Brief update

Well, we’ve had another quiet week – still waiting on artwork and just fixing bugs and minor design flaws here and there. I spent a day getting the old version of Triangle Man ready for distribution via an initiative that we actually ended up missing out on. I’m contemplating whether we might release it anyway (for free). I added in a full-screen advertisement for the current version of Triangle Man (which only shows for a few seconds when you exit the game, don’t stress), so perhaps it will drive a bit of traffic.

Thank you to all those who offered words of comfort and advice after my blog post last week – you do help so much!

Stats:

  • Games I’ve been playing: The Sims 3. FFXIII-2 – I’m a sucker for anything Final Fantasy. I think it might be the cheesy storylines. COD2 – I seriously think I played this only because my PC has exploded and I’ve finished (or close to finished) my other Xbox games.
  • Media appearances: 0
  • Events attended: 0
  • Site views: 601
  • New Facebook fans: 2
  • New Twitter followers: 22
  • New Google+ followers: 0
  • Levels created: 0
  • Lines of code written: 20
  • Ciders consumed: 2
Posted in Bec's Blog, Blogs | Leave a comment

Dev Lull

Hey all – short update today.

Last week I skipped my normal blog post in order to share my research on digital PC distribution channels for indie games. I was really surprised at the response I received! I’m glad so many people found it useful.

We actually had so many views after I uploaded it to reddit that our site crashed under the pressure. Lessons learned: always make a backup of important posts and scale down images before uploading them.

Posting this research turned out pretty well – so many people helped me to correct mistakes and fill in the blanks. Yay for crowdsourcing! I’ve been continually updating the post – if you haven’t read it since I posted it last week then you should check back and see the other 5 or 6 sites that have been added. I’ve also been contacted by a number of the admins of the sites I listed, so this has been a good way to get in contact with them before actually submitting anything.

However the explosion in site views, both on our website and Desura has not resulted in a single sale. While the blog post was not in any way meant as an advertisement for Triangle Man, it is kind of disheartening to see that not one of the people who viewed our site in the last week thought that Triangle Man was worth buying. The lack of sales is really starting to get us down and making us question whether it is worth putting much more effort into finishing Triangle Man. What is the point if no one is going to buy it?

And we’ve been pretty quiet on the Triangle Man front lately – we’re currently waiting on artwork and don’t have much to do until that is done. So we’ve been having discussions (again) about what our next titles will be. We’re still not really close to making a decision on that front :/ We’ve been playing a lot of table-top and card games together to just relax a little after the last few months of grinding through Triangle Man. Despite the fact that we all work in the same office, it seems we’ve grown a bit distant, so playing games together is a good bonding exercise.

Until next week!

Stats:

  • Games I’ve been playing: The Sims 3. I can’t stay away from this one..
  • Media appearances: 1
  • Events attended: 1 – PAX Aus industry mixer.
  • Site views: 2,456
  • New Facebook fans: 2
  • New Twitter followers: 17
  • New Google+ followers: 1 (thanks Josh!)
  • Levels created: 0
  • Lines of code written: 0
  • Ciders consumed: 4
Posted in Bec's Blog, Blogs | 3 Comments

Where can I sell my PC Indie game?

In an effort to increase our sales numbers we are looking into all the different places that we can sell Triangle Man. Before starting this research I had no idea that there were so many different online distribution channels for PC games. It has been really difficult to gather this info – there wasn’t a nice central location where I could find it all (though this blog post was amazingly helpful, and inspired mine).

 

So, I thought it would be a pretty good idea to share this info and save you all some time. This is for Windows PC games only, since that is what Triangle Man is. I didn’t cover sites like Kongregate or other browser based games sites. Someone did point me towards a site called Gumroad which lets users sell their products without a store. All they need to do is share a link with users. If we ever decide to sell from our website, then this is something we’d probably utilise. Update: I was also contacted by the developers from IndieGameStand which is a site that sells a different indie game every 4 days – they have a Pay What You Want model, plus a percentage of all sales is donated to charity.

 

If you are able to fill in any of the “unknown” sections in this, it would be greatly appreciated. Please also let me know if you know of any more pros or cons for any of the sites.

 

Also, the “daily visitors” numbers were taken from this site: http://www.statscrop.com. The numbers I received were obviously incorrect, however they do seem to be proportionally incorrect, if that makes sense. So, what I’m going to do is use those numbers and compare each site to Steam. So I will list a percentage for each site – for example, if the percentage is 30% that means the site gets 30% of the number of visitors that Steam does (please excuse my terrible grammar).

 

Someone also pointed out that most sites either pay quarterly or monthly – for those sites where I’ve written “no idea”, it’s probably a safe bet that they pay quarterly or monthly.

 

As someone pointed out on TIGSource, I really don’t have much idea what I’m on about when I’m talking about DRM or licensing. I’ll remove that section and just post my discoveries in the pro/con section.

 

I had a few comments telling me that I should be charging for this info! That doesn’t really sit right with me. However, please feel free to purchase our game if you feel the need to show your appreciation. I might be biased, but I think it’s pretty good. If you’re poor you can even download the demo for free!

 

Enjoy :)

  • Steam

    • Daily Visitors: 178, 500 (100%)
    • Number of games available: 5726
    • Revenue Split: Variable, guestimated to be around 60/40. (dev/steam)
    • Approval method: Via Greenlight for new developers
    • Monetisation methods: Outright sale +DLC. I don’t think IAP are supported (Update: apparently IAP are supported – my bad)
    • Payment details: I’ve no idea. Quarterly?
    • Pros: 
      • HUGE platform! Minimum of 2.5 million online users at any time.
      • Indie friendly
      • Quality control
      • Developers have control over price
      • Games periodically promoted in client, on website.
    • Cons:
      • WIP games not accepted
      • Gamers must have Steam client installed
      • Difficult and time-consuming to get onto platform.

Desura

 

    • Daily visitors: 13,440 (7.5%)
    • Number of games available: 957
    • Revenue split: 70/30
    • Approval method: Submit via web form, after registering. OR create game profile on IndieDB and/or ModDB and hit the “publish” button.
    • Monetisation: Outright sale
    • Payment details: Via PayPal, every 30 days, only if you make $500 or more (Update: Apparently you can ask the admins to pay you even if you didn’t meet the $500 requirement)
    • Pros:
      • Indie Friendly
      • WIP games accepted (under alpha funding)
      • Quality control
      • Developers have control over price
      • Admins are in our time zone (Australian Eastern Standard Time)
      • Admins are really patient (trust us, we tested!)
      • Developers have control over all marketing materials + news articles
      • Updates usually approved quickly (< 1 week)
    • Cons
      • Gamers must have Desura client installed (Update: apparently developers can decide to sell straight from Desura’s site with no need to go through the client)
      • Not as many users

IndieCity

 

    • Daily visitors: 1029 (0.6%)
    • Number of available games: 344
    • Revenue split: 75/25 or 85/15 if you use incorporate their SDK into your game
    • Approval Method: Peer approved to make sure games are functional (and that they’re games)
    • Monetisation: Outright sale
    • Game requirements: 
      • Listed here, though I’ll explain them a little:
      • Provide .exe and component data
      • Component data must be < 1gb in size
      • Need to indicate dependencies (which makes me think they will handle them)
      • If you provide a demo, it must not have links external to IndieCity
    • Marketing requirements:
      • game logo/cover – 253 x 118 (png or jpg)
      • 5 screenshots – 960 x 720 or 960 x 540
      • Installer image – 164 x 314 (bmp)
      • banner image – 150 x 57 (bmp)
      • at least one YouTube video
    • Payment details: Via paypal, paid per purchase with a 14 day delay.
    • Pros:
      • Low barrier to entry for getting your game on the platform
      • WIP games permitted
      • can set your own domain (ie. triangleman.indiecity.com)
    • Cons
      • Low site traffic
      • Gamers must have IndieCity client installed
      • They have the ability to reduce the price of your game by 10% without your consent (for sales purposes)
      • No quality control – as long as a game doesn’t break, it will be accepted
      • You need to implement your own copy protection – though using their SDK

IndieVania

 

    • Daily visitors: 1218 (0.7%)
    • Number of available games: 511
    • Revenue Split: 100/0
    • Approval method: Register to the site and submit game (via webform, I assume). The game must be approved by a moderator. (Update – seems the only way is actually via the generic “Contact Us” webform.
    • Monetisation: Outright sale
    • Game requirements: None
    • Marketing requirements:
      • YouTube video
      • Game Logo (not sure on size)
      • Cover image (not sure on size)
    • Payment details: Via PayPal, almost immediate.
    • Pros:
      • You keep all the profits
      • No additional client for gamers to download
      • WIP games accepted.
    • Cons:
      • It seems like the games (and updates) take a long, long time to be approved. There also seems to be little communication between the moderator(s) and the developers. There are some developers who have just written: “DON’T DOWNLOAD MY GAME FROM HERE” all over their pages since their updates are never approved :/
      • Developers are responsible for refunds
      • No copy protection
      • Poor site traffic
      • No quality control

LittleIndie

 

    • Daily visitors: 95 (0.05%)
    • Number of games available: 32
    • Revenue Split: 80/20
    • Approval method: Email game details to site admin.
    • Monetisation: Outright sale
    • Game requirements: 
      • Unsure about any requirements
    • Marketing requirements:
      • Game logo/cover (not sure about size)
    • Payment details: No info on this.
    • Pros:
      • WIP games accepted
      • Udated frequently which means the admins must be diligent
    • Cons:
      • Gamers must download the LittleIndie client
      • Very low site traffic

GamersGate

 

    • Daily visitors: 18,900 (10.1%)
    • Number of available games: 4,252
    • Revenue split: 70/30
    • Approval method: Email them your game info – the games are approved by the site admins.
    • Monetisation: Outright sale (everywhere), free to play with ad support (US, Canada, Sweden, Norway, Finland, Denmark ONLY so far).
    • Game Requirements: The game must be functional (though this rule is relaxed somewhat with WIP games) and doesn’t include explicit or overly offensive content.
    • Marketing requirements: 
      • Box art
      • Screenshots
      • Trailer
      • Large promo image for game page (no idea about sizes for any of these)
    • Payment details: Monthly, quarterly or 6-monthly as per the request of the developer. This is done via direct bank transfer. The developer must provide a VAT number or equivalent.
    • Pros:
      • Quality control
      • High traffic
      • Sells indie games
      • No client for the users to download
      • Supports WIP games
    • Cons:
      • I believe they might not be as friendly to “new/unproven” developers, however that’s just a guess based on the available games. (Update: I was contacted by Gamers Gate to say that they accept anyone and they try to get as many new/unproven devs as possible – hence why they have such a large catalogue!)
    • Other notes: Once a user owns a game they can download and install it on as many machines as they like. I’m not exactly sure how this works. (Update: The lovely Gamers Gate people also told me that DRM is optional and they can implement it with SecuROM if that is what the developer wishes. However if the game is already available DRM free elsewhere then Gamers Gate would like a DRM free version too (which is fair enough)).

Awomo

 

    • Daily Visitors: 378 (0.2%)
    • Number of games available: 165
    • Revenue split: no idea
    • Approval method: Send an email to initiate discussions.
    • Monetisation: outright sale
    • Game requirements: no idea
    • Marketing requirements: 
      • Box art
      • Trailer
    • Payment details: no idea
    • Pros:
      • based in Germany, so you’re hitting a different market
      • Users do not have to download the full game if they don’t want to – games can be streamed.
      • Cloud saves
    • Cons: 
      • Low traffic
      • Users must download the Awomo client
      • Your game needs to be in German and English
      • Doesn’t support WIP games
      • Not much info available

ImpulseDriven

 

    • Daily visitors: 9,240 (5%)
    • Number of games available: 1,871
    • Revenue split: 70/30
    • Approval method: Sign up to the website, then add your company and game. I imagine these need to be approved by their QA team.
    • Monetisation: Looks like outright sale + dlc
    • Game requirements: I’m unsure
    • Marketing requirements: 
      • Screenshots
      • Cover Image
      • Game Icon
    • Payment details: no idea
    • Pros: 
      • Looks like they have some quality control
      • Site admins are very active
      • Fair amount of site traffic
      • Indie games welcome
      • Owned by GameStop, so possible cross-promotion via their physical stores
    • Cons:
      • Looks like most games need players to download their client
      • Doesn’t support WIP games

BeamDog

 

    • Daily visitors: No information available
    • Number of games available: approx 500
    • Revenue split: Not specified
    • Approval method: Email them to begin negotiations
    • Monetisation: Outright sale
    • Game requirements: No idea
    • Marketing requirements:
      • Screenshots
      • Large background image
      • Game cover
    • Payment details: No idea
    • Pros:
      • Price is developer set – including sales
      • Release dates fully controlled by the developer
      • Very active forums
    • Cons:
      • Gamers must download their client to get the game
      • Not much information before contacting them..

GameHouse

 

    • Daily visitors: No information available
    • Number of games available: 1,953
    • Revenue split: 70/30 for 3rd party developers
    • Approval method: Create an account and then follow the info on the submissions page. However I could not create an account because I kept getting the error “Invalid CAPTCHA attempt” despite the fact there is no Captcha on the account creation page. Apparently the submission process works similar to Valve’s previous one – you can send them incomplete games as long as they are in late beta. They will review them and decide whether to publish the finished product.
    • Monetisation: outright sale and a monthly subscription for access to all the games. The players don’t technically “own” them, they must log in to GameHouse each time in order to play.
    • Game requirements: Long list incoming, sorry
      • game must not self-update or self-check (I guess if you have your own “drm”)
      • all dependencies must be included in the installer
      • must be 32 bit windows executable with .exe extension
      • must be uncompressed
      • .NET is not technically supported, but they say they do occasionally make exceptions
      • no built-in demo, they will handle that
      • default to full-screen
      • path names must be less than 80 characters
      • icon for vista games explorer must be included
      • game must run on vista “limited user” account
      • thumbs.db removed after installation
      • the .exe must be in the root folder for the game
      • game must not require additional software (ie direct x 10, MS c++ redistributable) – ok, this sounds insane, it would automatically rule out a crapload of games, there must be something here that I don’t understand
      • you need to be able to show a variety of their distribution logos (in game), so:
        • logos should be pulled from a branding folder ([game root]\branding\splash1.jpg)
        • game needs to be flexible in the number of logos to display
      • SOOO much localisation stuff, I am just going to link the file: https://partners.gamehouse.com/media/files/RealGames_LocalizationReqs_v2.0.pdf
      • Also, the hell?
      • Minimum requirements Pentium III, Windows XP, 256MB RAM, 32 MB VRAM, DirectX 7.
      • Max HD space to take up: 300MB
      • Game needs to recover from sleep/hibernate, ctrl+alt+delete, alt+tab, restore using windows key, windows+L
      • Game needs to handle F4
      • needs to launch under vista with user accounts control turned off
      • audio must cease to play if game is minimised
      • must not change desktop resolution in windowed mode
      • all clickable options in the game need mouse over highlights and sound effects
    • Marketing requirements:
      • Master Art file (.psd) which includes
        • game logo, 300 dpi
        • main characters
        • key background elements
      • minimum of 6 screenshots
      • jpg max quality
      • 800 x 600
      • naming convention screenshot_800x600_1.jpg
      • no “drop shadow” on screenshots
    • Licensing/DRM: Obviously available for users with a site subscription, not sure how it works for outright purchases since they don’t seem to have a client.
    • Payment details: No idea.
    • Pros:
      • They really do their best to promote your game
      • Possible options for physical distribution too
      • Looks like users don’t have to have a client if they just want to buy the game outright.
      • Good social network integration
    • Cons:
      • Caters to a casual audience, though apparently they are expanding to include others
      • Lots of restrictive game requirements

Green Man Gaming

 

    • Daily visitors: 3402  (1.9%)
    • Number of games available: 1,102
    • Revenue split: No idea.
    • Approval method: Send an email to the site admin for further communication.
    • Monetisation: Outright sales, DLC and bundles. It also seems that they sell games that require Steam accounts.
    • Game requirements: No idea.
    • Marketing requirements: 
      • Small game cover
      • Screenshots
      • Larger background image
      • Various other images that can be used on banners around the main site.
    • Payment details: No idea.
    • Pros:
      • Indie-friendly (including non-major indie games)
      • Very active user forums
    • Cons:
      • Very slow loading times while I was browsing their website
      • No WIP games accepted.
      • Not much information available.
      • Requires download of their client.
    • Other notes: Gamers are able to trade in their games – which suggests that Green Man will handle licensing in some way.

WildTangentGames

 

    • Daily visitors: 21,840 (12%)
    • Number of games available: Roughly 2,000
    • Revenue split: No idea
    • Approval method: Send them an email with an executable for your game as well as the things listed below in Marketing Requirements
    • Monetisation: outright sale, rental or ad supported, In-game purchases
    • Game requirements:
      • Game must run on Windows XP
      • Games must launch full screen
      • Games can have dependencies – let them know and include them in the submission if possible.
      • Games must not contain links to external sites
    • Marketing requirements:
      • Main background image – minimum 1600 wide
      • Main character assets
      • Box shot – minimum 1600 wide
      • 6 screenshots at the maximum resolution that you support
      • Game logo
      • Icon (optional) – 16×16, 32×32, 48×48 or 256×256
    • Payment details: No idea
    • Pros:
      • Wider market – lots of casual games, but also a few “hardcore” games.
      • Support a number of different game formats
      • Has dedicated store fronts for different countries
      • Ability to suggest price
    • Cons:
      • Gamers must download their client to be able to play
      • No WIP games accepted.

Good Old Games

    • Daily visitors: 23,940 (13.4%) 
    • Number of games available: 477
    • Revenue split: No solid idea – reportedly less than 70/30 (somewhat unreliable source)
    • Approval method: Fill in their web form to begin discussions
    • Monetisation: outright sale
    • Game requirements: No idea
    • Marketing requirements:
      • Box shot
      • Banner image
      • Screenshots
    • Payment details: No idea
    • Pros:
      • Gamers do not need to download a client (but they can if they want to)
      • Quality control
      • Very active forums
      • Few games to compete against
      • Indie friendly
      • In terms of revenue for developers, they are ranked 2nd behind Steam (see comment on Gamasutra)
    • Cons:
      • No WIP games accepted.
    • Other notes: Games MUST be DRM free

Rain Digital Games

    • Daily visitors: 210 (0.1%) 
    • Number of games available: 15
    • Revenue split: No idea – listed as “competetive”
    • Approval method: Fill in their web form to begin discussions
    • Monetisation: outright sale
    • Game requirements: No idea
    • Marketing requirements:
      • Background image
      • YouTube video
      • Company logo
      • Game icon
      • Small, rectangular game logo
      • Large promo banner for main site
      • Square promo advertisement for main site
    • Payment details: No idea
    • Pros:
      • Gamers do not need to download a client
      • Few games to compete against
      • Indie friendly – in fact, only indie games allowed
      • This site looks promising – it is apparently only 6 months old, so it will grow. It looks professional – perhaps it might be an idea to get on the platform now before it really takes off
    • Cons:
      • Not much info available without contacting them
      • Currently – low site views
      • No WIP games accepted.

Get Games Go

    • Daily visitors: 2,184 (1%)
    • Number of games available: 630
    • Revenue split: No idea (Update – I was contacted by Get Games Go who inform me that the revenue split is usually 70/30)
    • Approval method: I can only find their normal “contact us” web form. No specific developer contact form.
    • Monetisation: outright sale
    • Game requirements: No idea
    • Marketing requirements:
      • Box shot
      • Screenshots
      • YouTube Trailer
      • Large-ish game icon
    • Payment details: No idea
    • Pros:
      • Gamers do not need to download a client
      • Indie friendly
      • Developers DO control the price
    • Cons:
      • Not much info available without contacting them
      • No WIP games accepted.

Gametap

    • Daily site visits: No information.
    • Number of games available: 1,173
    • Revenue split: No idea.
    • Approval method: Email their licensing VP – details at the bottom of this site.
    • Monetisation: outright sale, “Unlimited play” which involves gamers subscribing to the site.
    • Game requirements: No idea
    • Marketing requirements:
      • Box shot
      • Screenshots
      • Banner
      • Large-ish game icon
    • Payment details: No idea
    • Pros:
      • Gamers do not need to download a client
      • Quality control
    • Cons:
      • There don’t seem to be many games from lesser known indies
      • No WIP games accepted.
    • Other notes: Gamers can download and install the games as many times as they like (they do need to activate each one via Gametap)

GameStreamer

    • Daily site visits: No information
    • Number of games available: Over 2,700
    • Revenue split: 25/75 as of 2009 (source)
    • Approval method: Fill in their online form.
    • Monetisation: outright sale, DLC
    • Game requirements: No idea
    • Marketing requirements:
      • Box shot
      • Screenshots
      • Small rectangular image for store front
    • Payment details: No idea
    • Pros:
      • Indie friendly
      • Active forums
    • Cons:
      • Gamers must use their client in order to download games
      • No WIP games accepted (I think)
      • Not much quality control

Gameolith

  • Daily site visits: No info available.
  • Number of games available: 42
  • Revenue split: 70/30 for games over $5 in price, 80/20 for games under $5 in price.
  • Approval method: Join their site (which takes about 2 seconds if you have a Google account) and add you game using their web form.
  • Monetisation: outright sale, pay what you want, subscription, free to play and donationware.
  • Game requirements: 
    • exe or MSI installer for Windows OR
    • a disc image in ISO or IMG formats OR
    • zip, tar (and by association, tar files compressed with gzip, bzip2 and lzma) and 7z containing the Game Files in either source code or as compiled executable files.
    • NO games for Windows Live
  • Marketing requirements
    • Two (2) “title images” – containing artwork used to market the Game, or the game’s logo. They must be in high-quality JPEG or PNG format. One title image should be scalable to a width of 535 pixels and a height of 272 pixels. The second title image should be scalable to a width of 856 pixels and a height of 337 pixels.
    • One (1) piece of case art – A high-resolution (scalable down to 180×279) copy of the case art for this game. It should only depict the front cover of the case, if possible. A mockup image is acceptable if the game is not being distributed physically.
    • One (1) icon – One icon, at a minimum size of 128×128 pixels (scalable to a size of 12×12 pixels). It must be in either SVG or PNG format. The icon will be used as the Game icon in Gameolith Packages.
  • Payment details: Any of the following – min payment of $200 US unless otherwise requested.
    • Posted cheque (Pounds Sterling only)
    • PayPal
    • Google Wallet (Pounds Sterling only)
    • Skrill
    • Wire transfer
    • Bank transfer (Pounds Sterling only)
    • UK Postal order (Pounds Sterling
  • Pros:
    • Indie friendly
    • Developers can set price
    • Accept WIP games
    • Doesn’t look like gamers need to download a client
    • Not many other games to compete against
  • Cons:
    • Smaller site – this is just guesswork, but I don’t think the site views would be amazing.
Posted in Bec's Blog, Blogs, Featured Blogs | 15 Comments

Marketing Survey Analysis

About two & a half weeks ago I launched a survey to try and help us figure out how we can improve our current marketing strategies, as well as look into the possibility of new areas to expand our strategies. There were a total of 12 questions in the survey and we managed to get 24 responses over the two weeks that we were advertising the survey through social media. The survey can still be accessed here if you’d still like to send some feedback through. I thought I’d write up a blog post detailing some of my thoughts on the responses received (which we’re very grateful for by the way).

 

The first question in the survey was probably the most important as we’ve determined that a majority of people will make their decision on whether or not to buy a game based off the trailer (as well as some other factors for many people). The question was: “What are your initial impressions of Triangle Man after watching the trailer?” The four most common points from the responses were:

1) The trailer doesn’t demonstrate/focus on the multiple Triangle Man aspect enough
2) Referred to as ‘similar to’ on many occasions, i.e. doesn’t stand as its own identifier in the market
3) Footage quality needs improvement
4) The graphics don’t “stand out”

We identified the first point when we were designing the storyboard for our new trailer (which is currently in production) and it’s something we’ve tried to concentrate on a lot so we’re glad that other people have identified this as an issue as well. The second point is causing an issue for me. I would like Triangle Man to stand on its own two feet and not be referred to as ‘Super Meat Boy’ or similar. Admittedly, this is in part our fault as most of us have a habit of using Super Meat Boy to help describe what our game is about. I’m hoping that the new trailer(s) will help to remove that image, but it’s still only a step along the process of removing that image quality. Don’t get me wrong, it’s not a bad thing to have a game that people can picture to help them understand what your game is about, but I would prefer it if people were saying “Super Meat Boy is like Triangle Man” instead of the other way around. The third point is also being addressed in the new trailer as we’ve developed a proper production line for it.

Now onto that fourth point: this is something that has been plaguing us for a few weeks now. We’re trying to figure out a way to make Triangle Man more ‘badass’ without changing the art style too much as we really want to get it completed and shipped out soon. As one person has pointed out, Triangle Man is taking far too long to complete and we need to get it out sooner rather than later. Well, truth be told they suggested that we should scrap Triangle Man completely and move onto something new which is a completely valid point and is something which I know a couple of us have considered previously. But I don’t really feel like getting into that topic right now.

 

When we asked people how they’d heard about Triangle Man, the highest response was through the IGDA. To me, this tells me two things:

1) It’s mostly other game developers who follow the progress of Triangle Man
2) Gamers who do check out the game aren’t motivated enough to keep up to date with what is happening with the game

As far as I’m concerned, we simply don’t have enough gamers following the progress of Triangle Man. It’s great to have so many other developers following our game, however they are only one side of the coin and we need to capture that other side a bit better. The next thing we need to do is to try and figure out exactly how to gain more gamers following our company and Triangle Man by asking ourselves questions such as “Do we seem like random amateurs to people?” etc.

 

Another question we asked was “Is there any particular reason why you decided against purchasing a copy of the game?” The key response that I found here was that several people didn’t know it was for sale or where to purchase it from. To me, this means that we really need to work on our marketing a lot further as we’re clearly not getting the message across to gamers enough. Another common response was that they didn’t want to purchase an unfinished product, which is something I expected entirely. I must admit, I usually don’t like to purchase products before they’re finished, it has to be something truly special to get me to do that.

 

Many of the other questions in the survey were designed to help us try and understand other gamers more. Whilst we understand ourselves as gamers, what applies to us may not necessarily apply to others so our understanding needs to be as possible so that we are able to better inform our target audience.

 

All of the information provided to us has been of great value to us (even the parts some of you thought might not be). Thanks again to everyone that helped us out by filling out the survey. If anyone else has any feedback they’d like to send through, please feel free to do so using the same form located here.

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Thoughts and ideas

Another quiet week this week. We’ve been slowly making changes to the game after our review and after reading the marketing survey submissions. I’ve had fun designing a few beginner levels to demonstrate the barriers that were introduced in the last update.

In the picture above (which isn’t a beginner level), the barriers are those rainbow coloured bars. There are also 2 unactivated barriers on the bottom two tracks towards the right. The pressure plates to control them are on the bottom two tracks toward the right, under the musical notes. There are actually two types of pressure plates – a normal one that only works when stepped on for the first time, or a toggle that will, appropriately, toggle the state of the barrier each time it is stepped on. Red pressure plates will switch something off in a level, green pressure plates will switch something on, and blue pressure plates will toggle.

So far I’ve only introduced the toggle plates in my tutorial levels, so my next task will be to create some levels to introduce the two other types of plates.

On Friday I visited AIE Sydney’s Incubator because they opened up their playtesting afternoon for other indies. This meant that there would be two experienced game developers there who could also give feedback on the game – Dan Toose and Martin Slater, both of whom worked on Total War titles, and Slater having worked at 2k on Bioshock titles for a rather long time. Now, Dan is a friend of mine who has given us huge amounts of helpful feedback on Triangle Man, but it is always helpful to get a fresh opinion. Now Slater is someone who I must admit I’m a little scared of. He’s renown for being brutally honest and not holding back his opinions. And, while we always state that we’d prefer brutal honesty, it can be damn scary and hard to listen to. My nerves grew as I watched Slater have long and grim-looking discussions with the other teams in the room. So I was pretty happy when Slater played Triangle Man and said he really liked it – his only “complaint” being that the art could use a bit of work. So that was a nice morale/confidence boost for the week!

We also released the latest update for Triangle Man on Friday – 33 new levels in the final regions. So I spent a great deal of time on Thursday creating the associated trailer. I’m still never going to get a job as an editor, but I think this trailer is less bad than my previous ones ;)

Apart from that I’ve gone back to updating my contact list (yawn – this is the one down side of knowing so many people) and contacting reviewers.

I’ve also started to think that we should sell Triangle Man on a few other distribution channels – I’m currently doing research into these to decide which of them are worthwile. Perhaps next week I will post the results of my research for you all.

Stats:

  • Games I’ve been playing: The Sims 3 – this is one of my favourite games, and it had been too long since I’d last played
  • Media appearances: 0
  • Events attended: 0
  • Site views: 137
  • New Facebook fans: 1
  • New Twitter followers: 27
  • New Google+ followers: 1 (woo!)
  • Levels created: 2
  • Lines of code written: 0
  • Ciders consumed: 7
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Triangle Man Alpha 1.3.0 – Changelog

Triangle Man Alpha 1.3.0 has just been released on Desura! This major update has a whole host of new features in it as listed out below. Unfortunately, I didn’t get the Encyclopedia released in this update as there are a few things I’m not happy with in it. Mostly the way that it looks and presents the information. However it will still display some information during the loading process of the level (although this isn’t catered towards the level you are playing – yet!).

The latest changes in version 1.3.0 are:

New Features

  • All new menu system
  • Unlocked the ‘Sandbar’ region
  • Unlocked the ‘Tar Pits’ region
  • Unlocked the ‘Factory’ region
  • Added in 33 new levels
  • Introduction of a new object: ‘Enemy Emitter’
  • Introduction of a new object: ‘Timers’
  • Introduction of a new entity: ‘Instant Barrier’
  • Introduction of a new entity: ‘Electric Barrier’
  • Introduction of a new enemy: ‘Metal Marble’

Bug Fixes

  • Fixed an issue with the game not being able to obtain available screen resolutions from the graphics device
  • Fixed a few issues with Triangle Man not being drawn correctly on the Region maps
  • Fixed an issue with the audio not starting in the desired fashion between the Region Map & the Level screen
  • Fixed an issue causing some tiles to not line up properly (art)
  • Fixed an issue with the audio not properly stopping & deleting itself (it would just play muted before)
  • Fixed a bug where the cursor would not display if a level failed to load
  • Fixed ladder climbing – Triangle Man will now center on a ladder properly

Changes

  • Changed the way the game loads. Most information is now loaded when the game is starting up
  • Added in Facebook and Twitter logos which link to their respective Convict Interactive pages
  • Added in back buttons (for the mouse) to the World & Region maps
  • Updated the credits
  • The game now goes to a loading screen instead of having a significant pause when you load a level
  • Slightly changed the look of the forest tiles
  • Increased error handling for when a profile fails to load (if your profile fails to load, please email it to us)
  • Improved the way Triangle Man collides with Moving Platforms
  • Reduced the amount of loading the game does during runtime at the expense of memory

Miscellaneous

  • The game now sends your metric data to an online database (internet connection is NOT required in order to play the game)
  • The lava tiles are currently incorrect as we’re testing out ‘bobbing’

Desura Digital Distribution

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Onward, ever onward.

OK, I’ve left my blog post really late today, so this will be a short(er) one.

This week has been fairly uneventful, but productive. I’m still going through my contact list to tidy it up and make it available to the whole company. Boring as that is, I’ve managed to consolidate some connections and just generally unclutter things (from contacts A – H, still a long way to go).

On Monday we had a long whole company meeting in order to do a review of the Triangle Man levels. It was great to have everyone together at once and nutting out some design points that we’d been struggling with. We have a fair bit of redesign to do now, but at least we’re all on the same page with it. I landed the job of designing some “tutorial” levels for the game objects that don’t have any. I’m not sure why I enjoy making these so much, perhaps because I like teaching?

Barnesy created a “marketing survey” to try and gauge the reaction of users to our current marketing materials. The results so far have been super varied and interesting. We discovered that our suspicions were correct and that a lot of people think the game is a “cutesy casual” game for little kids. The Triangle Man character himself came under fire a fair bit – we’re all loath to change him completely, but we’ve started to think about a slight makeover for our protagonist.

Yesterday we had a brief meeting with one of our old business mentors. He had some great ideas about what we could do to spread the word about Triangle Man, and how we can work out how to communicate to, and excite, our target market. I’ve been focusing so much on the digital side of things, that I’ve forgotten about the most tried and tested method: direct in-person communication. So, once we’ve got a few more marketing materials that we are trying to decide on, we will try and ask the appropriate local community what they think.

I’ve had a bit more success with feedback from YouTube reviewers this week, so hopefully we’ll have some reviews online soon!

Stats:

  • Games I’ve been playing: FTL – stiiiiiiiiill yet to finish this game. Also bought Rome: Total War for $1, haven’t really ventured past the tutorial though.
  • Media appearances:
    • Not technically this week, but the GCAP showreel was just uploaded – check it out on Player Attack.
  • Events attended: 0
  • Site views: 203
  • New Facebook fans: 0
  • New Twitter followers: 19
  • New Google+ followers: 0
  • Levels created: 0
  • Lines of code written: 0
  • Ciders consumed: 7
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Was the Triangle Man Demo released too early?

At the time that we released the demo on our website, I thought that it was ready to go. Lately though I’ve been having some second thoughts and I’d like to share some of my thoughts on the matter through blog form.

I’ll start by listing out the things in the Demo that simply weren’t ready:

  • In the demo we took to EB Expo, the levels hadn’t been ordered properly and the difficulty curve ended up being random
  • Some of the levels that have been released as part of the demo aren’t quite up to scratch
  • The game is missing all sound effects
  • There are still a number of annoying little bugs which had/have not been corrected
  • The content for the demo was not optimized properly
  • A lot of the final art for the game is still missing
  • The level previews weren’t complete
  • In the demo we took to EB Expo it wasn’t obvious how you load a level in the selection screen
What we’ve seen happen with Triangle Man since the demo was released:
  • The boost in sales that we’ve received have been very minor
  • The feedback we’ve gained has been great

I suppose all of the above suggests that the demo definitely wasn’t in fact ready for distribution. But unfortunately we were in a tricky situation where we strongly believed that we needed to have a demo ready for EB Expo so I went into overtime to get as much done on the demo as I could. However it seems we may have been wrong on that front as the sales we’ve gained since EB Expo have been quite dismal (as Bec has already stated over in her blog).

However this isn’t necessarily a bad thing. It’s spurred us into motion in order to figure out why we’ve seen poor sales since the demo went live and EB Expo. We’ve just started a survey to try and find out what the current thoughts on our marketing campaign, the game and where people often find their news information for games. So far, the response has been fantastic and I’ll share another blog post on the results of the survey in two weeks time.

So, in that sense perhaps the demo was released just on time as this survey may not have happened for another few weeks (or perhaps not at all). Perhaps releasing the demo in this early state is just what we needed in order to help avert disaster with our Triangle Man marketing efforts.

As such, I’m still undecided as to whether or not the demo was released prematurely, however I’m very curious as to the opinions that anyone else may have on the matter.

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Inspired

I’d like to thank everybody from last week who took the time to throw some kind and encouraging words in our direction after my somewhat negative blog post. It really cheered me up!

We still haven’t had many sales at all, which is really discouraging. Neither EB Expo or the demo seem to be bringing in the crowds. However I believe that we just need to be patient and continue to work hard to draw attention to the game.

I’ve been contacting a few Youtube reviewers, but haven’t had much of a response. This is odd for me, I usually have such a good response rate with bloggers and online journalists. I will continue sending these “review pleas” out and hope that someone bites..

On a more positive note, I just got back from GCAP (Game Connect Asia Pacific). The talks were great – I particularly enjoyed the Unity workshop – it has inspired me to tinker around more than I currently do and, most importantly, to continue learning. Robin Hunicke‘s talk was also inspiring – she made me think about some of the aspects in Triangle Man, especially the “extra things” that probably don’t need to be there. Perhaps cutting some things out of the game will make for a sleeker experience. Her new project also sounds interesting – she is very concerned with childhood obesity and talked briefly about making games that involved pedometers. I know it isn’t really the same, but I enjoyed the pedometer included in Pokemon SoulSilver very much. It encouraged me to be more active, and enabled me to progress in the game even when I wasn’t actively playing.

I missed Chris Avellone‘s talk because of the Unity workshop, but I did get to talk to him at the networking events. He’s a real character! I believe that his talk was filmed, so I’ll have to watch it at a later date.
The networking events were great too. I loved catching up with the rest of the Australian games industry and meeting new people who are doing exciting things. I know I’ve said it before, but the industry here is so supportive. Everyone is willing to offer help and advice, no matter how “high-up” they are.  I’m quite sad that the next big event I’m likely to see everyone at is most likely GDC, which is so far away!

So, some immediate news for us – we have 33 new levels coming out next Friday (2/11/2012)! It has been so long since we’ve released an update, I’m pretty excited about this. Next week we are going to review all the levels in the game and make sure the difficulty level within each level, and within each stage is correct. Personally, I’d like to add some more “tutorial” levels for some of the enemies and game objects that are introduced towards the end of the game. For now, though, I am going off to record another update trailer, see you all next week!


Stats:

  • Games I’ve been playing: Pokemon White – the hype for the sequels was contagious, so I dusted off my DS to play this while I’m travelling.
  • Media appearances:
  • Events attended: 2
    •  Girl Geek Dinners at AIE Sydney
    • GCAP 2012
  • Site views: 216
  • New Facebook fans: 1
  • New Twitter followers: 16
  • New Google+ followers: 0
  • Good ideas I’ve thought of: I’m tempted to create an AI Triangle Man as a side-project, I’ve just been tossing some ideas around my brain to find out how it would work.
  • Levels created: 0
  • Lines of code written: 0
  • Ciders consumed: 10
Posted in Bec's Blog, Blogs | 1 Comment

Disappointment

Well, this last week has been quite disappointing. After the great feedback we received at EB Expo we were assuming that our sales figures would increase dramatically. So far since the expo we have sold only a single lousy copy :(

I’m starting to think that it would have been a good idea to somehow sell the game at the expo and take advantage of the atmosphere and excitement of the stall. Perhaps by the time people go home, they’ve been overwhelmed by all the things they’ve seen, or they’ve just calmed down a bit.

I still don’t think the expo was a “failure”. I think the exposure was still a big help, and hopefully the next time those people come across the game online then they’ll be inclined to buy it. The trick is getting the game in front of their faces once more!

What we have noticed in the past though, is that people who buy Triangle Man are usually those people who have played it at least once before. So, obviously, we need more people to actually play some levels of Triangle Man in order to get more people to buy it. Thus, we’ve released a free demo for people to play. You can grab it here. The demo includes some direct links to the Triangle Man Desura page, so hopefully people will enjoy the demo and choose to purchase the full version. We haven’t seen any results yet, but the demo has only been available for a few days.

It did get redistributed on various websites around the world, which is great. There are six sites currently hosting the demo file, not including our own.

One of them even reviewed the demo! It’s in Portuguese, but after running the site through Google translate I think I can safely say that it is a positive review.

So, in this oddly quiet week, I’ve gone back to trawling through forums and reddit in order to nudge Triangle Man on a little. I’ve also undertaken the immense task of getting our contact list in order. I’ve really neglected it for so long, and it is really out of date. I want to make sure that the contact list has as much information in it as possible so that anyone in the company can use it (in case I’m hit by a bus or something). I’ve been using a few nice apps to help me out – the first one is Apptivo’s Contact Sharing app which lets me create a company wide contact list via our gmail accounts. The second is CamCard - an Android app that will create a contact for someone after analysing a photo of their business card. It’s not 100% accurate, but it is good enough to save me a fair bit of typing time.

This coming week I’m giving a talk at Girl Geek’s Sydney about game engines, then I’m off to Melbourne once more for Game Connect Asia Pacific, where I should meet up with a large number of members from the Australian games industry.

Stats:

  • Games I’ve been playing: BBD 3 Free+ which is a suped up version of Breakout for Android.
  • Media appearances:
    • numerous mentions in articles that covered EB Expo – The Indie Game Magazine, Save Game Online, Sticky Trigger Entertainment, Potaku and various blogs.
    • Triangle Man – Baixaki
  • Events attended: 1 – IGDA Sydney Beer and Pixels
  • Site views: 342
  • New Facebook fans: 3
  • New Twitter followers: 19
  • New Google+ followers: -1 (well this is going well…)
  • Good ideas I’ve thought of: nothing of note!
  • Levels created: 0
  • Lines of code written: 0
  • Ciders consumed: 6
Posted in Bec's Blog, Blogs | 5 Comments