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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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Impossible Shoota Postmortem

General Thoughts:

 

  1. This is my third game to be published on XBLIG
  2. Code base was derived from a unpublished game which had the framework setup
  3. I just wanted to create a simple shooter game
  4. Attempted to do cross marketing between my games
  5. Development time took 2 months

 

What went right:

 

  1. Very fast development time because I knew I just wanted a simple dual stick shooter
  2. The code base I have been using has been mature enough that I did not spend alot of time scratching my head
  3. Simpler menus allowed me to concentrate on the gameplay better

 

What went wrong: 

 

  1. The cross marketing seemed to have ticked some people off, even comparing my game to the Yaris game that came out of XBLA
  2. The game was not quite as impossible during the first release, I had to fix gameplay for a patch but that probably hurt my sales
  3. I did not try to innovate as much with this game to differentiate it from the dozens of twin stick shooters out there 

 


Posted by Elbert on Wednesday, March 03, 2010 3:06 PM
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Impossible Shoota released on Xbox Live Indie Games for 80 ms pts

 

Click the image to go to Xbox.com and download the game

 

My game Impossible Shoota has just been released on Xbox Live Indie Games for 80 ms pts. It is a straightforward dual stick shoota where you fight 500 enemies, and at the end you are rewarded with a game code for my other game Neo Terra!


Categories: Impossible Shoota | XNA
Posted by Elbert on Tuesday, February 09, 2010 5:54 PM
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Impossible Shoota almost ready to release

I'm in the final stages of getting Impossible Shoota ono the XBLIG service, hopefully I won't have anymore setbacks to getting it to the service. Here is the final trailer for the game. Enjoy!

Categories: Impossible Shoota | XNA
Posted by Elbert on Friday, January 29, 2010 1:24 PM
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More changes to the game

After discovering that the game had an inefficient way of handling the turrets I have been able to increase performance of the game on the Xbox 360 which has always been a pain point in developing on XNA. I've also cleaned up the collision handling code and removed alot of excess calls that were not needed in the first place. I've also changed how the projectiles are rendered to make them more visible and crisper to the user, I used to do additive blend to make them more glowy, but the end resultas a bit blurrier and less defined outline that made them hard to see. I also made the background into a darker shade to make the ships seem more saturated/desaturated. I have also been tweaking with gameplay as I am trying to find the balance of making the game exciting at the first enemy versus easing in the player into the action. Overall though I am happy with the changes to the game both visually and techincally. However I am still unhappy with the gameplay. Here is a video of the latest changes:


Categories: Impossible Shoota | XNA
Posted by Elbert on Wednesday, January 20, 2010 10:06 AM
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It's amazing what a week can do to your game

Over the week I started implementing polishes to the game. I added top times, because it is a mandatory for any game like this to have a top 5 table :) I've also gone the route of grey vs color. Enemy ships start desaturated (grey) but as they get more damaged they get saturated with color until they over saturate and explode. I've also cleaned up the HUD and added icons to the data that is being represented to the player, this added a better sense of polish to the game. So far so good, I should be able to submit the game for review within 2-3 weeks time :)

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Categories: XNA | Impossible Shoota
Posted by Elbert on Sunday, January 17, 2010 12:59 PM
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