User blogs

Recently we performed an experiment on how many downloads can you get without marketing your game. And which market performs better to provide visibility to your games.

You can check more information about the experiment on our official blog:

WaterBreadInternet.com

First results are in:

waterbreadinternet Aug 12 '14 · Rate: 5 · Comments: 6 · Tags: android, games, market, downloads, marketing

 

Alvarop and myself have started up a new podcast dedicated to everything Construct 2.  

Check it out, we would love to hear feedback.

http://www.c2pod.com

ArcadEd Oct 10 '14 · Comments: 5

Space Cute: Beginnings is a challenging casual game currently released for web browsers in alpha. Custom user levels add a unique feature.

agrothe Jul 21 '14 · Comments: 4 · Tags: casual-game, html5, browser-game, space-cute

Hi again! Some days ago we talked about the releasing of Crazy Belts, our first game. A casual, puzzle game that unveils one of the great misteries of Humankind: what happens with our luggage when we check-in at the airports?

We become the cargo guy and try to keep Loui the Bag and his friends safe, preventing them to end lost in distant countries, with a very simple mechanics. Take a look at our launch trailer: https://www.youtube.com/watch?v=Wxu5try-5UI

We're trying to reach more downloads of our game in Amazon, since we could have a chance to be featured on the european store if we do a good performance. So we'll be very grateful if you help us by downloading the Android version, for free, from here: http://ow.ly/yQH2h Or just by spreading the word. And come visit us at our social accounts: Twitter / Facebook / Google + if you like.

Other links to the game:

Browser (Kongregate): http://www.kongregate.com/games/ImmanitasGAMES/crazy-belts?acomplete=crazy+belts
Desktop: http://www.desura.com/games/crazy-belts
Facebook: https://apps.facebook.com/crazybelts/?fb_source=search&ref=ts&fref=ts
iOS: https://itunes.apple.com/es/app/crazy-belts/id846037062?mt=8ç

Many thanks!

Marielacga Jul 8 '14 · Comments: 4 · Tags: crazy belts, puzzle, android, amazon, mobile, casual

There you go! A new demo version 1.1 is now available! :)

The previous demo version (1.0) was met with very positive feedbacks so far (thanks everyone!)

Some of you have suggested a few things to improve, and have encountered some minor bugs.

So, I've made some changes :

- Added hotspots view! Just press the SPACE bar, or click the button in the top interface, to see all the things on screen. (see my previous post)

Normal view :

Hotspots view on :

- Added "look" icon, to separate hotspots we can act on (often the most important ones), and hotspots we can look. (This might make the game a bit easier, but less daunting)

- Inventory and menu bars now open when clicking on a button (instead of hovering at the bottom / top), and stay open until we click again or leave the room

Other changes :

- Fixed the sound volume interface
- Faster text writing
- The royalty free music is now without watermark (licence bought)
- Removed Tom's accent, which most people found awkward
- Removed some useless / confusing interactions here and there
- Fixed a bug with parts of the interface staying on screen on monitors without a 16/9 aspect ratio
- Corrected some music bugs (in some cases, the music wouldn't play or loop)

To download the new demo version, go to the official game site and enter your email address just below the banner.


(NB : Entering your email will only get you a private download link, you won't receive the newsletter or anything else)

For the people who already download the previous version, this has the exact same content, which is the whole Chapter 1 (between one and two hours of gameplay)

COWCAT Jul 5 '15 · Comments: 4

Hi peeps,

We've been working on this game for a few months and would appreciate your feedback as it's our first game. 

GetMeBro! is an online infinite runner set in a dark and spooky theme, It's available on iOS, Android and Windows platforms. Players can engage in virtual battles with other online players, which will affect their ranks on a global leader board, depending on their victory or defeat. During gameplay, players can choose from a variety of special abilities, which allows them to gain speed and agility, protect themselves against their opponents’ attacks, or deploy attacks to defeat their opponents – requiring players to strategise and improvise in every single game.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Visit getmebro.co.uk to register today and join with your friends to dominate them!

GetMeBro!
Vlad

GetMeBro Oct 15 '15 · Rate: 4 · Comments: 4 · Tags: multiplayer-solo-, runner-danger-

Hi all, after I've been in the game developing world for a year and a half, I had gotten various experiences especially from C2. Being an explorer gamer, I saw thousands & thousands of games, but I learned that games that only who attracts and wow us make us play it & download it. There are 8 elements for a professionally made game that will blow players mind & make them play it for the longest time possible. Read carefully. Note: the elements are ordered randomly, they are not ordered on their importance.

 

The 8 Elements New Concepts

The most important element is to have a game with new concepts, if you imitated a game or used the same idea of an already published game, the players will not care for it. It should involve new ideas and concepts. To know more about it, follow this link: How to make a successful game

Pro Graphics

Players are attracted to a beautiful well designed graphics, let us take “Cut the rope” for an instance. It cuteness & well design graphics attracted me to install it. Professionally made graphics with lighting effects and shadowing make it irresistible to play. To see what I’m saying download it from here: Cut the rope - Chrome store or if you’re in an android device download from here: Cut the rope - Android. You must know that one element can’t make the game the best. You need all the elements to make professional game.

Music & Sound

Music & sound are important element for games. All professional games made by large gaming companies use music & sound. If you are a sound designer or you know one that can help, that would be great. New creative songs & sounds will attract the players. Angry Birds, Subway surf, Zombie tsunami, etc… are games with music that stuck in the head ,easily memorized and funny, in one word: catchy. Taking sounds from online websites is not wrong, but the key to a new catchy song is make one by yourself. Who don’t know any of the angry bird songs?! They are catchy!

Scoring System

Do you know why you play subway surf and temple run? You play it because you want to get higher score that’s why. Scoring system shows the challenging spirit of the player and his patience to get his goal. Adding a scoring system for a game is the best thing you could ever do, take chicken invaders for an instance. The main idea of it that the chicken had invaded the earth in the future & you, the hero, need to save earth from this invasion. You have three lives and there are 10 different waves. When you finish those waves, you go to another system with the same 10 waves but a little bit harder. The reason why you replay those same waves is just because you want to beat your old high score. If you can make multiplayer games that mean the value of the scoring system get higher. The player would then see his high score and his friend’s high score which lead to compete with each other for higher score. That would also make your game playable for longer time.

Power-ups & Stores

The fifth element here is power-ups and stores. Players like to get power-ups so they can win the game more easily but what they mostly like is stores. Stores, or shops, are what the player seeks. He wants to buy items to make the game on his style or he like to get the unattainable. Let’s say in jet-pack joyride there are an amazing power-up that works as coin magnet. That is the unattainable that what I’m talking about, the player would possibly be extremely excited to get coins for the power-ups which lead to make him play the game for longer time. Player wants to get always new stuff so they don’t get bored.

Achievements

Achievements are a very important element for professional long term game. The players like to feel that they achieved something and the best thing if they got rewarded. Give the player some different achievements to do. I’ll tell you an incident happened to me. I’m working on a game that is similar to Pou, the virtual alien pet, but of course with new concepts. To see that a copy of Pou is not made (Read the first heading and follow the link for more info about getting new concepts), I searched on Google for games similar to it, and then I saw Mou. Mou is free version of Pou for Windows phone 8. I saw he copied everything from it; same game, different graphics. I read the reviews down there and I saw positive reviews as well as negative reviews, but lots of reviews said Pou is better and that Mou needs achievements. If the creator of Mou putted some achievements for the game, he would get more positive reviews about his game. To see the reviews follow this link: Mou Reviews.

Banners &Icons & Screenshots

As you search through an app store, you saw a very cool well designed banner, so your curiosity leads you to open the game to know its description. Here we are talking about marketing. A well designed banner should attract numerous players to see your game. Find a graphic designer to design your banner, but if you are feeling creative design it on your own, but remember every app store has default sizes of banners, so check the app store for the banners sizes. Icons also affect player opinion and screenshots too.

Descriptions

A well made description attract players to download your game. The description should include only the main ideas of your game, or sometimes making a story would attract them too. You should make plots or points that make a player excited to play it. You should also use “the game features:” sentence before you put plots.
Here’s an example of a description:
There was a hungry shark called Big Lenny. Fish amounts are decreasing everyday from the sea, Big Lenny need new places to find fish before they all disappear! The game features:
• Eat 12 kinds of fish and small sharks.
• Play 26 levels as the game get harder.
• Avoid bombs and trash from human community.
• Collect as many fish as you can in the Ultimate frenzy mode.
• Play 5 mini-games to get extra coins!
These plots or points are only one sentence each but it explains a lot. Hope you found it useful.

 

Naji Aug 25 '14 · Rate: 2 · Comments: 2 · Tags: tutorial, article, advice, professional, workflow

 

When establishing a Publishing agreement, there are 2 major points Game Developers need to address immediately in negotiations. Don’t let slytherin [publishers] snake you.

1 – Exclusivity. Are you giving up the exclusive rights to your game, to X publisher? Does this agreement bind your game to the Publisher even if the app fails?

Many of the horror stories I hear from developers unhappy with their Publishers performance are locked into exclusive agreements. Meaning, they can’t pull the app down from the store and re-launch or re-brand.

Sometimes this often spills into the Android release… where developers have shot themselves in the foot by establishing multi-platform deals with halfhearted Publishers.

Don’t let this happen to you.

Establish individual platform deals. Diversify your odds of success by working with a few Publishers on each platform. If you piece out your game into each platform, you’re also positioned well to get the most competitive terms from the best platform specific publishers. Why? Platform Competition.

The point is, you’re taking on a challenging project — building games cross platform… and you should be taking advantage of every opportunity you can.

The next critical point you need to address when establishing a deal revolves around IP.

2 – Intellectual Property – Who owns it? As a developer you should retain your games IP. On the rare offshoot you get a BIG offer ($100k+) then maybe consider selling it.

IP is extremely valuable. There are longer term opportunities to establish a game series, or even merchandising. Take Rovio’s Angry Birds for example. In 2012 30% of Angry Birds revenue came from Merchandising.That’s millions of dollars. I wouldn’t be surprised if the breakdown was an even higher % in 2013.

What are the most critical aspects of establishing a Publishing deal for you?

  • Revenue share
  • Cross promotion capabilities
  • Advertising budget
  • Minimum guarantee on earnings
  • Publisher Prestige

Check out exclusive new blog posts on Game Brokerage where I cover cutting edge topics including publishing, user acquisition, game development and building a business from games!

 

Hello! 

First of all, sorry if I promotate my game, tell me if it's not appropriate to do it here.
I developped a little game alone as independant with zero budget. Just for fun!

I hope you will enjoy my little game, like I enjoyed making it! 

Google Play Store : https://play.google.com/store/apps/de...

 

 

More information here: http://catjumpsimulator.tumblr.com/

Don't hesitate to tell me what do you think!

mdsd Oct 13 '15 · Comments: 2 · Tags: app, android, jump, indie, game, cat, independant, unity3d, trailer, tablet, simulator, phone, developper, unity

 

Part 1

 

What we learned from beta testing

 

Recently we held the first in a series of beta tests for our upcoming game Final Contact. Or maybe we should have called it an alpha test since the game is still under development and we only tested a single level for its gameplay mechanics.

To give you a little background about Final Contact, it is a pseudo-3D space-based combat simulator created in a 2D development environment. It began as an on-again off-again project. I had been spending time developing a few low level casual games for HTML5-based web and mobile portals. Sometime last year when showing the prototype to a developer friend of mine who suggested that I should take this game to STEAM. I had added gamepad support for the game solely for personal testing purposes but, when he played the game with a gamepad, he quickly suggested that this game would be prime for STEAM platform, something that I had never considered prior. All well and fine but, it meant I had to redesign the game’s graphics at a higher DPI for the PC.

So, earlier this year I went back to the drawing board and began to rebuild the game from the ground up and with that, I began an aggressive social marketing campaign. With a few gameplay videos and a lot of screenshots from the original prototypes, I began to promote the game and drew a lot of interest as well as some other developers who came onboard to help with the project. One of them was a very talented sound engineer from EA Games.

As things progressed I found myself at of development crossroads, so to speak. I decided this might be a good time for a beta test. Not having a full game developed for a proper beta and with plans to launch a Kickstarter, I decided that my beta test would be of four different levels, each one consisting of different game mechanics. Because the game is developed in HTML5, we were able to provide the game in a downloadable link that could be played on a web browser on any mobile device or on a PC with a gamepad, not requiring any installation.

Having a great social media start with a strong following of interest I began to solicit for beta testers. The first mistake we made was to start that solicitation almost a full two months prior to the actual beta. My goal was to get 100 beta testers and we acquired that amount in about two and a half weeks from the initial announcement. Unfortunately, with a large delay between sign up and the actual test, we drew far less response than we actually hoped. Although, one reason for this may be that many of those that took an interest are YouTubers and Twitch streamers. We know this because many of them emailed directly when we spoke with them through social media and they had expressed interest in streaming the game. However, we asked that no one stream the first level until after we completed the first series of beta tests with it. For the first test, which was of Level 1 of the game, the actual game mechanics were amped to be much more difficult than the actual first level would be. I wanted to see how far we could push an HTLM5-based game as well as test the core gameplay mechanics.

And so it began.

We threw the beta testers into it with no instruction, asking them to gauge how intuitive the game was and how well they were able to get a grasp on the mechanics of the game without any tutorial. Several days later, we followed up with a second email that included instructions and an outline on the game’s controls and objectives. I felt this was important because as a gamer, I am often turned off by games whose fundamental mechanics are difficult to grasp and I don’t enjoy having to go through a lengthy tutorials.

 

 

The Response

 

Being nervous that players might not like the game, we waited with anticipation until the first responses began to trickle in.

In the first round of testing, a number of users had issues getting their gamepads to work with their PC and we had not provided keyboard support as an alternative. This was a major oversight. As the second email with instruction went out a few days later, we added keyboard support and instruction for those who could not get a gamepad to work with their PC.

Out of our 100 beta testers, only just over 60 downloaded and played the game. And while they played it with frequency, only half gave a response to our survey form, but it was more than enough.

The response was phenomenal. Everyone liked the game. Along with a lot of positive comments, we also could see that the beta testers found the game to be intuitive and easy to grasp. A few commented that they thought the game was too difficult for a first level but we expected that, having made it that way for the first Beta.

Among the beta testers, there were some fellow game developers and friends from whom we gained important feedback about playability, which led to some adjustments in the acceleration and deceleration of the gameplay. Everyone loved the background music but more than a few found the sound effects to be a little too strong.

We also learned, having redesigned the game at a higher resolution for the Steam platform, that the download size was much larger than anticipated and that the final product for mobile versions would have to be substantially reworked.

Two weeks went by and because of the all talk on social media, we began to receive a lot of requests from other gamers interested in joining the beta. So we opened up to take more testers and received 150 more beta tester sign ups in 3 and half days. A couple professional game testers came onboard and one in particular gave some very insightful positive feedback. Especially about the HUD’s color, which was important to me. I had concerns about the HUD being all red but was hellbent on maintaining the color scheme. Earlier, the previous year, when I was developing the first prototype, I would frequently go out to a local pub to sit and test the game on my mobile device (and have a few beers), making a list of notes of changes to make and bugs to fix. Repeatedly, I was approached by strangers who saw me playing the game,  who asked me what the name of the game was and what platform it was on so they could purchase it. The red was so vibrant and eye catching, that I felt I had it right. After a lot of feedback, especially from the professional testers, I felt confident about the display color of the HUD.

We held a series of 4 tests, all in Level 1 as we kept making changes. Virtually all the feedback was positive, which seemed a little scary because I really expected more in the way of negative comments and actually hoped for it but, received little. One thing I’ve learned in the past is that nothing can get you on track like some truly negative constructive criticism.

There were a lot of positive constructive comments in the feedback. I definitely got a notable amount of feedback concerning gameplay on mobile devices versus the PC, in regards that the screen seemed a bit cluttered by the HUD on Mobile, which of course was understandable considering the addition of touch controls to play on a mobile device whereas the game was controlled by a gamepad on the PC. There was a small amount of negative feedback but, by and large it went ignored. Looking back, I believe this was mostly due to the fact that we receive so much positive feedback overall.

All in all, it seemed very successful first round of beta testing and we came away feeling pretty confident until a few weeks ago. I had been posting some screenshots of the final beta test on social media (specifically Twitter), when I received a return tweet with the message “I’m going to show this as an example of what not to do in a GUI“. Of course my pride was stung a bit after all the positive feedback but I wanted to keep an open mind so I reminded myself of that old poker adage, “Don’t fall in love with your hand”, and like any game developer passionate about his project, I was certainly in love with Final Contact and reminded myself about that. But, finally, there it was. The true criticism I had wanted from the beginning.

I took a look at the commenter’s profile on Twitter and saw that he was a GUI specialist and decided to reach out to him with a direct message. I told him we were still early in development and would certainly welcome any advice he might have. 2 days later, he sent me back one of my screenshots marked up with detailed changes and comments. I had actually been spending a good deal of time watching gameplay and promotional videos for some of the AAA 3D games like Elite Dangerous and Star Citizen. Like many game developers I often don’t have the time to actually play games. After giving it some hard consideration and in light of comparing it with other games, I realized he was right.

My targeting reticle in the center of the screen was too big and thick. My buttons did dominate the screen and I needed to find ways to free up screen space. I then went back and reviewed the small amount of negative comments we have received, realizing there was some valid points in there as well.

I had already been working on developing special effects of much higher quality than originally presented in the beta but with the new knowledge I gained, realized a lot more of it was going to be need a change.

Since then we’ve been working on completely redesigning the HUD, freeing up screen space, and creating a more high tech look. The new effects are quite spectacular (if I might say so) and we’ve replaced our 3D models with much more realistic, edgy enemy fighters, battle cruisers, and space stations. The entire look of the game has been dramatically enhanced by the changes and I can truly say that we couldn’t be happier with it at this stage.

Since the day I first began working on Final Contact, it’s been in a constant state of evolution. Having a beta test and getting a lot of early work promoted on social media has really helped to contribute to that evolution. Looking back, I’m really glad that we had the first Beta and plan to do more in the near future. Getting feedback has really been crucial in the development process and I have no doubt that gamers, developers, and genre enthusiasts will all continue to contribute to this project as we get ready to take our game to IndieGoGo for funding and bring this game to market however; it was the truly negative comments followed by constructive criticism that snapped me out of my love affair with my game and really helped to clarify my perceptions about it, and ultimately lead to the most dramatic changes in the games design.

 

Dominick Gentile Lead Developer and CEO

www.final-contact.com

Follow us in Twitter https://twitter.com/finalcontactsim

Final_Contact Jan 11 '16 · Comments: 1
Pages: 1 2 »

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