Tag: Steambirds

  • Rebuild: selling a Flash game on FlashGameLicense

    FlashGameLicense is as far as I know the only Flash broker out there and is used by every Flash game sponsor, so it’s amazing that despite their monopoly they’re working so hard to improve it all the time. When I uploaded Rebuild I got great feedback from the FGL admins who play every game before it’s allowed up for bidding. They were really enthusiastic and helped personally through the bidding process, so I was happy to pay their 10% commission – they really do deserve it.

    FlashGameLicense sale data
    Most games on FGL sell for under $1000

    Of course, FGL doesn’t come through for everyone. The average winning bid for primary sponsorship is under $1000, usually for things like dressup or seasonal games that sponsors can easily judge the value of because they’ve seen them a thousand times before. Colin tried to find a sponsor for Fantastic Contraption through FGL, but the best he got was an offer of $300 for full ownership of the source (try 1,000 times that, asshole). This was three years ago and FGL has improved their content discovery tools, but it’s still hard for sponsors to know if a confusing, wordy game like Rebuild is going to be popular.

    I’m not at liberty to give you exact numbers (visit Andy Moore’s blog for that) but here’s how Rebuild’s bidding went on FGL. It started out with a bang, a higher-than-average-sale bid from a fellow developer looking to promote his Zombie-themed MMO by featuring it on other games’ loading screens. In my opinion a pretty cool way to simultaneously advertise and support other developers. Three other sponsors I’d never heard of joined in and by the end of the second day I’d made my minimum wage.

    Jay Is Games Review
    Launch day review on Jay is Games!

    Someone put a bid in for a sitelock, which is a secondary sale made after primary sponsorship. You create a version of your game locked to one domain, stripping out ads and primary sponsor logos and implementing the secondary sponsor’s high scores api. It was early, but they were letting me know they were interested no matter who won the primary bid. JayIsGames contacted me to say they wanted to review the game when it came out. This is my go-to site for casual games so I was pretty stoked! I got excited about how fast things were happening and pulled in some contacts to invite the other major sponsors to take a look.

    Then I heard nothing – no bids – for five days.

    At this point there were two highest bids for the same amount with different contract terms. One of them included ads and extra work, so I contacted that bidder and told them that I was favoring the other offer. Bidding sprang to life again! I still hadn’t seen hide nor hair of any big sponsors, but the guys who were bidding seemed to personally like my game and were willing to go above budget for it.

    From then on, every time bidding stalled I messaged the runner-up again to let them know that, although I really liked them and their bid was great, the other offer was a little better. I gave a specific dollar amount they’d have to put in to beat it. I think I would have missed out on a lot of bids if I hadn’t done this. We were well into the holidays at this point but I got bids even on Christmas day (a marvelous present!).

    Two Towers Games logo
    Zombie-themed splash screen for Rebuild

    Until then the offers had been for primary licenses with additional work requirements (apis, new features, etc which were increasing in complexity as the bids went up). Two Towers Games asked about switching to exclusive, which meant I wouldn’t be able to sell sitelock versions to other sponsors. Implementing sitelock apis seemed like effort I could be spending on my next game instead, so I agreed. Their winning bid went in 20 days after bidding started and sat for another week before I accepted it. Again, I can’t tell you how much it sold for, but I will say it brought me into the FGL top-sellers list.

    My sponsor Two Towers was new on the scene, and the exclusive license gave them more time and control over Rebuild’s release and traffic. I was a little dismayed to find I’d agreed to implement ads (this is standard in most licenses) but we agreed there’d be none in the Kongregate version which was what I really cared about. It took about a week to make all the necessary changes for launch.

    Ads in Spanish
    The only CPMStar ad in Central America

    Rebuild spent the first month live only on twotowersgames.com, then I uploaded versions to Kongregate and Newgrounds and it began to make its rounds on the internet. Two Towers devised a cunning system of dynamically showing content based on a call to their servers, which lets them control on the fly which sites see ads or bonus content. I was also able to sell a few sitelocks with their approval, so long as their branding stayed on.

    For reasons that I don’t fully understand, Rebuild shot to the top of the Kong rankings, won the weekly and monthly contests and after one month is still the #3 highest ranked game with 1.5M plays.

    I’ve gotten hundreds of emails and pms with suggestions for the sequel which I’m eager to get started on, but first I need to finish the game I started during bidding: Word Up Dog. I’ll try to post updates here on the progress of both games.

  • Rebuild: Tech-nomadic game development

    Rebuild game title screen
    I described it as Zombie Sim City, except no you don

    When I started Rebuild, I wanted something I could write, sell, and be done with. I wasn’t planning another Fantastic Contraption. I didn’t want to deal with servers and payment methods and message boards. I was looking for a sponsor, following the model my friend Andy Moore used to great success selling his game Steambirds to the highest bidder.

    I’d been rolling around the game idea for about a year. I’d originally conceived it as a multiplayer Facebook game where you could see your friends on the same map and trade resources with them. I was working for Three Rings who were doing some neat Facebook games and I had hope that the Facebook audience were maturing as gamers and would soon demand more sophisticated games. Or at least real games which involve some sort of decision making and aren’t just glorified slot machines.

    As you may have guessed, I became soured to Facebook games’ simplistic play and shady propagation methods. Also, although I think multiplayer is where the future (and money) is headed, it poses extra problems like server communication, synchronization and security. Too many hurdles for my first independent game! So I thrashed out a single player version over two days which was basically the entire game right there, finished. All it needed was a little polish. Or maybe six months of polish.

    I think it took me about 3 months full time to finish it, but spread across six months in which we travelled through Europe and Central America. Some places I got almost no work done (In Czech Republic we were too busy with friends, pilsner and pork knuckles). Our month in Malta was super productive since it was hot as frack and there was nothing to do. We always planned ahead to make sure we’d have a net connection in every country, and although some were more reliable than others we had few major problems. We met up with other indie developers, and I always had enthusiastic playtesting and idiot checks from my husband Colin, who was working on his own game at the time.

    Rebuild version 0.01
    Version 0.01 after a couple days of work

    I did the design, programming and art for Rebuild; everything but the music which I licensed through Shockwave Sound. I hummed and hawed about hiring an artist to help out but I was nervous of letting a stranger in to my project and had no idea how well the game was going to do. Instead I learned a lot about vectors and enjoyed being able to switch to something creative when I needed it. I learned I can still produce art and story text after two glasses of wine, even though it only takes two sips to totally wreck my programming skills. So the art took me longer than it should have, but Rebuild was ready for final testing by November.

    I’d posted earlier versions to Facebook and sent them to friends and relatives, but got little feedback except from a few diehard fans (including Colin). I sat down with a couple people and watched them play, but I find the process nerve-wracking and I always end up explaining things rather than quietly observing, because I’m afraid that they’ll get confused and frustrated.

    FlashGameLicense has a system called First Impressions where you can get strangers to play your game and give feedback for $1 a pop. Unbiased strangers playing my game! I ordered 10 and sat refreshing the page until my first review came in:

    User: ExamineDeepish
    Played for: 7 minutes
    Ease of Use: 3/10 – the game really make little sense
    Fun: 1/10 – waste of time
    Graphics: 5/10 – nothing to shout about
    Sound: 5/10 – the sound is cool
    Polish: 3/10 – the game needs some work
    Parting Thoughts: The games should be more interactive of a real game. People don’t want to read so much for a game they just want to play and get on with the fun.

    Rebuild 1.0
    After six more months of part time work.Too many words??

    A fun rating of one?? People don’t want to read so much?? There was no way I was going to make minimum wage (my humble goal) with this game. I knew it was a good game, Colin knew it was a good game, but if your average Flash player downvotes anything with words in it, no sponsor was going to touch it. The second review gave it an even lower score, so I slunk to bed dejected.

    The next afternoon I grit my teeth and checked the reviews again, and was delighted to find some of the new reviews praised the game, giving it 9s and 10s and speaking in full punctuated sentences. They managed to drag the overall rating up to a 7/10 with Ease of Use being the worst category. Two reviewers got lost and had no idea how to play, so I spent another day tweaking the tutorial before I made the game visible to other FGL users then started bidding in early December.

    Next time I’ll talk about FlashGameLicense and the bidding process.