out 3.1 stuff out the door on Games Communities will take longer than expected. So I will revert back to 3.0 and get my game to peer review possibly before the end of June. So the game will be playable to the millions of people out there soon!

I really don't have a good arguement to try and jam in Avatar and Video support into Gum Drop. Seems like a feature that is good to have for marketing but really does not add anything to the game for me. Plus, I want to get the game out before the glut of Avatar enabled games go out, and seemingly less games might go out before that so I may have less launch competition. 

 

Stay tuned for more announcements!


Posted by Elbert on Wednesday, June 17, 2009 12:33 PM
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No more crashing!

I was finally able to solve the crashing bug tha thas been bugging me the past week, and only affected trial mode timeout. Which in XNA terms did not allow me to debug it because there was no way to call to make the game timeout on the trialmode with a debugger on. But the issue is solved, and everyone is happy!

I have till the 23rd of July before I get the game to the review process, that would probably be my deadline for the project. Ahh, it has come along way and there definitely has been bumps and potholes along the way. I'm almost kinda glad this is coming to a close, because I have been working on this project for far too long now :)

 


Categories: Business of Games | XNA
Posted by Elbert on Monday, June 15, 2009 1:27 AM
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SMASH!

So the funny thing with indie game development is that flip flopping major parts of the game is not that uncommon. Especially since decision making is done by 1 or 2 people, with greater tolerance for risk. I myself had taken that same action, from now on Gum Drop will not allow the player to fire any projectiles from his ship. The only means of attack from the player is from his new S.M.A.S.H (Structural Mining Automated Swinging Hammer) that allows the player to exact pain to the enemies in one clean blow. This is a stark change for my game because I once classified it as a shooter, now it is closer to a beat em up than a top down shooter. :)

This decision was not just a spur of the moment, I have been focus testing my game with different users and I have noticed that they loved swinging stuff around and collecting them. But when enemies can around, the comments dropped off as shooting became the means to kill the enemy and the supposed feature of the game took a back seat. This was under consideration for a long time, but the risk aversion voice in my head kept telling me to shy away from it. However if I stayed the course, my game will just fall into something generic and forgettable, Which will ultimately not win me anything but more "what-if this game had more of this cool feature instead of this over used mechanic" :) So with a few days before my deadline, I chose to take the plunge and take the game to a whole new direction. Hopefuly this pays off and makes the game the success I want it to be.

 This is what it means to be indie, taking risks and sticking it to the man :) Without further ado here is the video of the new S.M.A.S.H system.

 


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Posted by Elbert on Sunday, April 19, 2009 2:06 AM
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