May 4, 2015
Project: dither (Play dither: http://xfunnyname.com/dither)
Leave your thoughts
May 4, 2015
Project: dither (Play dither: http://xfunnyname.com/dither)
January 14, 2015
DevPix is a new way for me to keep this blog interesting and up to date.
Every month I will create a new DevPix post. During the month I will update it with images of games and 3D stuff I’m working on. That way you (and I) can follow the progress of my projects.
3D – Project Felidae
Game – Project 2playerbattle
Finished! I released the game 🙂
January 13, 2015
It’s time to show some numbers. It’s time for some thoughts. It’s time for a recapitulation.
Additional read: Discussion on reddit /r/gamedev/
1 – A Story About Clones PAID – Sales (August 2014 – January 2015)
Price: ~$1,99 | Since January 2015: ~$0,99
Appstore: 12 | Playstore: 16 | Windows Phone: 1 | Amazon: 1
1.A – Appstore Sales
1.B – Playstore Sales
2 – A Story About Clones FREE – Installs (October 2014 – January 2015)
In October 2014 I released the free version of the game.
Appstore: 424 | Playstore: 112
2.A – Appstore Installs
That’s crazy! What a spike! I had high hopes when I saw that and I didn’t expect that the downloads go back to zero so quickly and abrupt.
2.B – Playstore Installs
In contrast to the Appstore it had not many downloads on the release day but do you see that spike in November?! That’s because androidpolice.com featured the game as WTF game of the week 🙂
2.C – Press
And yes, I wrote to the press. I sent out about 60 mails to inform gaming sites about my game. I got a hand full of responses (from which some suggested to pay for a review) and three features (androidpolice and two reviews from German sites) that I list on the game’s website astoryaboutclones.com.
2.D – Comparison with my old game
Whaa?! Why are the people still downloading my old game? The game that’s almost a rip-off of Flappy Bird. The game that has no personality at all.
I want them to play the successor, my new game. I want them to play the story mode. I want them to laugh about the jokes I put in there. I want them to enjoy the visuals and the different gameplay styles…! And the music I made.
Maybe it’s because they want smaller games with one simple mechanic. Maybe it’s because A Story About Clones is too weird, too unpolished, too offbeat. Maybe the description isn’t good. Or they simply don’t know about it while Urban Bird Flip 3D got some attention as an entry to the Flappy Jam.
3 – Browser Version – Gamejolt vs. Kongregate
I also released a browser version of A Story About Clones. I put it on Gamejolt and also on Kongregate. What I find interesting when comparing the receptions of my game from both sites is that they seem to have completely different audiences.
Overall Rating: 4.5/5 (8 ratings)
Overall Rating: 1.86/5 (N/A)
That are not enough plays to draw a conclusion from but I think that Gamejolt is the better place for indie developers to find an audience that is interested in weird and experimental games.
4 – Amazon’s Apps – Developer Select
A Story About Clones qualified for Amazon’s Developer Select program.
In order to get the game qualified it has to meet certain requirements like GameCircle integration, device compatibility and HD optimization.
The Developer Select Benefits:
500k ad impressions. Sounds like a good thing, right?! Premium placement! I want that! People will see my game and they will buy it!
Amazon started the campaign for my game on January 1st and it will run the whole month. To get some people to buy it I set up a second campaign for the same time frame. A price drop from $1.92 to $0.99. I named it Urban Price Drop Deluxe 🙂
Now its January 13, and I still sold only one copy.
500k impressions… What kind of impression?
Is this is an impression?
____ ____ ____ ____ ____ ____ ____ | | | | | | | | | | | | | | |____| |____| |____| |____| |____| |____| |____| ____ ____ ____ ____ ____ ____ ____ | | | | | | | | | | | | | | |____| |____| |____| |____| |____| |____| |____| ____ ____ ____ ____ ____ ____ ____ | | | | | | | | | | | | | | |____| |____| |____| |____| |____| |____| |____| ____ ____ ____ ____ ____ ____ ____ | | | | | | | | | | | | | | |____| |____| |____| |____| |____| |____| |____| ____ ____ ____ ____ ____ ____ ____ | | | | | | | | | | | | | | |____| |____| |____| |____| |____| |____| |____| ____ ____ ____ ____ ____ ____ ____ | | | | | | | | | my | | | | | |____| |____| |____| |____| |game| |____| |____| ____ ____ ____ ____ ____ ____ ____ | | | | | | | | | | | | | | |____| |____| |____| |____| |____| |____| |____|
Developer Select Campaign metrics:
(January 1st – January 13th)
5 – RevMob vs. Chartboost
With my first Android game (Urban Bird Flip 3D) I tried out RevMob to make some revenue.
On October 22, I switched to Chartboost to see how that would change my revenue.
Chartboost (10/14/2014 – now): $4.62
RevMob (02/22/2014 – 10/14/2014): $10.56
Most of the days Urban Bird Flip 3D makes no revenue with Chartboost but a few people installed the advertised apps and that converts to significantly more money than only an impression or a click on it. With RevMob I never had installs. I guess the ads Chartboost delivers to the users are more appealing to them. That’s why I’ll use Chartboost for my next game.
If you want to play A Story About Clones check out the game’s website.
October 6, 2014
the launch of my first commercial game “A Story About Clones” wasn’t what I call a success.
I sold about 15 copies.
I think I didn’t manage to communicate what makes my game a unique and fun experience. On top of that I released the game when Apple released iOS 8. Wasn’t the most clever thing to do, I guess. But I’m still learning here 😉
They liked my game and it was great to get feedback after all the months of developing it.
The downside is that it had ZERO impact on my sales.
New domains and websites:
I have a new website for the game:
And a new domain for my games:
I challenge myself to make a game every month!
You can do that, too. Check out onegameamonth.com!
My next project will be a 2 player multiplayer game that you can play together with a friend on one mobile device.
September 18, 2014
My first commercial mobile game is now available:
Google Play Store (Android):
For trailers in English check out my last post.
I will write more about the release and new projects soon.
Zweiter Trailer auf deutsch:
September 15, 2014
Und einen gibt’s auch auf deutsch:
September 2, 2014
One of the most difficult tasks: Marketing.
I’m not the person that talks much about his work. That’s a problem and a thing I have to learn.
I should have talked about it months ago. Reach out to people and tell them what’s great about my game. But I was so busy working on it and I didn’t tell people about the progress the game made. That’s something I have to do better from now on.
You can help me with that: Follow me on Twitter and my new Facebook page and share it with your friends. I will try to put out cool stuff that’s worth sharing.
May 28, 2014
I’m currently working on a story mode for Urban Bird Flip.
Check out the video and my DevLog on the TIG forums!
May 8, 2014
Topics in this blog post aaaarrreeee…
For a friend I designed labels for a fictional beer brand. The ship in the logo is a render of gregzaal’s model which you can download here: http://www.blendswap.com/blends/view/66638
I also modeled a bottle in Blender and rendered a promo image.
–> Quick tip on how to get condensed water on bottles in Blender :
I used two Particle Systems. One for big drops and one for small drops.
And a vertex group to have control over where on the bottle the drops appear.
I took the time to have a look at my Flappy Jam entry Urban Bird Flip 3D again and updated a few things.
I changed the shaders, built a new GUI and updated the RevMob and Google Play Game Service plugins.
The pitch black shadows are gone now and everything feels much warmer and more cartoony.
I also optimized the code after I checked out Unity’s guides for mobiles:
Use object pooling instead of Instantiate and Destroy.
Check out the helpful Guides to Optimization for Mobiles:
My entry is Easter Color Beat Machine Deluxe and you can play it here!
If you want to make rhythm games with Unity check out
In terms of revenue nothing big happened last month which isn’t surprising because I did not release anything new. I’m still waiting for the job center to decide whether I get the support or not.
February 2014: $0.46601
March 2014: $3.65716
April 2014: $1.90376
Now I will work on a little story mission in Unity and try to figure out a good way to display dialog and make cinematic camera movements and stuff.
Feel free to comment, check out the games and beat the high scores 🙂
See you in the next post.
March 31, 2014
… a success? … a failure? … something that will keep me busy for a long time?
I don’t know. But there is one thing I know for sure: I have to try it!
I want to make games. I want to be able to work on games full time. The problem is a familiar one: Money. If you don’t have money you need a job and if you have a job it might take forever to finish your own projects.
If you make games you probably have a talent for finding solutions. So I thought about what might be a good solution for my problem and I came up with one:
In Germany you can get governmental support for starting a business. In my case that support would be money to pay my rent and to keep me alive and a little bit on top of it. Of course you have to do something for it:
I managed to write a business plan and already got a positive statement from an expert. Now I have to wait for the job center to decide whether I get the support or not.
If I don’t get the support I’ll have to think about another solution but if I get it I can start my business and the real work will begin.
I’m already working a lot to prepare the business:
It’s a lot of work but it’s also very exciting and fun when your ideas begin to take shape. There is also doubt but I think that’s always the case if you try something new.
I just see it like this: If my business fails I learned a lot and created cool stuff that I can use to apply for a job. If it works out well, yeah, that would be even better. So it’s a win either way 🙂
First experiences with Google Play Store
In my last post I promised to tell you about how the ad service RevMob works out for me.
I did my first steps into the Play Store with my Flappy Jam entry Urban Bird Flip 3D.
So here are some statistics.
Urban Bird Flip 3D earnings in total:
Hmm, it’s a start.
I’ll top that with my next game.
It’ll be something different and more original.