Tag: marketing (page 2 of 2)

EXO ONE PR Marketing Planning

I’ll be working with a PR company/individual on EXO ONE’s PR/Marketing, probably in an hourly consulting capacity. I plan to write my own marketing plans and timeline, then get the experts to essentially OK it before I proceed.  I started this process yesterday, and while I have a large number of scattered notes and documents, there is no master plan document anywhere which covers all bases, and which I’d be happy to send to anyone. So I’m continuing to work on it today so that when I’m ready to start working with someone we can hit the ground running.

Just some of the resources I’ve used to gather PR/Marketing advice includes (and I’ll leave you to Google them!):

  • Thomas Reisenegger’s (from ICO partners) GDC talks
  • GDC talks in general. I’ve watched so many they all blur into one
  • Game to Market eBook
  • Pixel Prospectors Marketing Guide
  • Indie Game Girl

Wot I Actually Did Today

  • SWOT (strengths, weaknesses, opportunities, threats + how to mitigate and capitalise on them)
  • Elevator pitch tweaks
  • Similar games research, market sizes
  • Identifying similar features from similar games
  • Objectives (sales, timelines)
  • More thinking/research on game naming
  • Assembling some initial quotes from press
  • Reading developer interviews from Game to Market ebook
  • Product USPs and tone keywords.

Fun, no…? I enjoy reading about and learning about this stuff, but don’t exactly like actually doing it!

I probably have another day or half day of this to go before returning to the fun stuff.

Until then…!

Daily Dev Log. Social Media Optimizing, Debugging Jumping

17 Jan 2017

Planned Task List

  • Answer a couple of Hyperfocal (my bread ‘n butter biz) emails. ~30 mins
  • Do a little Facebook ad research ~15 mins
  • Write an intro email to an Aussie games journalist ~10 mins
  • Build EXO ONE and check it actually works (was testing in-editor) ~10 mins
  • Take deep breath and try to fix the jumping problem for the 10th time. Jumping was never an issue until I rewrote some code to make things clearer/better. Surprise I made it a little worse at the same time! This could take all day, but I might admit defeat at the 2-3 hour mark (because Rezzed Left Field games event deadline) and move on to other tasks like yesterdays:
  • When reaching the end transport monolith, some tidying up needed for sounds etc.
  • Add escape/Start menu so players can restart the game
  • Numerous small things like HUD appearing when it shouldn’t, old text that makes no sense in intro, etc.

Realtime Notes:

Stuff that comes up as I go:

Facebook Ads Research

My Facebook ads research: https://www.quicksprout.com/2017/01/16/15-advanced-facebook-advertising-techniques-that-you-probably-didnt-know-about/

Social Media Post Timing
I always thought posting social media at 9am was the optimum time. Just saw this, though, which is kinda arguing against that. This is for facebook, but possibly applies to other social media:

image10

Pages to Watch
See how often other developers post on Facebook and their level of engagement using “Pages to Watch”. Pages > Insights > scroll down. Requires 100 followers. Ugh, I have 70 something. Going to just buy 30 so I can mess with this.

Video is huge on Facebook
I’ve definitely noticed this last year, and need to start uploading videos there instead of just posting links to Youtube.

image09

I thought those 3 were the best points, but check out the article yourself.

Email

Contacted a local journalist (something I do way too infrequently) to see if he was keen to check out the game. I always ‘feel the fear’ of contacting people, mostly because it involves putting yourself and your game out there to be potentially ignored. But that is life or something! In the email was the ‘elevator pitch’:

“EXO ONE is an exo-planetary exploration game where you float, fly, roll and glide with complete freedom across a multitude of surreal, alien worlds.”

Thoughts?

Testing Build

Building and checking that it works first of all… Here’s some notes I took:

  • Quotes ” ” in tutorial are all over the place, just gonna remove
  • Debug warning text shouldn’t be showing in tutorial, but is. Prob related to recent addition of Energy Explanation stuff
  • Wormhole fx don’t show in tutorial
  • Jump bug almost seems to be happening more than usual :/
  • No wind buffeting sound in clouds, probably due to tweaking sound levels yesterday.

The sound and music levels are a little off still, but I sense a huge time-sink ahead if I start moving sliders. Slider moving is truly my bane. Maybe if I have time I’ll return to this. Now, jump buuuug!

Took 20 mins.

Jump Bug

Kicking this off at 1130am with some Hyper Light Drifter music by DisasterPeace :)

Playing in-editor to watch when jump count debugs fire off, to try and get an idea what causes one jump to work and not another. It feels like an issue with FixedUpdate, but the way I handle the jump controls, it should only fire for one frame. Removed a line of hacky looking code and tested again, seems to be working. But I’ve thought I’d fixed it before! Will carry on testing it as I do other things. Took 10 mins.

Related to jumping, the visual effect for jumping in glide mode is broken, so working on that now.

Glider to Jump Transformation

Only I could make something as simple as a ball transforming into a flattened ball so hard! Really keen to get a programmer’s eyes on this to get their opinion on my logic/methodology. A friend of mine has offered, so I’m really looking forward to seeing what he thinks.

I think my logic skills are just so bad that I have trouble visualising how to handle all the cases of ball transformation, from sphere to glider, to jumping sphere, jumping glider and back… Typically when I’m stuck like this I just kinda start trying thingz and seeing what the result is. Probably hence how slow I am!

I just adjusted script execution order to hopefully clean up conflicting timings… I think this is probably a bad solution, but surprisingly that fixed it! The reason I tried this, was that in my code ‘tidy up’ prior to holidays, I split the player code out into 3 scripts, and now a few things happen “at the same time(?)” in Update(), whoops. In the future, if doing this, I probably need to do less bools and more calling of functions in the separate scripts, instead of in Update(), using bools to trigger when stuff happens. If that makes any sense…?

30 mins

End of Planet/Level Tidying

Mostly I need to just properly end the ‘demo’ if it’s shown at Rezzed. When you reach the transport monolith and fire into the sky, some sounds go stupid and I need to stop that. I’ll also bring up text with ‘demo over’ and then a menu with Restart Game and Restart Level. Come to think of it, since I should add this for testers and for the Rezzed build in general, in case something breaks, maybe I should make a ‘proper’ little menu screen with these two options that’s available at any time using Start/Esc. Unsure how long this might take, should just need to call my level changing code and make the menu/options/on/off etc… I’m going to wildly guess 1 hour. 12:17pm

So far so good, have a menu in my ManagerScene I can turn on and off with Esc/Start button, displaying the two buttons, but can’t seem to make a click happen. Hopefully there isn’t some dumb code blocking rays somehow…

Ah, nice, found this: https://forum.unity3d.com/threads/cant-click-ui-buttons.431042/ which explained how to use the EventSystem to check what rays are hitting. Nailed this in 2 seconds and restart level is working with a couple nul refs, which don’t seem to be hurting anything too much…!

Kinda happy with how my LoadEXOScene(string levelname) works, as I was able to easily reuse it for the menu level loading/reloading. Added something so Esc can’t be hit in the start menu (level can’t be restart from the start of the game!), and testing now in a build.

A few things,

  • No mouse appearing on esc/menu in build, due to 3rd person camera plugin hiding it
  • There’s an errant escape Input somewhere that’s still quitting when I hit esc/start.
  • Narration continues while paused (leave this for now, doesn’t matter)
  • Need an Exit button for testers/in case the game bugs out and people wanna completely close and restart the game.
  • Need an Exit menu item on start screen + actual game exit code
  • Realised I need a better RestartLevel() because there’s 2 levels (I was cheating and just loading the first planet).

Time: 1:25pm, looks like I might need another half an hour, so might take twice as long as my hail mary guess.

Having a break, now that I’ve completed a few of the above. 1:50

Break O’Clock

Back at 230 with sweet caffeination after dropping in at William Chyr’s Manifold Garden stream.

Finalising Menus/Exiting

Just realised since my Start Screen scene is separate from my Manager Scene, I can’t just drop in my GameManager script to OnClick to Quit, which is annoying. I guess I should maybe move all of this into the Manager scene, but not right now! Added some duplicate Application.Quit code :P

Things taking slightly longer here as I’m trying to test Editor/Build specific stuff like Quit and mouse pointer lockstates, which for some reason seems different in editor vs build.

I’m getting very tempted to move PlayerControls into the Manager Scene, as I now need to ‘re-write’ some more stuff to handle hitting escape when the player isn’t in a scene, ugh. Will need refactoring though… Must… not… do…! OK, no quitting allowed during the intro for now! Boom!

This is turning into an even larger task, lots of stuff I didn’t realise I’d need. Here’s the remaining tasks for restart/reset:

  • After restart level and restart game,
  • Menu remains
  • Game stays paused
  • Other UI remains.
  • Need to probably eventually make a state for this?
  • For some reason mouse pointer doesn’t appear when hitting esc in tutorial scene but does in first planet.
  • While testing in tutorial, noticed some more broken text/prompt stuff, eep!

3pm now. Might take another hour for this, if I was to double what I actually think it’ll take!

Added Resume() which is called after level restart, and a resume button, so those things now work. On to Restart now.

Wrote a new Restart() function similar to my LoadEXOScene() one. Task now blown out to most of the day :/ 4PM

Getting close now, fixed all the above and Restart() is working with only one problem, music continues after restart.

Boom, done!

Check out this amazing menu (lol):

Capture

Certainly good enough to go, IMO!

Lightning

I was having issues with getting lightning visually depicting how much charge a player had, which led me to email the plugin developer for this procedural lightning. I’ve got a response so I’m going to try his tweaks to see what they’re like, so I can respond before end-of-day. I kinda try and prioritize stuff like this when most developers are in a different time zone, I don’t wanna wait too long between emails. Committing first, though! 430PM

Broke to make food… Now 530. About an hour then I’m done.

Updated lightning plugin as the author’s changes didn’t work, suspect this is the reason. Still getting errors, so emailed the author back and moving on.

Other Tasks

In order of importance that I can complete in 45 mins or so:

  • Tidying sound etc for level ending
  • Wormhole FX in tutorial isn’t turning on
  • Wind buffeting sound in clouds is gone for some reason
  • Player starting position is crap, we start rolling backward toward the camera. Starting on a hill would be best.

For now I’m just muting sound when you touch the monolith and fading to black, completed in 5-10 mins. Buttons don’t look great on black though… And the pointer is invisible… Fixed, 5 more mins…

Ugh, now for some reason my Restart code isn’t working! Perhaps because it’s about 40C in my office right now! Ok phew, it was just because I changed the file/folder names for some scene files…! My rage levels have risen the temp even farther now and it’s dinner time.

DEV COMPLETE. 6PM.

This is working out fairly well. Either I’m getting more done, or am more focused or I just remember now what I’ve done, either way quite liking this! I wonder how boring and incomprehensible it is to read, though? :)

 

 

3 Magic Shots featured Unknown Orbit for free

The last blog I posted, I outlined how Unknown Orbit had dropped to around a sale a day, and that my next step would be to try setting UO to be free for a day or two.

Soon after, I was contacted by a new free app company called 3 Magic Shots, who claim to “… find top rated apps and get the developers under our spell to have them make it free for you.” I hadn’t really looked into any other free app a day services after hearing how expensive they were, and these guys sent me a professional, hand crafted email with a very professional looking website and app to go with it. So I said, sure why not! They had only launched a few weeks ago, and I was able to use the service for free, whereas it sounds likely to one day become a paid service.

I ended up giving them a bunch of marketing, text and image resources, some review quotes, that sort of thing, and then a week or so later I set UO to be free. On that day, 3 Magic Shots featured my game on their website, app and twitter. I got a push notification saying that it was available, and UO did look really nice within 3MS’s app interface on my phone. The game was also featured on a few other free app sites, and it ended up getting downloaded 26,000 times that day, tailing off to a few hundred 4-5 days later.

Overall the free version was downloaded over 45,000 times, and when it returned to a 99c app, sales were up to 10-15 a day, where they still are now. It will remain to be seen if I can stay at that level or not, but it would be nicer pocket money than $365 a year! I’d like to say a big thanks to 3 Magic Shots for providing a hassle free and very professional promotion service, their staff are great and my game was featured in the best light possible. A 10x sales increase is quite good (though of course, my sales were miniscule to begin with!), and perhaps with an app that was a bit stickier or more fun, I’d have seen even better results. I highly suggest you contact them if you’re considering some kind of free period for your game.

Surprisingly, while I was fully expecting to get a deluge of poor reviews from free users, reviews stayed at mostly 5 stars in the USA and Australia. Not many people appear to like it in the UK, however!

In terms of how UO has gone in general, on the one hand I feel like I did really well to get a highly rated and reviewed game out there, in front of all the big sites, yet it has been a fairly standard app store flop. On the other hand, I do understand that the game has its shortcomings, and I certainly don’t have any kind of feeling that I deserved to do better from it. I think if I did have this feeling, I would perhaps be doing more updates and trying to promote it further. I did my best with the skills and time I had, and decided to release when the game was ‘good enough’, while not spending too long on such a simple game.

In the mean time I’ve been prototyping a couple of games with the composer of Unknown Orbit and Class 3 Outbreak/Zombie Outbreak Simulator, Rhys Lindsay. This has mostly taken the form of board game mockups which have been really enjoyable. Despite apparently being a game designer, I had never done this before and it was really illuminating. It gives me much greater confidence to begin creating a computer prototype, knowing that I’ve almost played through the finished game a few times. If all goes well I hope to begin sharing details on that next game soon.

Thanks for reading.
Regards,
Jay

Unknown Orbit, 1 Month On + 2012 Wrap Up.

If you didn’t catch my first post-release wrap up, you can read it here. In a nutshell, the release of Unknown Orbit went well, and I got reviewed by a lot of big sites, but sales didn’t launch in a big way.

So how’s it all going now that things are well and truly settled? Here’s the sales graph by week:

Things started out alright, and sales haven’t been a total embarrassment, but now I’m down to around 1-5 sales a day, its just pocket money. I’m going to try offering the game free for a day or four to promote the game a bit more soon, but this is probably where I leave it for now. I was seriously considering doing an update, but its just not worth it for the sales and initial reaction I got. I’m getting more and more eager to begin work on something with some more depth and meaning.

Despite the rather average sales, I felt like the game was well worth my time and effort. I learnt a lot in 2012 about Unity, Playmaker (the visual state editor that I use instead of programming) and met some great people in London. Also got an article published in Gamasutra, so I’m overall quite pleased and ready to move on to the next game.

I’ve just moved back to my home town of Adelaide, so I’m using this opportunity to think, ponder and dream about next game possibilities while I get setup. I’m also going to take this chance to study some more game design, and branch out some more creatively. I’ve been reading Mastery by Robert Green, Art of Game Design, and I’m generally just trying to shake things up a bit more by doing some more drawing, guitar, and reading before I decide on the next game. I’m also going to commit to a more constant study process, whether that’s specific game design books, philosophy, psychology, art, design, etc. I’ll also be continuing to practice and flesh out my skills in Unity and Playmaker so I can prototype and build the next game even faster.

I’m also going to be thinking about partnering up with someone for the next game, perhaps once I’ve gotten a ways into the prototype development, game design, etc. Making UO on my own was fun, but if I want to develop something more in depth, then I shouldn’t fool myself that I can do it solo!

The only thing I can say almost for sure about the next game is that it will be about people. Something I’m very interested in is getting players attached to characters, so I will see what I can do to turn this effect up in my next game as much as possible. I’ve got a few great ideas I’m throwing around at the moment, its just a matter of choosing one!

Stay tuned for future updates, looking forward to sharing my next game.

Regards,
Jay

 

Unknown Orbit Post Release Wrap-Up

Unknown Orbit went live 1 week ago, and my trigger finger is sore from pressing refresh on AppFigures, Twitter, and Google. I’ve gone from being very disheartened on release day, with none of my planned reviews going live, to unbelievably stoked that I got a video review by the one and only Touch Arcade! The video was mixed but mostly positive, and it was a shame that the guy playing it wasn’t the greatest at it, but seeing that video was one of the biggest professional thrills of my career. Its amazing how much importance I (developers in general?) place on these reviews. I could pretty much die happy after seeing it! If I ever got featured by Apple, I think I would explode! Having gotten that review plus one on 148 and AppAdvice, I’m now pretty happy that I’ve gone almost as far as I possibly can with promoting the game. Hopefully I’ll see a few more reviews spawn from the TA/148/AppAdvice ones, but chances are this is probably as good as it gets.

Reviews
Here’s the three reviews:

148Apps: http://www.148apps.com/reviews/unknown-orbit-review/
AppAdvice: http://appadvice.com/review/unknownorbit
TouchArcade:

The 3 reviews, plus a prmac press release, some twitter, reddit and facebook managed to keep UO around the 125 ranking mark in the app store (for iPad/iPhone Arcade/Action) for the whole week, and sales have been ok, but nothing to shout about. If this is my initial sales spike, and I’m about to fall off a cliff, I’ll be making $1 a day soon :) I’ll post a graph maybe in a week or so, so that there’s some decent data to look at. Even getting reviewed by all the big sites doesn’t seem to have that big an effect, but my greatest hope now is that because I’ve gotten on those sites, I now may get noticed and featured by Apple in some way. I’m prepping my Featured artwork now, just in case!

Unknown Orbit Response/Feedback
Feedback on the game itself has mostly been mixed, and I’d summarize that most people think that the concept, visuals, sound, music, and atmosphere are good/great, but the game lacks a little something in terms of goals, fun, progression and content. Namely more planets, which is one of the hardest things for me to add due to the hardware/loading times. I’m now thinking about what I can do in this regard, and whether its even possible to do an update where I remove support for older phones (as load times for the planet on 3gs/iPhone 4 is a huge 35-40secs). I’m going to look into potentially procedurally generating planets/systems as well – I like the idea of having a different system each time, but procedural generation can be quite tricky. I spent a long time hand making this one planet, however I did begin with mostly random perlin noise type setups, which played well too. This would be quite a task, so I’d have to decide whether the game is really doing well enough to justify it.

UO Release Date
I chose to release UO on the Tuesday for a couple of reasons, a) because I figured most developers like Thursday, and I didn’t want to compete with them at this time of year, and b) Press have more time to get onto the game, and during a more quiet time of the week. This certainly seemed to work well with TA reviewing me on Friday, right before the weekend, but who knows if they just planned to do the review at that time anyway *shrug*. I certainly failed to “get all the reviews out on the same day” as seems the classic strategy. At the end of the day you have no control over this, and just have to hope for the best. I imagine the better your game, the more likely you’ll get it featured/reviewed closer to your release date.

Gamasutra Article
I also managed to get an article published on Gamasutra called “Suck at Coding, But Make Games Anyway“, which has gone over well. Whether this had much/anything to do with getting some of the reviews, or helped my rankings, I’m not sure. It was published the day after the game went live on Wednesday. I then posted it on Reddit, which seemed rather popular too. Reddit is my new favourite site for just about everything!

Problems
There wasn’t much in the way of problems – probably the only thing that’s gone a little awry is that I had to use my company, Hyperfocal Design, to publish the game (long story, I’m in London, company is Australian, couldn’t form a new company…) so I just had to use it and say it was developed by Exbleative. Most people reported that the game was made by Hyperfocal, because that’s how it appears on the app store.

End!
Looking at my current ranking on Monday night GMT, it seems I’m still up around the 150 ranking mark (iPad/Aracade) in the US app store, which is nice considering I don’t think any major press has done features in the last couple days. If I could carry on making $30-50 a day or so, then that’d be a nice additional income stream.

Next?
I’m thinking a lot about what game/update I’d like to do next. Its also coming up on Christmas/New Year, and I’m moving back to Australia in mid January, so I doubt I’ll get a huge amount done before then. I’ll be talking to some people about the procedural generation stuff, brainstorming new ideas, and eating XMas turkey. I’m glad I got this thing out before Christmas, its a load off!

Thanks for everyone who helped me with the game, reviewed or chatted with me on the forums.

Also a big thanks to this guy on the UK app store for this thoughtful and hilarious review. I’ll end with it, for the lols:

You lot should thank me for buying this before you
by Stumpyjay on Friday, December 07 2012 version 1.0

 “69p is way too much for this catastrophe of a game. Trust me shoemaker levy 9 moved better than this rubbish after it had smashed into jupiter. I just wish it had taken this tripe with it. Utter drivel. If i see 1 more negative review then you should really read reviews first you idiot and it serves you right. 69p is all this guy should ever make from this tripe. The other review is obviously fake”
exbl3

 

Unknown Orbit, Complete!

I’m now days away from submitting to the app store, after a year of developing Unknown Orbit, I’m super excited/terrified/(?) to see how it goes. I feel like I’ve ticked all the boxes in terms of marketing, screenshots, trailers, press packs etc, I like the icon I’ve developed and I quite like the game I’ve made, so I like my chances of it doing at least reasonably well.

4

I actually feel like UO is the first game I’ve ever made. While I have worked with other people on games before, this is the first game that I conceived of, prototyped, then created all on my own. When I was a game designer with Ratbag, I recreated stock car racing rules, and then worked on a game design for a GTA/Mad Max style game which was never finished, and barely started. At Binary Space, I was never happy with how much gameplay we put in to the zombie games, and I was reliant on Saxon, my programming/biz partner to implement things. We also often disagreed about what features should go in, and being part time, many of my plans for the game just never made it in. So again, this feels like its ‘all me’, which is sort of scary… unless it’s a huge hit, in which case I will do an extravagant dance.

The game is probably 90% of what I wanted it to be. That 10% is probably half due to technical limitations and half lack of time, skills and resources. I imagine this is true for most games, though, and if things go well I’ll certainly be investigating updates or sequels.

Right now I’m waiting for Apple to change my account from an individual to a company. It will change from Jay Weston to Hyperfocal Design (my texture/hdri company), unfortunately I can’t use a trade name (Exbleative) nor do I want to form another pty ltd company, so I felt like this was the only option. Luckily Hyperfocal’s name somewhat translates well to games, and hopefully there isn’t much confusion as I try to promote the game under the Exbleative name!

Once I’m set to go with Hyperfocal, it’ll be one release candidate round on Testflight for super-final-for-realz testing, then I’ll submit and lose around 1 weeks worth of sleep.

Cross your fingers for me that some press like the game and review it!

Cheers,
Jay

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