May 302012
 

A couple of things recently got me thinking about this. The IGM review of Neil Rajah was one of them. Some of my friends who read that responded with “Well, what are they comparing it to?”, or something along those lines. The other was an email conversation with another developer, who made a comment that went something like “You’re doing pretty good for someone who has a job and a family, and is doing this part time”. On the family front – my wife and I just had a baby a couple of days ago. This is our second, and anyone who’s a parent knows what that means in terms of free time.

So, what exactly am I doing here? I’m definitely not competing against companies like Rovio, or the smaller indie game dev studios with a handful of employees. In fact, I’m also not really competing with the one-man game developers who do this full time. It took me some time to understand and accept that. I created Neil Rajah because I love platformers, and I wanted to make something that was like a traditional platformer. However, that means that the game will naturally get compared with all the other platformers out there, and it will definitely come up short. I’ve been looking at other games out there that are so much bigger than anything I can reasonably create – online multiplayer, multiple modes / upgrades, etc. It’s not that I can’t code any of that. I’ve done my share of network protocol work at my day job :) But realistically, I cannot take on projects of that size and have any hope of getting it done in a reasonable amount of time. And I’m not going to spend years working on a single game, I will get bored and quit.

So that was a bit of a realization for me – stop trying to do the same things that I see bigger developers doing. And even if you’re a solo developer, if you’re writing games full-time, you’re ‘bigger’ than me. And really, isn’t that what being indie is all about? Working on what you want to work on, without trying to conform to someone else’s expectations?

So with that long preamble – what kinds of games should I be making? I don’t know. However, the words ‘small’ and ‘different’ are what I keep coming back to. Something smaller in scope, that won’t take a year to code and hundreds of dollars in art and music assets for it to look even halfway decent (Neil Rajah really needed another world or two, but I ran out of time and money). Maybe something involving puzzle-solving rather than running and shooting. I’ve always liked puzzle games too, and it seems like a genre where you could reasonably take one core idea and make a game around it, without people automatically expecting that because it’s in genre ‘A’, it’s not complete unless it has features ‘X’, Y’ and ‘Z’. ‘different’, of course, is harder to work on, but it will also be more fun to work on. I’ve had some ideas for a while that more or less go along the lines of “It would be cool if there was a game that involved doing this“, whatever ‘this’ is.

One of the games that inspired me is GYRO. I heard about this recently on the libGDX forums. This is a great example of the kind of game I’d like to make – a simple, unique gameplay idea, doesn’t require a big investment in time/money to create, and a lot of fun to play.

So that was my sleep-deprived “Wow I forgot how much work a newborn baby takes” stream-of-consciousness self-realization blog post :)

 Posted by at 11:43 am
May 262012
 

… and they really did not like it :) Here’s the link to the review.

All of what he says is valid, and is helpful feedback. In my defense, I could say that this was my first real attempt at a game, and I wasn’t trying to compete with Super Mario. But then again, why shouldn’t I be? Striving for excellence is a good thing. I will say this – I spent a lot of time towards the end of Neil Rajah, fighting my urge to just publish it and get it done with, while knowing that it really needed more polish, first impressions matter, etc. In the end, it’s far more polished and complete than any of my previous attempts, and I also know that there’s a lot of room for improvement in that area. Next time :)

May 232012
 

It looks like Amazon has rejected Neil Rajah yet again, this time because it uses a Swarm virtual goods store. I don’t have confirmation on this yet, but it looks pretty likely. They approved the latest update for general devices almost 2 weeks ago. Yesterday I submitted a support ticket, asking if it was still in the queue to be reviewed for the Kindle Fire, because I hadn’t received any email telling me if it was approved or rejected. The response I got basically said “Apps sold through Kindle Fire should use Amazon’s In-App Purchasing API.” I asked for clarification, but I’m guessing this means that they rejected it for the Fire, but neglected to tell me.

This isn’t a big deal for me to work around. I already have a Swarm-less version for the NOOK tablets, so that version should work for Amazon as well (with the ‘go to store’ link switched to the Amazon link). That will be a lot less work than writing a new storefront screen, and integrating their IAP API. So I’ll probably make that change and submit it to Amazon again.

But the more interesting thing here, for me at least, is how this is another aspect of fragmentation. Yes, it’s completely optional, because I’ve chosen to list the game on all these different stores. But look at the variety of IAP implementations and requirements out there:

  • Google Play – They have an IAP system, but usually don’t enforce it. Although there have been some reports of them threatening to pull apps that use something other than Google Checkout for IAP
  • NOOK – They don’t have their own IAP system, and they don’t allow 3rd party IAP systems. So basically, no free-to-play games on the NOOK tablets until they come up with their own IAP infrastructure (and it’s not clear that they’re planning to)
  • Amazon – Recently released an IAP SDK. From the accounts I’ve heard, it is pretty easy to use. They’ll apparently allow 3rd-party stores for their general devices, but not for the Kindle Fire. Which basically means that it’s not allowed – by my metrics, hardly anyone is using the Amazon app store any more other than Kindle Fire owners

The takeaway for me – on my next game, if I want to list on these stores, I should plan to implement my own store, and abstract out the backend so I can use multiple IAP implementations. And then I should ideally implement Google Checkout, Amazon, NOOK (if they have something by then), and a 3rd party solution like Swarm/TapJoy/etc. for all the rest of the stores.

May 182012
 

If you type that into Google, it looks like my blog is the first match returned. With Bing, it’s 3rd or 4th. This is mostly Google and Microsoft personalizing search results for me, but it’s still pretty funny. I am very far down on the list of indie Android game developers that matter. Maybe this is a sign that I should spend less time blogging and more time writing games :)

P.S. It does the same thing on my wife’s PC, as well as some of my friends. But again, since I’ve shared my site with them on Google+, Facebook, Twitter, etc., that’s still personalized search results.

May 172012
 

The NOOK store has a neat feature – you can upload 2 apk files, one for the full paid app and one for the trial version. They need to have the same package name and version string. Once the app is approved, the store listing will have options for buying, as well as trying out the free version. In the free version, if you launch the correct intent, it will take the user to the store listing where they can upgrade to the full version.

Since Neil Rajah was listed on the NOOK store, I’ve sold one copy every other day. While not earth-shattering by any means, that’s way better than my Bus Jumper results on the Google Play store, for example. So I think there is potential here for better sales. I figured that the $1.99 price makes people hesitate. Also, the game doesn’t look all that sexy in the screenshots, and I think I have a better shot at making some sales if people try it out first. So, I made a free trial version that has the first 5 levels. Uploaded that and an updated full version today. If it gets approved in a week, it should go live around next Wednesday or Thursday (that’s when they update store listings).

Will be interesting to see if this works :)

 Posted by at 8:58 pm  Tagged with:
May 172012
 

I just released an update to Neil Rajah. This has a bunch of bug fixes, and one new feature – the ability to unlock levels. I noticed from my Flurry analytics that the number of ‘level died’ events greatly exceeded the number of ‘level completed’ events. Also, there were some sessions where people tried the same level many times in a row, with each attempt ending in death. I saw at least one session where someone tried the same level over 60 times. I’m glad people are finding the game challenging and not frustrating. That’s more patience than I would have :) But it also felt like a potential opportunity. So now I have unlockers that you can buy from the Swarm store. These aren’t in the in-game ‘diamond store’, so you’ll have to get Swarm coins to buy these. Hopefully this won’t feel like a blatant money grab attempt. We’ll see. I’m hoping that someone will be enticed to spend some Swarm coins in the game to get past a level that he or she is stuck on.

I also started work on new levels, but that needs some more time and tuning. Since the unlocker code was ready to go, and I had several bug fixes that I also wanted to get out, I decided to release this.

The new version is on the Google Play store now, I’ll be updating the other stores later today.