Occasional Gamer

XNA development blog of Elbert Perez

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The opinions expressed herein are my own personal opinions and do not represent my employer's view in anyway.

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My XBLIG game sales numbers

I think its about time that I shared some of my game sales so far as well as some insights into the business of making games for xblig. Let's start of with some numbers. As of April 9, 2010 I have these stats to share.

Game Price Point Release Date Trials Purchases Ratio
Gum Drop Celestial Frontier - http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855026f/ 200 ms pts at launch switched to 80 ms pts in Oct 2009 July 26, 2009 2696 87 3.23%
Neo Terra - http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d80258550379 80 ms pts Nov 19, 2009 1949 164 8.41%
Impossible Shoota - http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d80258550442/ 80 ms pts Feb 09, 2010 8077 613 7.59%
Scribble Defense 240 ms pts ??? ???
???
???

Having these sales numbers is very humbling. I thought at first is that if I make a interesting and new game people will buy lots of it. But I think the sales of the game was hurt because of bad timing of the new 80 ms pt drop that I missed as well as having bad cover art. Gum Drop Celestial frontier took the longest to create of all my games, it took around 1 year from concept to a shippable product. I was also new to the XNA platform at that time which incurred a lot of research and learning. I did a fair amount of PR work with this game, and was able to get it on most XBLIG sites. However at that time most XBLIG sites were not mature and did not have alot of following.

The second game, Neo Terra faired better than Gum Drop Celestial Frontier, but it was still disappointing in terms of sales. This is also the first time I had someone else do the artwork for me in which I spent around $500 dollars for the artwork of the whole game. It took me 4 months to get this game out the door. I can also note that it went faster because I had known the platform alot better and have a collection of libraries that I could use to make my game. It also helped that I pretty much was trying to mirror galcon in terms of gameplay. Yes, I cloned galcon, but it was something I wanted to experiment at. I made a big mistake of not doing as much PR with Neo Terra,  because I fooled myself thinking that this game is so awesome that people would play it. Neo Terra is also not easy to get into as you have to learn quite a few concepts to get to understand the game. However Neo Terra has gotten quite a second wind when I released the Zune HD version for free.

The third game, Impossible Shoota was a experiment in minimalist game creation. I took the chance to make something in a short amount of time (2 months) with the least amount of expense (only paid for 2 music tracks) to generate a big ROI. I knew in my heart this game was more like a feasibility study if I could seriously make games for a living as a indie game developer. Thankfully the numbers have drastically improved since my first two games. However I am still unable to pinpoint why this was more successful than the previous two. Although I have theories as to why this is the case. First of all this game is a straight up twin stick shooter with a very basic premise, shoot and dodge. Secondly, I think the cover art was a bit more telling as to what the game is, it's a giant fighter ship that says impossible shoota, I think most gamers would understand what it is by just looking at it. I did email a couple of folks about Impossible Shoota to drum up some attention. Most XBLIG sites picked it up, and I was lucky enough to get into the IGN top picks in the Xbox 360 channel which helped with my sales.

Lastly, my newest game in production Scribble Defense is planned to be sold at the middle price point. This is more attributing to a higher offering, giving gamers a few hours of gameplay for the price of around $2.50. I am hoping that people will more likely to buy the game based on the game content, and some interesting game mechanics. Currently I am at 2 months time in the game with around 1-2 more months of development. Hopefully this combination/theme will produce better reviews as well as higher sales.

To summarize my experiences in with XBLIG, I would say that it is definitely a hits driven business. You have to command the attention of people and make them want to play your game. This can be achieved by doing something crazy, new, innovative, etc... Basically whatever it takes to make journalists, and players take notice. However not because you think you have the most awesome game means that people will take notice, and play it. So it is very important to get yourself out there do it.


Posted by Elbert on Friday, April 09, 2010 11:32 PM
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Gum Drop Celestial Frontier Post Mortem

General Thoughts:

 

  1. This was my first XNA game, in which I was totally un-aware of the publishing process, testing process, and even the framework. I did alot of stupid mistakes, but I generally learned from them
  2. Development time was 1 year because I had to get up to speed with the XNA framework 
  3. I had fun making this project because it marked my return to game programming, which I almost gave up.

 

What went wrong:

 

  1. I had a grand vision of what the game should be. I added so many different concepts in the game but most of them were cool on paper but not on the screen
  2. It took me a while to figure out the review process and I was a bit hurried in getting the game out
  3. I used farseer physics for physics and collision detection. It was an awesome library but it had inherent limitations that forced gameplay decisions to be based against tech versus actually what was fun
  4. Feature creep, as I got deeper into making the game I was seduced to add more features that were cut anyways, not necessarily a bad thing, but it did extend the time 

 

What went right:

 

  1. Using farseer physics to handle physics. It put me more on gameplay side without having to deal with implementing my own physics library 
  2. Prototyping early on with a simple concept allowed me to get a quick idea of what I want the feel of the game to be
  3. Feedback from GDC, I actually had alot of people from GDC try out the game. I got so many good ideas and feedback on the game that it helped me refine it

 

 


Categories: Gum Drop
Posted by Elbert on Wednesday, March 03, 2010 1:36 PM
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Working on 3 projects simulatneously

Recently I have been noticing that I tend to burn out on a single project. It can range from getting sick of the concept, programming fatigue, slower progress, waiting on external dependencies etc ... So I decided to do a multi project approach where I work a commonly shared framework/code across different brands. Currently I am working on sustained engineering/bug fixing for Gum Drop Celestial Frontier, waiting for asset integration for Gum Drop Neo Terra, as well as my new project Gum Drop Solo Smash.

Hopefully my decision to do a multi project approach does not shoot me in the foot. But it seems to have helped me so far because I have been implementing features on one game that improves the quality of the other 2 as well as I can apply those concepts to the other games which otherwise I would not have thought of if I did not do a multi project approach. Although I would only recommend this approach if there is a pre-existing framework that has been built and is well known as you would have the basics pat down, and having multiple projects would only impede your progress. Also good to note that if you are in a project where there is alot of downtime due to dependency then multiple projects will work out good.

I have also decided to invest more financially into the project by commisioning a artist to do the artwork for Gum Drop Risk. If this becomes a succesful venture then I will most likely consider a similar approach to future and current projects.

Anyways that is my current status with my projects. 


Posted by Elbert on Friday, September 11, 2009 4:15 PM
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Gum Drop Neo Terra Beta Footage

Here is the new video demonstrating Gum Drop Neo Terra's tutorial, level select menus, and some gameplay. Enjoy!


Categories: Gum Drop
Posted by Elbert on Thursday, August 27, 2009 12:16 AM
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Gum Drop Neo Terra

I've been working for around 2 months now on the next game in the Gum Drop Series. The game is called Gum Drop Neo Terra, and it is a arcade 4x strategy game. It will support up to 8 players in the game(4 human players, 4 AI) with a variety of game modes and map types. Maps are randomly generated and can be customized for a guaranteed different experience each time the game is played.

 


Categories: Gum Drop | XNA
Posted by Elbert on Wednesday, August 12, 2009 11:10 AM
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Gum Drop Reviews and Mentions

Here are some links on mentions and reviews to Gum Drop. I will update as I get more of them. If you are a games review site and would like to try out the game, contact me at (mechaghost at yahoo dot com) and I can arrange a game token for you to try out on the Xbox 360. Also remember the game is avaialable for free, just click the download link on the right.
  

Categories: Gum Drop | XNA
Posted by Elbert on Thursday, July 30, 2009 11:16 PM
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Gum Drop Celestial Frontier Free to Download

I made Gum Drop Celestial Frontier for the PC a free to download and play game. Yes, you don't have to go and buy the game on Game Communities on Xbox, you can play it for free on the PC :) If you really like the game and would like to support me as a indie, then go ahead and buy the game from Xbox Game Communities. (Uploaded new installer that creates the shortcut)

Enjoy!

Download Link


Categories: Gum Drop | XNA
Posted by Elbert on Wednesday, July 22, 2009 2:38 PM
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New Trailer for Gum Drop

 


Categories: Gum Drop | XNA
Posted by Elbert on Monday, July 06, 2009 1:19 AM
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Better late than crappy

I pulled out Gum Drop from review to address more issues that have been plaguing the game. Mainly usability for people new to the game and performacne issues. This is very important because these impact the game the most.

 The game will probably be out on communities mid to late July depending on how many people are reviewing.

But the changes really give the game more polish that really will make it a hit :)


Categories: Gum Drop | XNA
Posted by Elbert on Thursday, July 02, 2009 5:09 PM
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While waiting for review to finish


Categories: Gum Drop
Posted by Elbert on Saturday, June 27, 2009 3:05 AM
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