Dec 222010
 

The source code for Spin the World has been released. You can download it here in zip format.

The game is written in AS3, and uses the FlashDevelop IDE. It can be easily merged to Adobe Flash if you make Main.as the document class and chance the Preferences of the IDE to use the Flex SDK (for embedding symbols).

Only 2 things have been removed from the game. Both are game ID numbers. One for Mochi ads, the other for Playtomic stat tracking. On the topic of Playtomic, it is now a paid service, so strip any lines of code that use it if you don’t have a Playtomic game slot open.

Dec 152010
 

We’ve past 60k views a few days ago! Its not much in comparison with some major games, but we feel that it is a great accomplishment for our team. Its the most an individual game has ever performed for any one of the team members. And its pulled in a nice slice of ad revenue compared to the ~$0 that had been earned previous to this occasion. If you’d like to host the game on your site, its up for free distribution. If you want some branding added, or an API integrated, feel free to contact us. We’re pretty cheap. :)

On a side note, not everything went well with the sponsorship. From talking to other developers, we discovered that the sponsor’s API was not currently working, so instead of pointlessly spending more time on top of the 2.5 months trying to fix the code to get it to work with them, we are probably going to drop the bid. It would have more than matched the ad revenue supplied by Mochi, but nothing really can be done.

With Mochi ads, and Christmas time, we have happened to chance upon an awesome time to release our games. The high eCPM paid in mostly US/European regions during this time *greatly* improved the revenue from the game. It doubled our estimates of the ad revenue rate we thought we would get (0.50$, when we actually got 1.00$ eCPM). I highly recommend the time around (mostly a bit before) Christmas to release a game for this reason. The viral spike your game should get will help you maximize some profits. Of course though, if your game is done in March, why wait?

If anyone is interested, I can post some links to the current view count and revenue of Spin the World that is and will always be up to date.

Oct 162010
 

Just to fill you guys in on the last few months. We’ve finished Spin the World to a satisfactory point. After this, we uploaded the game to FGL (flashgamelicense.com) to see how we did. The game ended up with a not to bad 7.5 editors rating with some nice coments. Here’s what was said:

The game was nicely put together. The music was repetitive at times, but the fact that you could adjust the different volumes, made it appropriate when it looped to many times. I like you different types of customization in the game, it gave me a good sense of pace on what i wanted to upgrade on top of being able to upgrade during the fight and not in between waves. That being said I also enjoyed how you could unlock wallpapers after leveling the mystery item to level 5, it gave me a reason to level it up instead of shrugging it off. I did like the variety of enemies, though some different designs would be a welcome edition. Overall great job on the game and enjoyed it thoroughly!

The games rating itself was based off of these:

Intuitiveness: 9 Amazing!
Fun: 7 Good
Graphics: 7 Good
Sound: 7 Good
Quality: 7 Good
Overall: 7.5 Very Good

I was very glad that we got a 9 on intuition, but I thought the art for sure would have been at least a 9.

We’ve received to bids so far on FGL, but both not on par with what we want. I don’t think I’m allowed to disclose any financial related information without the consent of the sponsors but I can surely say that they weren’t what we were looking for. One of the bids however, is not a primary and looks like a good offer. What may end up happening is a self-sponsorship of the game with many small licensing to smaller portals for a cheap amount.