Monday, December 30, 2013

End of year report for SBX: Invasion - Looking forward to 2014

Looking back on the year, it's been a fun ride, but difficult.  I've learned more than I ever thought was possible and through the process of learning realized how little I know about game development and design.

I've realized to be a successful solo indie you have to be an expert at Programming, Art, Game Design, Project Management, Marketing, Web Design, Sound Effect and Music Creation, Social Networking, Production, Business Planning, and Writing.  That's just the little tip of the iceberg, too.

I enjoy it but it IS exhausting.  I love learning so being an indie is incredibly fun, but it takes a continued effort to not succumb to Analysis Paralysis.  There are hundreds, even thousands of things to learn and all of them are applicable to game development, and I've noticed that unless I have a specific plan, it is easy to get overwhelmed.  I like to keep things organized with Trello, a simple interface for keeping checklists, and I highly recommend it.

So let's take a look at End of Year info, a look back at 2013 and forward to 2014.

End of Year Finances and Statistics:

So I haven't quite broke even yet.  SBX: Invasion was released November 1st, 2013 and has had 1 minor update so far.

During the first 2 months SBX: Invasion has:

  • Sold 31 Copies across all portals and made $61.11 USD.
  • Been the feature of 7 Youtube Videos by fans and reviewers.
  • Been reviewed in 8 articles.
  • Had 25 demo downloads (Demo released later on in December- derp)
  • Been played in an indie game stream alongside some other great indie games.
So the game made $61.11 and between setting up the website and other minor expenses I've spent $253.34.  So that leaves me $192.32 in the hole.  Which is piddly money anyway.  

So the year wasn't financially great while an indie (I started full time in July, so I made money at a job for the first 7 months of 2013), but I have learned a ton and feel good about moving forward in 2014.

So let's look back at 2013 and I'll touch on just a few things I could have done better.  This isn't a fully fleshed out post mortem (that will come sometime later in 2014), but just some thoughts at the end of the year.

A look back at 2013:

This is my first year as a full time indie.  Jumping headfirst into the industry has been stressful at times, enjoyable at times, and a lot of work all the time.  I've had to learn to self motivate, organize and network (among many many things.)

Things I did well in 2013:
  • I finished a game!  SBX: Invasion was a long process.  It started out as a terrible entry for the GMC Winter Jam in January 2013 and took a lot of love and revision to get it to a moderate state on release.
  • Iteration.  The game got significantly better after release, and update 1.2 coming in January should improve the flow of the game and address some issues that people have with the game.  Feedback has been critical to the game getting better.
  • The core idea.  People have enjoyed the base idea so far and feedback has been good on the games core gameplay.
  • Attended all the Boston Post Mortems since I moved here.  I've met so many amazing people at the BPM (the local IGDA chapter) and it's been a phenomenal place to learn about other indies, meet local developers and aspiring devs and be a part of one of the best communities out there.  If there's a local IGDA chapter in your area, go to it!  And if not, start one!
Things I could have done better in 2013:
  • An earlier demo.  I released the demo a month after release.  The feedback from Feedback Friday would have been good to get earlier before release.  
  • More polish before release.  I ended up releasing the game immediately after I finished the art rework but I could have spent one or two more iterations on polish before pushing it out.  That said, there is a balance between forever polishing and putting it out too early.  I was sick of the project and burnt out when I released it, but also, the feedback post-release has been great and very useful.
  • A better promotional video.  I might spend some money to get a really good promotional video made.  I had to learn video production myself in order to make the promo video, and as I AM a video production noob, the video looks like it was made by a video production noob.
  • I had no advertising budget.  Something I will do moving forward is budget a specific amount of money for advertising.  The biggest problem right now is lack if visibility.
  • Thinking about target market from the beginning as well as monetization.  The game falls loosely in the tower defense genre.  Well tower defense games are traditionally free flash games, so trying to find places to reach the target market has been a challenge.  If I released a free flash game or an iPhone game it'd be easier, but for a pay to play PC game, it's been a challenge.
So you can see there are lots of things I could have done better, and there are plenty more.  These are just a few things off the top of my head.

But, I do have a plan going forward.  I'm not quite done with SBX: Invasion just yet.  The game has potential and I've learned a lot and updated it a lot.  So what do I have planned for 2014?

A look forward to 2014:

First things first, I'm working on a large update to the game.  I've gotten a lot of feedback on various parts of the game and have put together quite the update.

Some new things coming out in Update 1.2 are:
  • New Movement System!  No longer will you bounce off walls and turn around.  The movement is more floaty and feels a bit more like you're flying a space ship in space.
  • Better Visual Feedback.  Things that aren't super clear like resources gained from enemies will now be noticeable in the GUI.
  • Refined Graphics and UI.  I'm not the world's most amazing artist sent from the heavens to awe mankind with my creative genius, but I have put together some new art for the UI to make it a bit more refined and cohesive.  I've consolidated fonts, textures and am reworking a lot of the UI art.
  • More compact Tutorial.  I'm going to combine a few more things into the Tutorial and open up the next few levels to be less streamlined and a bit more free form.  The result will be that the tutorial is slower and more tedious but the levels after will open up quicker and be faster paced.  I may even make the tutorial optional for new players.  
  • New Voice Acting (possibly).  This one is tentative, but I'd like to redo all the voice acting with a real person and some effects run over it.  
Once the update is finished, tested and iterated on, I'm going to be moving toward getting the game Greenlit.  Steam is something I've avoided so far as a smaller, unheard of indie, but now that the game is getting a bit of steam (no pun intended) I think getting Greenlit is possible.

In addition to starting the Greenlight process after Update 1.2, I'm also going to start a targeted advertising campaign.  I've only got a few hundred bucks reserved for ad space, but hopefully I can stretch that out over a few weeks to promote the Greenlight campaign.

I'm also going to be working with another programmer on a Chess type game in preparation for a larger project (if we work well together).  But that project hasn't been started yet, so hush hush.


Anyway, 2013 has been a wonderful year.  I've made many friends since I move to Boston and have enjoyed being a part of a wonderfully creative community.  I'm looking forward to what the new year brings and excited for the future of Wakeskater Studio.

Cheers and Happy New Year,

Jason C.






Wednesday, December 18, 2013

SBX: Invasion Demo at IndieDB - Marketing Sucks

It's been a while since I've posted here.  2 weeks almost!  I really need to get it together and continue to post on Fridays.  Lots has been going on, from Boston Post Mortem meetings to getting Demos out to starting on new projects and project ideas, it's been a busy month so far.

So first, I've got a couple demos of SBX: Invasion available at IndieDB:

Check out the downloads page at the link below for the FREE DEMO:

SBX : Invasion Base Defense

Demo Version 1.2 is the latest and contains a completely reworked movement system.  No longer will players reverse direction when bouncing off walls, and it splits up the direction from the player facing vector, which were tied together before.

The new movement system won't be released until Update 1.2 but the demo will give you a taste of what is to come with the next update.

Also, marketing sucks.  It's one of those things I'm still learning about slowly and making tons of mistakes, but it's hard to get out there as a small, new indie.  I've had a few smaller sites and youtube let's players pick up SBX: Invasion, but I still haven't been picked up by any larger sites.

So, I think starting in Jan, I'm going to go for Greenlight with Update 1.2.  In addition I think spending a little bit of money on advertising once I start the greenlight process is a wise decision.  Right now there aren't enough eyes on the project.  The feedback has been good and the game has been refined to get rid of a lot of the things that bugged players or stopped them from enjoying the game to it's fullest.

Update 1.2 should clear up the movement issue which was the last really big thing that I saw from feedback as well as a few other things I have planned.

It's been a slow road, but I'm not giving up.  I'll start work on my next project soon but I'll also be spending some time each week to continue marketing and getting info about SBX: Invasion out there.

I'll be out of town for the next couple weeks spending time with various families so I'll try to get back and write another post before the end of the year.

Cheers,

Jason Carter / WakeskaterX

Saturday, November 30, 2013

SBX: Invasion Update 1.1

Currently I'm working on an update for SBX: Invasion.  It's not a large update mind you, but just a small one with some polish work.


SBX: Invasion  Update 1.1 Notes:
  • Reworked Title and Level Select Screens.  Reduced the amount of fonts used to make it more cohesive and thematic.
  • Moved the Sell Building Key from 'S' to 'Q'.  People were having a lot of trouble with hitting the 'S' key while flying around, so 'S' now does nothing and 'Q' is used to sell buildings.  
  • Added mini graphics to buttons.  Some buttons will now have a small graphic in the corner specifying the hot key.  This is implemented for Upgrade and Sell buttons currently.
  • New sounds for selling and upgrading buildings.  I'm adding various sound effects to buildings when you upgrade them or sell them.  (No longer just explode).
  • Improving Options UI functionality - specifically with the slider bars.  I want to add in click on bar functionality to it so you don't have to click and drag the slider every time.
  • Increasing time between waves on Easy and Normal modes for Levels 1-6 and adding a Next Wave button in the last few seconds of each wave.  There wasn't enough time for newer players to rebuild and figure things out between waves, so on the early levels I increased the time between waves to give more time to explore the UI and rebuild after intense waves.  The Next Wave button will be there to speed the process up if the player gets bored.
  • Improve repair drone functionality -- Repair drones tend to get stuck with path finding and use a lot of resources, so what I'm planning to do is remove path finding all together and remove collision and let them fly 'over' the fortifications to repair them.  This will make them not get stuck as often and will use less resources (they have a really complicated system for locating buildings and then checking if there is a path to anywhere within 3 radii, etc, etc it was too complicated.)

So here are some screen shots of the old vs new title screen and level select so you have an idea of the new graphical polish that's being added:

Screen Shots:

Old Title Screen:

Old Level Select:



NEW Title Screen:

NEW Level Select:


As you can see it's not a MASSIVE change, but it does bring it together a little better and makes it feel a little more retro.

Also SBX: Invasion is 50% off on Indie Game Stand for CYBER MONDAY:  Woot Woot!


Cheers!

Friday, November 22, 2013

Submission to Indie MEGABOOTH

Well, I just submitted SBX: Invasion to Indie MEGABOOTH for PAX East.

Pretty stoked, we'll see if I get in, but I'll be attending regardless.  I haven't been to any PAX events so this is pretty exciting.

Also, you can get SBX: Invasion on Desura for 60% off!  Check it:


Desura Digital Distribution


That is all.

Cheers.

Tuesday, November 19, 2013

An Indie's Greatest Joy


  I've been meaning to update the blog and it's been a while since I've posted, and these past few days I kept starting off with a negative view on things.  It's been a rough first few weeks for the launch of SBX: Invasion and I was a bit down but I kept deleting the posts, I didn't want to write something negative.  I sat down and thought for a bit:  What motivates me to continue working as an indie developer?  Why do I love it?

  And as I thought and waited, I continued my efforts of marketing the game and I found what I'd been looking for.  It's not about the tons of sales, it's not about the giant press articles or getting your game noticed by the big wig websites.  It's about that one person who plays your game, and forms a connection with it.  About that person who plays it and experiences what it has to offer and laughs and has fun.

  I've been sending the game out to all sorts of places:  Big name Youtube let's players, Indie game review sites, etc, etc.  But the most enjoyable response so far was from a little no name Youtuber named Xelipher who has a meager audience.  Watching him enjoy the game and learn how it works and be challenged but succeed is one of the best feelings.  Forming that connection with a player through the game is the joy of being an indie for me.

Here are the two videos of him playing through the first few levels of SBX: Invasion:

First Let's Play:

Second Let's Play:


  I learned a lot watching him play through the levels as well.  I'd tested the game extensively, but most of my testers were found on reddit and I hadn't really seen their reactions as much and it was mostly contact through forms and e-mail.  

  Watching Xelipher play through, seeing what was difficult and seeing the things he didn't do that I would have done or would have expected the player to do was extremely rewarding.  And it's rewarding because it's genuine.

  Right now a lot of indies are worried about the "Indie Bubble" but really, you just have to be smart about it.  Being an indie is art.  It's passion.  It's love.  If the bubble pops or if the bubble stays, it really doesn't matter, it's about doing what you are passionate about, what you love.

  Even if SBX: Invasion never takes off, developing the game was worth it just to form a connection with a player.  I've enjoyed creating the game, and I'll still continue to market it, but for me, it was a success.  I'll move on with other projects and start the marketing process earlier and apply the things I've learned from this one as well.

  For me this is the greatest joy of being an indie.  What about you?  Why do you do it?   Why do you love it?



Friday, November 8, 2013

[SBX:I] New Video for SBX: Invasion along with a refocused Marketing Effort

SBX:Inv:

Well, I'm still very new to this, but launch week hasn't really been what I thought it would.  I wasn't expecting much, but so far I have one legitimate sale outside of friends and testers from the website.  So I'm refocusing my marketing efforts and working toward getting my site out there.

So, I made a new video, created a launch page for SBX: Invasion (which I didn't have before) and tried some non-boring subject lines in my e-mails.

You know that post about How to NOT market your indie game?  Yeah, even after reading that I still kept doing dumb shit on that list.

But stuff like this comes with experience, so I'll keep trudging onward and learning as I go.

Here's the new launch page:



It comes with a new, very short promo video.

I still suck at these videos but here it is:



It's just a short teaser but hopefully it grabs people's attention better than my last one.  Starting an indie studio is a slow, long process, but it's fun and I'm learning more now than I would in a boring job somewhere.

The learning is exciting and I'm enjoying myself, even if I let myself get a little bit stressed out from time to time.  Keeps the blood pumping ha!

Anyway, just a little update about Launch week, stay tuned I'll be working toward making this a successful indie studio, it might just take a while ;).

Cheers,

WakeskaterX
Jason C.

Thursday, October 31, 2013

[SBX:I] SBX:Invasion is available for download!

SBX:Inv:

SBX:Invasion is now released!  It's been a long wait (mostly for me) but the game is finally done and out and we'll see how it goes!

You can download the game at my website here and if you use discount code "INVASION" during the month of November you'll get 50% off.



You can also get the game at Fireflower Games and itch.io.

Finally release day is here and I'm excited to finally put my game out to the world!

Cheers!


Jason Carter