ORBB was selected to be Amazonâs Free App of the Day (FAOTD) for March 15, 2015.
Since it was released on Amazon December 1st, 2014, ORBB sold a grand total of 10 copies at $0.99. No reviews.
So we had nothing to lose. ORBB was already a financial flop, but maybe this time the gods of mobile would smile upon us!
(drum roll)
On Sunday March 15th, we received a total of 100018 free downloads.
We also got to the #1 Overall Free position right next to Crossy Road! One brief moment of glory!
After the free day, we did manage to get a few paid downloads.
Mon 3/16 â 67 downloads
Tue 3/16 â 136 downloads, Â #63 Overall Paid
Wed 3/16 â 95 downloads
Thu 3/16 â 137 downloads, #57 Overall Paid
Fri 3/16 â 126 downloads
Sat 3/16 â 77 downloads, #95 Overall Paid
Sun 3/16 â 46 downloads, #130 Overall Paid
As of now, Monday 3/23, weâre at #151 Paid and falling.
Whatâs really sad is that you donât need many paid downloads to get to the top 100 on Amazon. Crazy.
Here are the totals.
100018 free downloads.
684 paid downloads at $0.99
340 new reviews with a 4.4 star average
Here are a few really awesome reviews... (actually we got a quite a few of them)
This is probably my favorite review of all...
So at least we have some great reviews!
Unfortunately, even though we have a game that people love and a game that resonates perfectly with the Amazon Kindle demographic, itâs still doomed to fall off the face of the planet into oblivion.
Weâre still happy we made a really fun game that people really enjoy, and also a game that new gamers and non-gamers enjoy!
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ORBB Postmortem: Why making a paid game was a bad decision
ORBB started off as the result of a 4 hour game-jam in 2013. We had this idea to make a never-ending planet-jumping game inspired by the classic game, Mr. Ninja.
(Image from SlideToPlay)
The core gameplay was simple: Jump from planet to planet to capture coins to finish the level. No time limit. No death. Yes fun.
It didnât really dawn on us to make it into a real game until we decided we wanted to start using Unity. We had no 3d experience,we had no Unity experience, and we felt this game was the perfect opportunity to learn as we go.
We wanted the game to have a simple structure that didnât require a lot of graphics and content, but one that we could still make juicy. For ORBB, all it really needed some spheres and 2d textures. No other 3d assets necessary!  The âphysicsâ model was very basic, and we could setup a simple prefab system as our template so we could quickly create levels.
This was going to be easy!
Our original goal was to finish it in 3 months. We worked on a beta for 3 weeks and then showed it off at GDC. It was received well. We figured we were on the right track, but after receiving some very observant feedback on some of the levels we designed, we decided the direction we were going wasnât true to the original core feel of our game-jam game.
The original gameplay was not timed. There was no death, and the player could jump about freely at their own leisure. Half the levels of our GDC demo were quite the opposite. We had timed challenges, insta-death, and very very difficult sequences of jumps you had to do to finish a level.
So we changed the focus of the game.
What we came up with was a series of gameplay obstacles that did not involve time, death, or any type of hardcore twitch timing. It was beautiful. The only issue was that we pretty much wasted a month on the other type of game.
Now at the same time we were trying to figure out how to build this game and keep our original core feel, we were also debating on the various types of monetization techniques we could put in the game. Powerups, cheats, special flying characters, extra levels, bonus stages, totally paid, paymium, ads, etc. Those can be really be put into three categories: consumable IAP, level packs, and a paid game. The first two being free with IAP.
We weighed out each optionâs positives and negatives.
Consumable IAP was good because it will allow us to convert people who could potentially download the game for free, and weâve seen decent numbers with our other games. On the other hand, adding consumables would require us to significantly change the gameplay to come up with the currency and consumable system. We decided against it.
Level packs made sense, because it would allow us to release the game for free to get the most exposure and downloads. We would get really good conversion if it did as well as our other games with the same model.
Having ORBB be 100% paid also made sense because we felt it was a solid game and would deliver a solid experience. We also have noticed more paid indie games get featured compared to games with free games with content as IAP. (fingers crossed)
We decided to just make it paid. We felt we could promote the game, and that the game was juicy and solid enough that people would not feel ripped off for a few bucks.
Back to development...
Weâre now about 4 months in, and weâre already getting sick of the game. Little did we know that level design sucks. At least it did for us. Even after agreeing to keep the same feel as the game-jam, our levels went this way and that way and every which way. It was tough to stay focused.
It wasnât until we had all the gameplay features and initial versions of all the levels, we were able to see the light at the end of the tunnel. 6 months of development time. Not bad right?
We started planning our launch with the help of Dana Trebella (@dtrebella). We opted not to shop ORBB around to publishers, but the thought did cross our minds. The reason we chose to go self published was because one of our goals was to start building our own brand in this younger market demographic. Our previous games were mainly doing well with the older demographic, and we wanted to branch out.
October 9th, 2014. Launch day. Thanks to Dana, ORBB received some pretty good reviews from a few great app review sites. We were very excited. We even got mentioned on the Touch Arcade roundup for that week the game came out. I put our chances of getting featured at about 50/50. By my calculations, getting featured would mean the difference between a 5 figure first month and a 3 figure first month.
We didnât get featured. We were sad, but not surprised. Now the big question is if ORBB can sell without a feature and some good blog reviews.
Here is the juicy information that will give you the answer to that question!
NUMBERS!
Launch day: (October 9th)
Price: $2.99
Downloads: 33
Revenue: $62.42
First 2 weeks (total):
Price: $2.99
Downloads: 104
Revenue: $204.94
(Note: revenue could be off because some downloads are promos)
As you can see, the numbers were very VERY bad. We hit the longtail 1 week after launch. We had hoped that even without a feature, we would be able to get 10-20 downloads a day longtail. We were lucky to get 2-3 downloads a day, if that.
We knew on October 13th, only 4 days after launch that ORBB would be a monstrous financial flop for us. Ugh.
As a last resort, we decided to go free on November 3rd. I sent email to a few free sites and luckily we got picked up by AppGratis.
App Gratis free feature: (November 3rd)
Price: FREE
Downloads: 34,308
Revenue ($0.99 after promo): $46.48
Whoa! We were really happy with the total number of worldwide downloads from the AppGratis free promo. The resulting revenue⌠not so much, but hey, itâs enough to treat a few people to some beer at GDC!
Moving into the holidays, here is the Christmas and New Years spike (or lack thereof).
Holiday spike:
Price: $0.99
Downloads: 16
Revenue: $11.16
Somehow AppTurbo caught wind of ORBB, maybe from the AppGratis promo, and they contacted us about going free sometime in January. Here are the results.
App Turbo free feature: (January 5th)
Price: FREE
Downloads: 30,295
Revenue ($0.99 after promo): $17.85
Another satisfactory result of a free promotion, at least for downloads. Also a few more beers for GDC.
Here are the lifetime graphs for downloads and revenue for ORBB.
I know that first graph is totally useless, so here is the download graph between the two spikes.
A lot of zeros and ones! We like to do business in binary!
ORBB lifetime statistics: (as of January 22nd)
Total downloads: 64,777
Total revenue: $323.70
Total development time: 6 months (2 people)
As you can see, this is utter destruction of any type of business model. We chose poorly. Very poorly.
In retrospect, we could have done a few things differently, but the outcome was never guaranteed. We could have forced the 3 month development cycle, but would we be happy with the game we made? Even if we went free with IAPs, I just donât think the game would have been interesting enough to the people who feature games. I think we would have drawn a larger indie following if it were more twitch-based, but then we would have moved away from the whole purpose of the game in our minds.
Going into this whole ORBB experience, we had a few goals, and we actually achieved some of them. We wanted to make a quality gaming experience that people enjoyed. We wanted to up our Unity experience and publish something to the stores. We wanted to have a game that was polished and finished so we could actually say, âWe did this!â
We met all of those goals and are very happy with the results. What makes us the happiest is that we were able to maintain a 5 star average as the result of the first free promotion, and now after the second free promotion, we still have a 4.5 star average. The reviews say a lot of good things about ORBB, and that makes us proud. We made a fun game!
Unfortunately, positive reviews donât pay the bills. Having a well-liked game is not a guarantee. As indie game developers, we need to ship, and ship games that make money. That is the biggest lesson we learned from ORBB. Taking a big leap into an unknown market is taking a big risk. Luckily we had the time and were doing ok with our other games to take this risk.
Our advice to anyone wanting to make games or branch out to different type of games or apps is thisâŚ
Define your goals and have realistic expectations.
You have to honestly ask yourself questions like these:
Am I making this game to flex my creative muscles, or am I trying to build a business?
Do I have enough money to last through development?
Do I have enough money if this game flops?
How much risk can I take?
If youâre willing to take risks and have the money to do it, then you can pretty much do anything you want. However, if you have a family to feed and bills to pay, you have to be responsible with your plans and expectations.
For us, we learned our lesson, and we simply cannot afford to release another financial flop like this.
Thatâs why we wonât be releasing a paid game for a while.
Weâve come to the conclusion that itâs no use making a paid game if it doesn't get featured by Apple. Not that our game was worthy by any means, it just would have been nice. Iâm sure we could have made a few more revisions, beta tested the crap out of it and eventually come to something really worthy of a feature, but we had to cut our losses at some point. That point was just after 5 months of development.
Thankfully, we still have our good old freemium games that keeps our blue collar indie careers going and our families taken care of. Weâll definitely be releasing a couple more freemium games in the coming months and years.
The other day, I learned that one of our games was copied. It was copied in spirit, gameplay, monetization, and even the help screens.
Since the actual layout is slighty different, and the content is different, we canât really do anything about it. In fact, some people would say this isnât a copy.
We know it was only a matter of time until this happened, so it didnât surprise us. What surprised us was that we had some loose business associations with the other company. We were doing direct deals for them in Chartboost.
I had already spoken with the other company before regarding our direct deals, so I fired off an email. Just to see what they would say.
Hi,
I noticed that you paused one of the direct deal campaigns, so we just decided to end the other one too.
I also must say we are a bit disappointed with your <game>. It is very similar to our <game> in spirit, monetization, and even the help screens.
We know we canât prevent people from using our games as inspiration, but since we were loosely doing business together it was a bit of a let down. :(
Cheers and happy holidays.
-Kyle
He did respond by saying they had already been planning this game before our direct deals.
Ok.
I can respect that they copied a game that is doing fairly well. Business is business after all. Weâve actually borrowed a few ideas ourselves.
Making cool icons is an artform unto itself. Making an icon for a word game is even harder without it looking like every other word game icon out there.Â
For Word Wall, we really wanted to NOT do the typial showing of 2 offset tiles or just the simple name of the game. Initially, we were thinking about contracting out the icon but decided that I would do it because we're cheap and wanted save a few bucks and be lean.
So starting out, here's the gameplay screen I had already finished. I really wanted the icon to have the same feel.
I guess we have to use the name of the game. There really isn't any other way since our game doesn't really have fancy gameplay and graphics.
v1: Original idea. "Word wall" as bricks. I really wanted something that represented the gameplay. Not bad.
v2: Made the blue brighter. It just seemed washed out.
v3: Slightly changed the colors of the blue bricks to help give it some depth. Also added in some surrounding words since there was just a lot of white space.
v4. The white words look awful. Changed font color to grey.
v5. Experimented with lower case fonts. Made the surrounding words darker.
v6. Back to uppercase. Lowercase words just looked too "kiddy".
v7. Even darker font.
v8. Still looks washed out. Even darker font. Added blue border. Now this is something that looks somewhat presentable.
v9. Back to different color of blue bricks.
v10. The spacing of the blue tiles in relation to the whole icon looked a bit off, so I scaled the words and bricks down. It still should be readable on a retina device. Made the blue the same color again. The blue isn't overpowering the icon anymore.
v11. Experimented with different font.
v12. Another font experiment
v13. Back to original font. Decided to scale "WORD WALL" up slightly to help it pop off the icon.
v14. Its still looking flat, so I added an extruded border plus some drop shadowing. Looking good!
v15. Tweaked the drop shadow.
v16. Final tweak of the drop shadow. Darkened it slightly, and made it so that it looks like its lit from the top.
DONE!
And all the iterations as one image.
Hope that was useful! =)
If you want to check out Word Wall, it's available for free on iOS.
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Designing the game by checking out the competition
Although Iâve seen a few apps out there that seem to be innovative, most of the apps around easily fall under existing categories and are mostly improvements or recognizable twists of old reliable concepts. Â Our own apps, for example, were inspired by games we enjoyed in the past. Â We made a few changes to keep things original enough, but we also wanted to make sure that the game would remain mostly familiar to the market. Â Too much originality borders on the artsy or on the unrecognizable.
We actually have a couple of games we want to release in the next six months. Â With a very high goal of releasing at least one a week. Â The target is meant to be high so that we work like crazy to meet it. Â One of the challenges of being an indie developer is living up to a deadline as you are accountable to yourself for the most part. Â But I digress, the point here is about checking out the competition when we design a game.
Here are some of the things we do once we have a concept:
1. We check whatâs out there to see if thereâs room for our app. Â We pretty much have to know who we are going up against when we pitch a game design. Â We have to know that we are sufficiently different that weâre not another me-too product, which is a matter of pride for us, and we have to know that a decent share of the guys who like these games will like ours, too. Â If we think we can get a segment of the market with our concept, then we go to step two.
2. Knowing that we can go against some of the apps in that category means we have a good idea. Â But, the idea itself is not even 50% of the app. Â What matters is being able to see the idea realized in the world of the iOS device. Â if we canât get a good user interface in place, we pretty much kill the idea or put it in the back burner. Â Coming up with an interface we love is what this is all about. Â It has to be intuitive more than anything else. Â And, again, checking the competition to see if we got this right is important. Â We take time to check out the interface of the games out there. Â We know which ones we love, which ones we respect, and which ones we hate. Â More importantly, we know why we feel that way about them. Â We get what works and make sure we avoid what doesnât. Â Almost always, the most intuitive interface wins. Â And we always try to make it intuitive. Â Of course we canât expect everyone to agree with our tastes but we should at least be certain of its simplicity or else not do it at all. Â It should require, if at all, a one time tutorial that no one will need to revisit. Â Ever. Â If you think for even a second that this isnât true for your interface, we recommend that you revisit it.
3. Naming the game and making the icon. Â Again, we have to look at the competition here. Â I mentioned an app has to remain recognizable even when it is original. Â You canât have a cute face for an icon and then people open the app and find out the game has almost nothing to do with the cute face. Â You canât have a word tile and have an app that doesnât use a word tile. Â At the same time, you canât have a mature and serious looking icon and inside youâve got eye candy that nobody will guess you have. Â The same goes for the name. Â Your name has to let the potential buyer have an idea of what the game is all about. Â Thankfully, because there are so many familiar big hits out there already, sometimes a game just needs to look like (in terms of the icon) or sound like (in terms of the name) a popular game. Â I donât mean an outright copy. Â Letâs have some self-respect here. Â But I am talking about the overall look and feel being familiar. If youâve gone to a bookstore and seen the bestseller section or even the chick lit section or pay close attention to how movie posters are done, youâll see that a lot of them look like the last one that was a big hit. Â Itâs so people will relate the good feeling they had with the last one with your new, untested product. Â It works and you should respect that technique. Â And it helps later on when someone sees your customer playing your game and they ask what the game is. Â And it also helps for impulse purchases when someone sees your icon or reads your name. Â You want a name that has great recall and says what itâs all about so it is both memorable, searchable, and identifiable when the time comes. Â There are some games out there that says nothing about what the game is about.
Not everyone will agree to this approach. Â There are games out there that weâve seen hit the top ten that defy any logic we can think of. Â But we feel this is the approach we want and we think this approach works when you donât have the marketing budget that allows for the noise needed to give attention to your product.
We appreciate your thoughts on this. Â Do feel free to share them at our blog.
As independent game developers, coming up with ideas is the most challenging step of the process. We must take into consideration a variety of factors and constraints, otherwise bad things can happen. The project could take forever to finish, the game may make no money, and maybe weâd get bored of working on it.
The basic factors and constraints we take into consideration when we pitch ideas to each other are:
Manpower
Time-frame
Budget
Game Genre
Market focus
Programming
Art and Sound
Game data creation
As we narrow down the list of ideas, we compare the factors and constraints against each other to determine whether or not itâs actually feasible or worth our while.
Manpower vs. Time-frame
Since weâre only 2 people, we have to choose projects based on how much work we think we can handle. Weâre both trying to do this full time so we have the time to invest, but since we want to be profitable, we need to invest our time wisely. This means choosing a project that is time-limited because we want the best return on our investment of time so we can continue to support ourselves. As we continue to add to our portfolio of games, we will develop more complicated longer-development games. One company we look up to is NimbleBit. They first released simpler casual games, and now they are releasing super-awesome games.
Budget vs. Programming, Art, Sound, and Asset Creation
I know weâll get some heat for this, but we are trying to do things without outsourcing any programming, art, sound or asset creation. This means weâre doing everything ourselves. We are trying to cut down on costs when necessary by not outsourcing, to maximize our profits. Part of our design decision factors in what games we can do without the need for outsourcing.
Game Genre vs. Market focus
Choosing the genre of game is very critical. Entering the app store with a copycat game or a clone could potentially pay off big, but the risk of falling into oblivion is much much higher. We tend to focus on games that are niche and do not have competition in the app store. SwipeTapTap is a good example of this. There are not very many high quality gesture based reaction games out there.
Game Genre vs. Time-frame
Depending on the genre of game, you also affect your development time. Obviously a Tiny Wings, Spy Mouse, or DragonVale would be an awesome project to work on, but since we are limiting our development time and budget, we choose to stick to genres where we can do everything ourselves. Puzzle games and Word games.
Programming, Art, Sound and Game Data Creation vs. Manpower
This was mentioned briefly before in relation to budget, but I would also like to point out that we choose an idea over other ideas because of the speed of implementation, puzzle creation, graphical design, etc. Out of our huge list of ideas, we choose the ones that we can do ourselves and can be done in 1-2 months. We choose the games we can bring the quickest to market. This helps us maintain maximum efficiency as a company trying to make money, and also reduces the chance someone will implement the same idea. In the last 6 months, 3 ideas we had on our to-do list reached #1 free overall US. Doh.
Games vs. Utilities
Another important point is that choosing to do a game over a utility is a double edged sword. Yes, releasing a game in a market where the majority of downloads are games is good, but itâs also bad because you could be instantly lost if the game has any problems with crashing, the UI, the graphics, or just maybe itâs just not enjoyable. A niche utility has the same potential to get to a large amount of people, but you need to come up with a solid idea. In the end, we chose games, because we love doing games.
Thanks for reading. If you have any comments on how you go about brainstorming, weâd love to hear them!
MochiBits released Swipetaptap (STT) earlier this year. Â I think the game was a hit. Â It was the first game MochiBits released and it was featured as a New and Noteworthy app about a week into its life. Â STT climbed the charts and brought good money for two guys who were proud of their creation.
What was interesting was that although STT received great user reviews, averaging 4.5 stars, it didnât stay in the US top 200 list for long. Â Soon after the boost from the New and Noteworthy list passed, STT fell off the top 200 list and went for an almost immediate landing to a strip outside the top 1000 sales. Â I couldnât get why such a solid game didnât keep.
A lot of things make more sense on hindsight and this is one of them.
STT was designed with the intention to put the hand-and-eye coordination gamers are known for to the test. Â As one reviewer discovered, getting through the game was not a question of âifâ a player will fail but âwhenâ. Â Although a player can complete a lot of stages, if not all of them (except the endurance mode), the player will feel that the game is just waiting for that one mistake that will spell the end of the stage.
And this was how it was meant to be. Â My partner and I loved the challenge it gave. Â We could barely finish all the stages, but we did after a lot of practice that we both loved putting into the game. Â The user interface was smooth, the gameplay was fast, and it was every bit as enjoyable as we wanted it to be.
We released STT thinking gamers would feel the same way. Â And, as our ratings show, they do. Â But it wasnât enough to let the app fly. Â And, although it was a pleasure to have people rave about our game, it would have been great to see the game take off in a bigger way.
Now, hereâs the thing, My wife told me the game was too fast-paced to play, too tough to enjoy, during the beta testing of STT. Â It may have been hubris that made me say to her, âItâs because you arenât a gamer. Â Gamers would find the pace just right,â but it didnât feel like it at the time as I had a couple of friends who were gamers who thought it was an exciting and cool game. Â My partner and I even joked a bit about how some people will never get how fun the game is if they donât give it the time needed to master it.
And this is the tough lesson: Â Some games are great, but they are for a niche market. Â If the gamer was the market in the past, the iPhone has changed their status into niche. Â Given how millions of people who donât really play games on any other device (mobile or otherwise) now play hours a day on an iPhone, the gamer is now the very small minority of the gaming industry. Â STT is a fast-paced game for people with above average focus, reflexes, and coordination. Â This means someone who doesnât possess all three traits wonât appreciate the game. Theyâll be frustrated. Â They could spend the time to improve their skills so they can enjoy the game, but why should they? Â There are thousands of games out there that let you feel good as you finish stages without asking you to master the game (and there are endless games that let you know itâs okay if you die or fail at any point in the game, just beat your best record if you want to, and people get that).
This is why I have some really good games in my iOS device that are not huge hits in the market or only had a momentary success at best. Â The gamer doesnât own the developerâs attention the same way they used to. Â Itâs the casual player who owns it now. Â The guy who says that s/he doesnât really play games but plays hours a day of this or that game is now the real market.
This is the guy who doesnât want to spend hours mastering a game as gamers are often willing to do.  This is the guy who wants to know s/he can get it right practically the first time around.  This is why some games that at first glance shouldnât be popular are.  Anyone can enjoy the game; the player doesnât need better reflexes or better strategies.  Itâs mostly just patience, luck, and, well, simple fun.  And I get that.  There are times when I do enjoy the casual game.  This is why I also have some  games in my device that are huge, long-running hits in the market, but arenât jaw-dropping experiences.
That said, I still want to design games that are for gamers. Â But first Iâll do a few casual games to give me the resources to do just that without worrying about how to pay the bills.