Showing posts with label indie. Show all posts
Showing posts with label indie. Show all posts

Monday, 28 January 2013

COMPETITION TIME!!!!



The first gamer to post a picture of the Pester award screen with all trophies unlocked will receive 400 MSP.
Check out our facebook page here:

http://www.facebook.com/pages/Flump-Studios/256473597756346?ref=hl


Of course you have to own the game so if you haven't picked it yet get it here:
http://marketplace.xbox.com/en-US/Product/Pester/66acd000-77fe-1000-9115-d80258550c96


IT'S ON!!!

Thursday, 24 January 2013

Pester Released on XBLIG Today!!!!

At last we can present our newest creation to the world!
After months of no sleep and burned retinas Pester is finally finished and has successfully completed peer review.

You can download here for only 80MSP($1 or about 68p)
http://marketplace.xbox.com/en-US/Product/Pester/66acd000-77fe-1000-9115-d80258550c96?noSplash=1

This is our second Xbox indie title after Super Killer Hornet which reviewed well but to be honest slacked a bit in the sales department. In my opinion the biggest draw back super killer hornet was the graphics and presentation. We've spent a bit more time concentrating on these issues with pester,the main improvement, for me, being the implementation of particle physics to take care of the explosions and fire trails.


We're really happy with the way pester has turned out because it's the type of game we've wanted to see made for a while. We've tried to mix the old with the new to make something a little unique.
We're also happy with the way we've implemented the game modes, by mixing modes with modifiers we have managed to make 96 combinations of play, which hopefully will make the 80MSP worth while.



Check out the trailer here.




It's such a great feeling knowing your game is out there for the world to see, we know it's not going to set the world on fire or make enough money that we can quit our day jobs but it really is nice to know that something you've made is out there for the world to try, play and judge (not too harshly I hope).

PS. Some of you may notice a slight spelling mistake (quite massive actually) within the game.
This comes from deciding to have one last decode session at 4 in the morning just 10 minutes before sending it for review. An update is ready to go and should be up this time next week. So annoying though and yes I feel like a dick!


Massive thanks to these guys for being awesome!

NortyGames (Thanks for the peer review Steve)
Mettalman
Xclann
IRBgamer
Retro games mag
The Overshield
The /./ xblig
xblig.co.uk
GameCity Nights
ssdm
Clearence Bin
Gamepress
Blues news
indietheory
Gameplayeselv
the blog de sinad
Playground podcast
Blue ray authority
Indie ocean
Short and sweet review
extra play
Clear channel

Also Nick,Scott, Rish, Matt(even though it's been a while), Lee and Ryan(Can't have them feeling left out) and of course my beautiful wife Liz.




Sunday, 16 December 2012

Our new game


 Things have been a bit quite on the Flump Side recently as we’ve been ferreting away on our new Xblig game, Pester.
For pester we’ve tried to take our favorite elements of the newer CAVE style bullet hell games and our favorite elements from the more classic old school shooters to make a game that we hope will appeal to both camps. The screen still fills with bullets and your ship has a small hit point but every play is different as we have used random bullet patterns and sprite positioning. The randomization has been delicately handled as to ensure the game is never unfair.
 

Our official blurb is:
“Prepare to be Pestered, in a good way!
Pester is a new vertical shmup from Flump Studios and is due for release on xbox live indie in early 2013.
With over ten different game modes, including: Classic, Reverse, Duo, Old school and Tempus mode. A unique blend of Old School pixel art
combined with particle physics and stunning backdrops, Pester is the perfect for both shooter enthusiasts and anyone up for a good challenge.
For a real challenge try our new duo mode, where two ships are controlled by a single game pad using the analog sticks. 

In other news it looks like super killer hornet maybe heading for the PC, we’ll keep you posted.


Monday, 15 October 2012

XBLIG vs Windows phone- How'd we get on?


It’s been a while since I’ve updated this blog, things have been crazy busy.

Five months on from out first Window Phone 7 release and just over 3 months since our first Xbox indie release. How’d we do???

Windows Phone 7

Retro Wars 1999
Developing for the windows phone is a bit of a double edged sword, with far less competition than Android and iOS it’s far easier to get your game spotted but with far less users it’s hard to make decent money.

We currently have 5 games in the market place with 3 due for release this week. Download wise we’re doing pretty well (Currently sitting at just over 60,000), but revenue has been very poor. Currently all of our Windows phone games generate revenue via adverts supplied by Microsofts own ad provider, Pubcenter.

Retro Racer: Combat
To say Pubcenters eCPM is a bit up and down is a massive understatement, swinging from £0.01 per thousand for some days up to £4.50 per thousand on other. The £4.50 days are nice but are, unfortunately, hugely outnumbered buy the £0.01 days. It’s like flying through massive turbulence on an easyjet flight, sat next to an obese man with hiccups, who’s just finished a particularly strong in flight curry and instead of landing in sunny Spain your destination is Glasgow in January (which would account for the obese man)

Ok, it’s not that bad, in fact we’ve probably earned more through pubcenter than if we would have sold our games at the minimum price of £0.69, but it’s just so frustrating when you see a thousand people have played your game today and you’ve earned £0.01 from it!



Xbox Live Indie Games

I’ll start but saying I love Xbox Live Indie almost as much as I love my own legs. It’s a fantastic service for both developers and consumers and doesn’t nearly get enough respect it deserves.

I went into developing for Xblig with some degree of hesitation (mainly due to the bad press it seems to get ALL THE TIME!!!) But as soon as I put Super Killer Hornet up for peer review my worries dissolved, I have never been involved with such a wonderful, warm community as the Xbox indie community. Pretty much as soon as the game went up for peer review, messages of support and advice poured in.

Super Killer Hornet
Revenue wise we faired far better on the Xbox than on windows phone (approx 3x more at the moment) and as of last month we actually moved into profit territory, just. But what I’ll take away most from this experience is the reception our game received. I had people from Japan, France and Canada tweeting me telling me they loved the game. Some guys in the US mentioned us in their pod cast, SKH was reviewed on around 10 different sites with mostly positive feedback(7/10 average), but the real jewel in the crown was when I got a call from Nick to say we’d been mentioned in Retro Game Magazine, A REAL LIFE MAGAZINE!!! If I wasn’t so drunk when he told me I could have cried.

Future

Since the release of Super Killer Hornet a few months ago I’ve pretty much been working solidly on our next Xblig/PC game, working title ‘Our next game with guns and explosions in it’.
I can’t say too much about it as I still don’t know 100% where we’re gonna go with it. All I can say is ‘It’ll be a horizontal shooter with heavy references to gaming culture old and new’. God, that makes it sound so generic. Here's a couple of screen shots from the first level.

Lee Vs Jose the worm
Me just dodging some bullets



Nick Vs Stinky the retired ghost














We’re looking at a release date early next year and hopefully we’ll be showing it at the GameCity Nights tour on the 5th Of February at the MAC.

Also Nick would probably slap me if I didn't mention that he has started work on our first 3D project.
Can't say much other than it's a survival horror FPS and looks to be shaping up pretty nicely.
Will have more info soon.

As for the nearer future we have 3 games due out on windows phone next Wednesday , Plane Crazy and Retro Racer: Combat please download and have a look if you own a windows phone device.

Cheers

Paul

Thursday, 28 June 2012

So, How’d we do???




So it’s been nearly 2 weeks since we released our first creations on to the WP7 marketplace and as you may have noticed the world has been visibly shaken by their release.
Emergency meetings between David Cameron, François Hollande and Barack Obama were called in a bid to find a solution to breaking the 1000 point mark on the Retro racer.
Natwest and RBS were brought to their knees as 90% of their IT team tirelessly worked to get all the Trophies unlocked on Super Killer Hornet.
England were painfully knocked out of the Euros after Ashley Cole decided to f**k up a penalty so he could return home to grab some more stars on Badly Draw Box.
I’m pretty sure we can all agree the world will never be the same, but how did the launch actually go? Well good and bad.


The Good!
We got downloaded! And that’s the main thing. We were downloaded over 10,000 times in our first week which we’re more than happy with. For me this confirms that free apps with advertising on the Windows phone is a viable format to turn a profit, it might not be the quickest way to make your first million but it defiantly has potential.
It’s a strange feeling knowing that that many people have played something you’ve made and by most accounts have liked; this brings me on to our next positive, reviews.
It’s almost impossible to guess how a game is going to be received but I must say I was surprised by the responses, reviews range from 1 star L to 5 stars J but overall we faired very well.
Currently (and this really surprised me) Retro Racer is on 5/5 in the, Super Killer Hornet is on 4.5/5 and Badly Drawn Box is on 4.
Here’s a few responses.
(5 stars)“Works fine on my HTC… J Good Game – Krashload on Super Killer Hornet
(4 Stars) “Not Bad” – Faziotech on Super Killer Hornet
(5 Stars) “Can’t stop playing Retro games. This one’s great” -  F4llen monk on Retro Racer
(4 Stars) “Not a bad little game” – Rez1976 on Badly Drawn Box
Pretty satisfied with these results considering we’ve only been making games for 6 months. But it’s not all good L


The Bad!
Yeah, not all good I’m afraid, made some classic school boy errors which I think really hurt our downloads and potential profit.


Big mistake number 1
Our first mistake was to submit all three games at once, the idea behind this was so we could compare how different styles of game would perform on the format and this backfired somewhat for us.
We always knew how important it was to have your game show under the ‘New’ section on the main Market place but (stupidly) didn’t think about the fact that because we were releasing 3 games at once the very games we were putting up knocked the other 2 off, only Super Killer Hornet made it to the New section on the front page :o(  judging by first day download figures we believe that we lost between 3000 and 5000 download due to this.


Big mistake number 2
Second mistake we made was assuming that using the smaller advert size in pubcenter would be just as profitable as the larger format, turns out we were wrong.
Super Killer Hornet, which uses larger adverts, was downloaded 3000 times in the first two days and received 2900 ad impressions; Retro Racer, which uses the smaller adverts, was downloaded 4000 times in two days and received fewer than 100.
That’s over 30 times more revenue from just using bigger adverts. My advice to anyone planning on releasing ad based WP7 apps/games is to squeeze in the larger ads somehow otherwise it’ll be barley worth it. Combined with big mistake number one we would guess we made only around 10% of our potential profit.


Big mistake number 3
I can barely bring myself to write this bit as it’s such a classic misstep and what I consider to be our biggest mistake, what is it?  ‘Not lending enough weight to the importance of the game icon’, that’s what!
The game Icon is your cover art, the window to the soul of you game and probably 90% of the reason that people will be downloading your game.
We always knew this was important but after seeing the download results it’s easy to see that it’s by far and away the most important marketing tool at your disposal.
I was initially happy with the icon art for Super Killer Hornet until I started trying to look for it on the market place and missed it over and over again, I now realise a bit of yellow on a sea of grey is not exactly eye catching. In contrast, Retro Racer which has a far clearer and colourful icon has started to overtake Super Killer Hornet in downloads despite it being a far more basic game and not having the initial boost of being on the new section of the marketplace.


Big mistake number 4
To complete this checklist of idiocy I will conclude with the father of all errors and that’s assumption.
I’ve always been a massive fan of old school SHUPS (shoot ‘em ups) and especially anything by CAVE, anyone who is acquainted with CAVE’s style of manic bullet dodging, small hit points and ultra complex combo systems would instantly recognise that Super Killer Hornet is massively influenced by these Japanese masters of the genre. Unfortunately I forgot to remember that Japanese style bullet hell shooters are a little bit of a niche market in the west.  My mistake was assuming that people would just ‘get’ my game the instance they played it, not so.
Not including a basic tutorial in any of our games was a big mistake, when people play phone games they don’t want to spend 20 minutes working out how a combo system works or figuring out what does what. People want to pick up, play, smile and get on with their day. Advert based games depend on strong replay value and anyone who picks up a game and doesn’t understand it will never play it again.


Lesson leaned…


Summary
At a glance it may seem that the bad outweighs the good but all in all we’re happy with the launch. Even if it wasn't a massive financial success, was a lot of hard work and a Chinese person called our game ‘garbage’ the lessons learned are invaluable and more importantly it’s been fun.
With super Killer Hornet being releases on XBOX Live Indie next month I really hope we can take our own advice and avoid as many pitfalls as possible. Of course it’s a completely different medium so I’m pretty sure we’ll f**k it up somewhere down the line. 
We'll keep you posted...