My App Downloads and Statistics

The whole purpose of this blog, beside of show case my app’s is to be transparent about my struggles and results of being an full time indie developer.  I’m on my own feet’s since  almost 6 months now and would not be able to live from the income, so far. Actually this month my founding will end and I will have to survive of my savings.
Never than less this will not make me stop. It’s an awesome time with big up’s and down’s which make me feel alive and gaining a lot of experience. Also a lot of awesome people start getting in in contact with me and seek for collaberations. So I’m just starting.

Let’s look at the total period downloads, which are fantastic 1500 Downloads!
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Obviously Sha Cat which I marketed the most is on the top of this list but right below follows Bumpy Ball, which had not marketing at all and was build within 3 days. Which is pretty insightful.

Let’s look about the strong peak points regarding downloads ( excluded The Sha Man, to weak and far off):
Screen Shot 2014-05-21 at 22.57.28
The first hill around 23. April is created by Sha Cat and the one around 10. May by Bumpy Ball.

As you see even without marketing Bumpy ball had a twice time stronger launch effect as Sha Cat.
So I wondered, why?

I figured three things there:
Name -It’s a very catchy Name and it starts with a „B“ and as another designer just told me the „New“ List on iTunes is listed alphabetical. Very big point for future titles.
Time –  Saturday, the weekend day boosts the initial downloads much higher than any week day.
Simplicity – Not only the gameplay but more important the Art is simple. By not making it specific and keeping it more generic it scares less people from downloading it. It becomes a digital „Cheeseburger“.

Sponsored by Berlin!

I love Berlin!
This pulsing energetic city just decided to sponsor me for the next 6 months for creating my mobile games!
Berlin-Pakete

Jeaaahh! I just received a letter this morning, after 4 months of waiting, the german „Arbeitsagentur“ decided to sponsor me, they give me the „Gründungszuschuss“, which is money for founding your own business, for the next 6 months they support me, so I can continue doing mobile games full time and still have money to survive and do marketing.

Happy 🙂

So after a short celebration break the last weekend, I’m back on track and I’m painting for the last 9 hours.
I figured that 70% of my time spend is on the visual part of my game project -> painting and animating or designing the UI. And only 30% I can spend on actual coding. Here some work in progress for level 2 and its creatures.

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Cat game Progress Update

Shaman Cat -Work in Progress – 19.12.13 

My cat game makes nice progress, even due I spend a lot of time on social media spreading the word about my game and my blog. This unfortunately also leads to a lot of tapping on random time wasters. Channeling the own focus mainly on what has to be done requires a lot of self discipline.

As I write this I’m sitting in the train from Berlin Germany to Zurich Switzerland my home. In my cabin is sitting a girl, using the same macbook air model as mine, both MacBooks are placed on this small table in the middle of the cabin, that looks pretty important and fancy. So using this adjectives let’s have a look at my newest game project.

Chapter 1: My stolen love

Each chapter of the game will be a separate screen with a narrative title and a lightly animated background, from here you have access to the 4 levels which each chapter contains.
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Narrative wise the first chapter is all about chasing behind the evil granny which has stolen the boyfriend of the female cat hero. Gameplay wise the player will learn the basic game mechanics and get the first additionally spells within this chapter, rounded up by a boss fight at the end of it.

So far I plan to kick off the game with 3 chapters, resulting in 12 levels. I will create a certain play duration for the game by having the difficulty rising dramaticaly from the second half of chapter 2 upwards. Leaving the player with levels he has to try multiple times over and over again to complete them. I also plan to patch new chapters to the game, over a time span of at least 3 months, which will be additional 3 chapters, resulting in total 6 chapters and 24 levels. Patching content after release has a few benefits, the community will be able to identify more strongly with the game because its still growing and developing, each time a game gets patched the game rises up in search engines and you can feed your created marketing channels with updates and news which will keep them alive and hopefully expanding.

Battle gameplay foundation

The gameplay is design wise similar as in my first game #TheShaMan. But this time there will be 2 modes the player can switch between during battle.
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The regenerative and offensive mode, depending on the acive mode the available spells will change, the player will need to switch between them to be successful. Additionally there is a new energy system, the player builds up 1 energy for each standard attack (claw bash) all other spells cost energy. My goal is to make the spells really empowering and the choices as meaningful as possible.

A cat game – The Internet belongs to Cats

I do it for the cats
Since we all know cats made us develop the internet so they can push their egos by making us spread videos of them online, I want to jump on this Trend, since it just doesn’t seem to stop..

A shamanistic Cat
Here a first Screenshot of my most recent project. Going into direction „cute“ combined with a touch of magic and action, thats the goal for my next creation. The female hero will be a cute cat, whose boyfriend get’s stolen by an evil Grandma. The cat will make herself on the way to save her love…

Screen Shot 2013-12-02 at 20.32.05

More soon!

Moving Forward – Learnings of the „The Sha Man“

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So I officially stopped investing time in promoting The Sha Man(iTunes) and see it as a first step which I had good learnings off.
It will stay in the Developer Portfolio in iTunes. So when ever I create a Success It will benefit from that and maybe get some Attention too.

The new project
Here a list of what I will do different and what I will do the same.

What I will do again:
I will be using Gamesalad to develop the Game and take 3-4 months developing time.
I will do my own Graphics, Sounds and Music and the same Core Gameplay again.
Marketing wise I will create a Twitter, Facebook Page and contact Youtubers for Gameplay Videos since I see them as an existential minimum if you want to be successful in the online world.

What I will do differently:
The Game will have a clear understandable level by level Progression Layer not as detached from each other as I had it with The Sha Man. As a new addition the Game will have a simple Narrative structure to give Player additional Motivation/Reasoning to progress. Overall I will go for a less „nerdy“ Game Setting and go a little bit more into the girly direction. I will change from full Price Game to In-app purchase model including an In-game Currency.
The end of the game will be left open for more Content, so I can patch new Content and over longer time create a News stream which I can push through Marketing Channels.

The next Game will get a real website, a one Page Website for the Game, like a business card with all links (iTunes, Blog and Social Media) this enables to practice search Engine Optimizations.
My Girlfriend has taken over a lot of PR Work and has created lists with cooperative press Partners. And another list where you can get cheap paid Reviews. We will send Promo Codes and Information to the press 2-3 Weeks before Release this Time. Additional I got a Tip of a Gamesalad Community Guy which suggested prMac for Marketing which I also will use.

More Details I will post here soon!

Ditched

„Ditched! This sweet puzzle game is coming soon to your iPhone!“
Screen Shot 2013-11-24 at 12.37.42

Production history
Since a little over a year I have been working with two friends of mine on a puzzle game for a younger audience. It stars a cute sheep and squirrel in a sugary world. We worked on it in our private time after our regular jobs, so it took a while, but it is now coming close to being released.

Software
The game has been built in Construct 2, not in Gamesalad which I do my games with…

scirra_construct_2_review

…and for one very good reason:
It has a polygon editor for your 2d Graphics, which lets you paint in the bounding box with single points and achieve a much more complex and accurate collision model than with Gamesalad.
visualeditors2
But I also have to mention that the community and the tutorial material around Construct 2 is very weak compared to that of Gamesalad. Also, it seems much more difficult to actually release the game to the app store, which we can hopefully manage to figure out.

The Game
The goal of the game is to get the sheep out of different ditches which he repeatedly falls into every level. For this challenge you have the control over a mechanical claw, which you can move through varying ditches with different gameplay puzzles and timing challenges: Magnets that make you stuck or repel you away, grumpy crabs that will cut the sheep or the claw’s wires, and even magical firebreathers which will burn you if you’re not careful!

There are 3 different worlds, each with a bunch of levels to play:
– Bubblegum Barn
– Sugar Shore
– Cupcake Castle
bubblegumbutton-sheet0sugarshorebutton-sheet1world-select-button_cupcake-castle

My Role in the Team
Initially I was supporting the concept phase of Ditched, but slowly I slipped more into the business-, PR and marketing roles. I also helped drive the development forward by mentally supporting the developer with his work.

Facebook Link:
https://www.facebook.com/pages/Ditched/589214191115118

Have a nice Sunday!
David

Marketing Post-Mortem

Hi guys! So I released my first mobile Game „The Sha Man“ about a week ago. I and my Girlfriend tried our best to give the Game some Attention.

Marketing/Promotion Steps:
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Facebook: Created a Facebook Page, with Diary like Content and Screenshots, we started with that around 1 Month before the Release.  After I reached around 43 likes via my own Friends I decide to boost the Page via the Facebook Promotion Option.

I quickly learned that you get the cheapest (most rapid like rate within paid time frame) from India and the Philippines. But their actual interaction with the Page Content equals zero. (almost as they get paid for it, or are bots?) So I guess if you want to use this Feature than target iPhone relevant Countries like United States, Germany, China, Switzerland….

I put in around 200 Euro and reached 2165 Likes within 10 days.

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Twitter: My Girlfriend created a Twitter Account and started to follow relevant Players, in order to get their Attention to us. This led to around 50 Followers from which 2 re-tweeted „The Sha Man’s“ Release, that was cool.

Youtube: I Created a Youtube Gameplay Video, simple Screen capturing.
Additionally I contacted like 12 Youtuber’s which review Games or do „let’s play’s“, two of them responded to upload some uncommented Gameplay on their Channel. One of them actually did. See here!

Websites and Blogs(Press): We wrote to around 20 Blogs and Websites such as Pocketgamer and Toucharcade (big players). Not one wanted to do an unpaid Review when they even responded.

Forums: We wrote our Promo Text and Links into different Game Forums. This kind of worked once we learned that they want Promo Codes to access to the Game for free. You can create 100 of them for each Version of the Game in iTunes Connect. A valuable Marketing Step.

Software Community: I created a Topic for my Game on http://gamesalad.com. I’ll got 250 views and nice motivational Feedback, of a very supportive and active Community. After that I created a second Topic with 10 Promo codes, within 2 days 7 where taken and proper Feedback given. That was encouraging and insightful! I handed „The Sha Man“ in for GameSalads Game of the Month. ( Not yet ended) But it looks like close to Christmas the amount of Games produced within the Community trippeled and some of them are very strong Competition.

Blog: I started to write this Blog. Not only for Promotion but to provide an authentic Experience from a Indie Game Designer.