UnknownGuardian

Apr 172012
 

Ninja Sequence is now up for open distribution. I just uploaded it to Kongregate and a rating and view would be appreciated.

If you would like a copy of the game for your site, leave a comment or contact us. If you are a portal owner and want to get a copy of the game without advertisements and branding, contact us as well and we can work something out.

Apr 012012
 

Ninja Sequence has been released to Newgrounds. You should try it out! (And maybe rate it if you like it). From the looks of it, I think Ninja Sequence will have a slow start, or at least slower than Tribulation, since its a puzzle game (not a zombie game) and that its not releasing on many sites at once. Hopefully it can get around the same amount of views Tribulation got though.

If you want to host the game on your own site, (or even want to buy a version without ads/sponsor branding for your site), contact us! If your portal is small, we can do it for a bit less as well. If you want to go through FGL, it is in the Game Shop there.

Mar 252012
 

Playerio Logo
Over the last few years, specifically since June of 2010, I’ve used Playerio as the backend for Game Development Room (GDR). Its been a great ride. I’ve enjoyed a lot of the features it offers and have made heavy use of the free account which has allowed developers to connect for so long.

Unfortunately, the great service has some not so great qualities. We’ve had our fair share of downtimes and bugs. While those could be expected and dealt with just fine, the latest issue has left GDR with many annoyed developers. As some basic background, this thread outlines the initial report of the problem and administrator responses. The bug was reported on March 11th, though if I recall correctly, had been appearing for a day or two before that. The first admin response came 5 days later and was just a “we are working on it”.

Sure that’s fine. If your response was actually the day after. When your whole service is experiencing the bug how could you miss this for so long? Seems interesting. I don’t mean to say they should be paying attention all the time to their service but once daily should be minimum. And quick acknowledgement has always never led to anything bad. The fix was rolled out three days later, which was sort of ok, considering it was the weekend and all. However weekends are when devs get the most traffic.

The fix didn’t work. Three days later an admin posts that they are working on it and will get a fix ASAP. It is depressing to me that it takes 3 days to realize that your bug fix didn’t work. Shouldn’t this be tested almost immediately and tested the following day(s) to ensure your fix worked and stayed working?

By now, its the 24th. Only 2 weeks after a bug report was made and a fix hasn’t come through. Playerio isn’t very appealing to me anymore. A friend from GDR recommended Gamooga. If Playerio keeps it up, it may be well worth investigating this service.

As a conclusion, I mainly wanted to outline one of the downsides of playerio. They’ve gotten plenty of good rep from a lot of sources (including me!), but its important to recognize the parts that are lacking with their service.

Mar 032012
 

As I promised, here we go. In the first 500,000 plays of Tribulation, we have learned a lot. A lot a lot. Lets start with a biggie.

Sponsorship works. It really does. Just counting some quick stats and we sent (well) over 100k visitors to the sponsors site. (Intentionally vague on actual numbers there, and the numbers below isn’t close to the real sum of visitors sent to the sponsors site). For the price of the sponsorship, that’s not a bad deal for the sponsor. Links that we thought were boring and that nobody really clicks on actually work. 10,000 people click the in-game logo in the bottom left corner. We suspected next to none would click it. The logo on the game over screen? 40,000 clicked that. The More Games Button on the Main Menu? 24,000 clicked that. There seems to be a pretty large conversion rate for links out that are present in many parts of the game.

Credits Screens Work. Ish. Of course, the worst part of them is that you miss anyone who doesn’t click credits or care about them. We were able to give attribute to the many people who helped work on our game including the music sources, icon source, and music designer/engineer.

People Stick to the End. Even when grinding, some stick to the end and get the best possible upgrade. 13,000 purchases were made to Pandora’s Box. That is really hard to get to for most people without closing the game first or dying. It was nice to know that these people stuck around and, in my opinion, beat the game like that. 250,000 or so people played a full game. They died at some point. The rest didn’t quite make it.

Players Don’t Care Where the Gun Points. The average accuracy from 250,000 sample games was 63%. The best part is that the lowest percent anyone got was 2%. Obviously if you have infinite ammo, no one cares if you hit those zombies in the beginning or not. As a player, I always hated the ammo constraints, so we chose not to include them in this game, and rather make reloading part of the strategy.

There are 19,000,000 less zombies out there. 250,000 players killed 19,081,879 zombies. That doesn’t even count the rest of the players who didn’t end the game. The average zombies per game killed was 76, and the most zombies killed in a game was 26,332. Congrats to that person!

Cool Developer Splash Screens Are Nice. With the lack of planning and time, we chose to implement a static slick splash screen (which we have since animated). From this, we were able to get 20,000 people visit our blog.

Now for some graphs!

With the discussion up there, I decided to chart the links we had from our Credits Menu. I also have a heatmap, if anyone is interested that I can post. A lot of theory can go here. I think placement and interest was the largest factors of out going links. Game Design and Art was obviously a large part of the game and so it got the most links out. I was still surprised that the Special Thanks links got out. As a guess, I would say that many of those players knew what those sites were and used them actively.

It’s pretty obvious about weapon distribution. Interestingly enough, people hung on to buy the higher priced items. Pandora’s Box was picked much less often than the Minigun, despite only being priced moderately higher. Possibly because everyone knows what a Minigun does. No one knew what Pandora’s Box did. On the topic of Pandora’s Box, we messed up on that one. The weapon is essentially useless compared to a Minigun. A more powerful and predictable weapon should have been offered.

The Shotgun and Chainsaw were the first few guns available to the player since they were priced cheaply. It seems that ranged weapons are more fun than close up weapons, since it appears unlikely that the 10,000 purchase difference would drop out between the time those two weapons were both purchase-able.

Finally, I wanted to thank Playtomic for most of our analytics. Even though you went down on us for a day and graph a lot of stats funny, we still love you and want you. I encourage all new developers to check out their platform if they want to start recording game statistics.

Feb 202012
 

Tribulation has been doing pretty well, compared to all the other games we have released, over the last few weeks. In those short weeks, Tribulation has reached over 400,000 plays.
TribulationStats
When we released Tribulation, we luckily had the foresight to use two different tracking services so we would be very sure on what data we were getting back and how accurate. We chose Playtomic and MochiBot to record the plays of the game as it spread across many many portals; 446 to be precise.

The difference between the two service’s reports is actually quite astounding. Playtomic reports close to 40,000 less plays than MochiBot did. Why did I put a picture from MochiBot then? Well, Playtomic has been having a lot of trouble since the beginning of the year. Too much trouble with all their APIs and the server migration problems. In addition, our ad service, CPMStar, also reported a number of ads served that was higher than the playcount from Playtomic. We only server 1 ad per game so this tipped us off quite a bit.

Unfortunately, all of our custom statistics were recorded with Playtomic, because their API was very simple to use. Since the data is close enough, and the sample is fairly large, we are still able to draw conclusions from the game, like which weapon was the most popular, how many zombies did most people destroy before they stopped playing or died, among other things. When Tribulation hits 500,000 plays, another post will be written with some charts and data examinations to checkout what worked and what didn’t work in Tribulation.

In the meantime, keep annihilating those zombies.

Feb 132012
 

Game in Ten Days #24 has officially ended! Vote for your favorite entry on the GiTD #24 Voting thread. There are some super nice prizes too.

The official entries (vote on the Kongregate thread):

Entrants:
Bobikas – Organise a GiTD
truefire – Wizard’s Quest (devlog)
LIDgames – Looper
TheKaveman – Level Quest
Rafael_MJ – Pinky’s Dungeon Escape (walkthrough)
DrYoshiahu – Just Another Shadow
Abigayl – Invader Breaker
Krankdud – Millennium Pork in Castle Crisis
byrono – Clown Death
orandze – The Floor is Lava
Moshdef – Fight Scene
Ace_Blue – GITD24 Bob the Blob