Made some drinks for the new game!
Author Archives: Matt Roszak
New Site Features
I’ve been adding a lot of new features to the site, and would like some feedback. Is everything working okay? Is there any features I’m still missing?
Subscriber Mailing List
A few people asked for this, so here it is. You can subscribe to get emails every time something new is posted. I’ve been playing around with this, and it seems a bit spammy. Right now it’s set to send emails for every single post, which may be a bit much. Should I change it to email you once a week about all of the posts in that week? I’m also not sure what options users can access. I think you need a WordPress account to change the settings about what posts are emailed to you.
Twitter Feed
Added a Twitter feed at the side, because sometimes I feel the need to post really short comments. I haven’t been using Twitter much, but now I’ve got an excuse to start again.
Spam Filter
I don’t want people to have to sign up to post comments, but at the same time I don’t want to approve the comments personally. At first this meant I was getting a lot of spam. I installed a spam filter plugin and it seems to be working correctly. Tell me if you think that any legit comments are being deleted.
Google Ads
I added ads! They’re quite out-of-the-way because I don’t want them to be too annoying. It’s interesting to see what kind of ads actually show up, because it tells me what Google thinks my website is about. So far I’ve been seeing ads about games and mobile phones, which sounds about right. Also anime chicks with big tits.
Hosting my Games
Kongregate lets you embed their games if they sponsor them, so EBF4, EBF3, AS and BH are being hosted by Kongregate when you play them on this site. But my older games are being hosted by me. I’m curious to find out what GoDaddy’s definition of “Unlimited Bandwidth” is. But the traffic I’m getting right now doesn’t seem like anything to worry about.
Super secret new game
Natalie and Anna fanart
Some cute fanart from d4rk-pwaro!
Mobile Games Research
Hey, so as I mentioned before, I’m planning to start developing mobile games soon. I recently got a Galaxy Note 2 phone, or er, it’s almost big enough to be tablet actually. Anyway, I played a lot of games on it while I was in Sweden.
I’m trying to figure out what sort of games are popular, how controls are implemented on touchscreens, and how developers monetize and market their games. This post is mostly just some notes for myself, which others may find interesting or want to add to.
First of all, here’s a list of games that I played:
- Labyrinth 1 and Labyrinth 2
- Whale Trail Frenzy
- Rayman Jungle Run
- World of Goo
- Pixel Kingdom
- Cut the Rope + Experiments + Time Travel
- Pudding Monsters
- Ending
- Fruit Ninja
- Color Zen
- Can Knockdown 3
- Monster Cube
- Happy Fall and Happy Jump
- Jetpack Joyride
- Jewels Saga
- Nyan Cat: Lost in Space
- Shogun: Bullet Hell
- Space is Key
- Sporos
- Temple Run 2
- Unblock Me
They’re all pretty fun and you should check them out. There’s still a lot more that I’ve installed and have yet to play…
Touch Controls
I found that the more simple the controls, the better they worked. A lot of the games literally had one type of input:
- Rayman, Jetpack Joyride and Whale Trail have “tap the screen anywhere to go up”
- Sporos, Monster Cube and Pixel Kingdom have “tap objects”
- Fruit Ninja, Pudding Monsters, Unblock Me and Color Zen have “swipe objects”
- Happy Jump and Labyrinth have “tilt the device to move”
Games that try to use traditional gamepad controls with onscreen buttons weren’t very fun to play in my opinion. They feel a bit awkward to play without physical buttons to guide your fingers: there’s a lack of physical feedback. Meanwhile, the above listed controls can be combined easily, as tapping, swiping and tilting are very distinct actions.
Lesson: Use simple controls that are native to phones and tablets.
Adding Replay Value
A lot of the same schemes are used in mobile games as in web games, so there’s nothing too surprising here. Most games have achievements, level rankings, upgrades, highscores and the usual stuff.
Something which I found interesting was that a lot of the unlockables don’t even add to the gameplay. There’s stuff like new skins for your character, or wallpapers for your phone, or links to promotional YouTube videos. I guess this is because it’s a more casual market and kids like that sort of stuff? Maybe. I don’t know. Sounds fun to implement though.
I also noticed that a lot of games are updated with new level packs or other content to keep users coming back. Most web games on the other hand don’t usually add new content once they’re finished, unless they’re really popular. This is down to the distribution method I guess: mobile games can easily alert you to new updates, while web games are hosted on a lot of different websites and can’t be updated so conveniently.
Lesson: Add plenty of stuff to unlock, whether it effects gameplay or not. You can also update games.
Monetization Strategies
This is the most important section, for developers anyway. I’ve noticed a lot of different approaches to monetizing mobile games…
- “Pay for the game” – No free version, just a paid one. Not sure how these games are supposed to gain popularity if users can’t try them out for free. I guess this method relies heavily on good reviews to promote the game (that’s how I found them, anyway).
- “Try for free, pay for full version” – A single payment that unlocks a “full” version of the game, which usually includes extra levels, or removes ads. Great because the user can get addicted before spending any money, and it usually means there’s no microtransactions (but not always!), which a lot of users don’t like.
- “Pay to progress faster” – Microtransactions that give in-game currency or other upgrades to reduce the time spent grinding. I’m not a fan of this one because it means you have to make a grindy game. But on the other hand, it means players who don’t want to pay can unlock all of the content for free, but slower.
- “Pay for more content” – Microtransactions for level packs, new characters, upgrades etc. Good because it lets you keep updating a game and milking dedicated players.
- “Pay for cheats” – Microtransactions for, er… cheating. Pay to skip a level or to make it easier! Sounds really cheap, but most games have been quite careful with this, and make the cheats available for free too (although only a limited amount of them).
- “Disable ads” – Usually thrown in as a bonus with any other purchase, but sometimes it stands on it’s own.
- “Watch ads” – Of course, developers can earn money without taking any from the players. Not particularly profitable from what I’ve heard, but it can be if you have a really popular game. I’ve noticed that ads can usually be removed by disabling your internet connection (I wonder how many players have figured this out…?). Some games give out in-game currency for watching ads, playing the game once every day, and stuff like that.
- “Get sponsored” – Some games include a lot of branding in exchange for monies from a large sponsor. There’s a Skittles version of Fruit Ninja! I’m not really sure what sort of sponsorships are available yet, but I’ll have a look into those. Kongregate and Armor Games do mobile sponsorships too, though they promote the games rather than receiving promotion from them, and take a cut of your profits. I think.
The best monetization method really depends on the type of game and amount of content you’ve got.
Lesson: There’s a lot of different ways of making money!
Anyway, that’s all for now. I still need to do a lot of research (income and download stats for different games, if I can find those!), but that’s a good start.