Demolish! Pairs FTP 1.0.1 for iPad

Our first “Free-to-Play” game is now available in the App Store.

Demolish! Pairs FTP, the free-to-play iPad version of Demolish! Pairs, our hit arcade/puzzle game, has now been released on the App Store.  Price: FREE

Demolish! Pairs 1.0.1 for iPad

Download and play Demolish! Pairs FTP here (no charge).

This version is our initial (and, perhaps, terminal) entry into the mobile free-to-play marketplace.  We would truly like to see this fun game in the hands of as many players as possible, and if we can recoup something for our efforts (on a simple game that took more than a dozen years, during which time half of the development team died), that would be nice, too.  Seriously, it is important to us to get this product as widely spread as possible for the integrity of the data/results, which I intend to (mostly) share on this blog.

Download and Enjoy…  and then please Rate and Review it on the App Store!

Charitable Results

Our late October promotion flopped.

While we wait for Demolish! Pairs FTP to be reviewed (currently on Day 8), I figured that I would write about some results we got with our tiny promotion that ended almost a week ago, attempting to earn some money to donate to the Juvenile Diabetes Research Foundation.  The basic numbers are based on tracking provided by Facebook, so perhaps we should start there.

(Cheap) Advertising on Facebook

Back in late August, as an inexpensive experiment, we decided to dabble in Facebook advertising.  At the time, our Digital Gamecraft page had an embarrassingly low number of ‘Likes’, all from people who I knew personally.  In order to increase this number, I clicked on ‘Promote Page‘ to suggest this page to other people.  In conjunction with this, we created a short 75% off sale for Demolish! Pairs, to provide brand new content (and a deal) for the page.

The results of this “campaign” were fairly decent, increasing our ‘Like’ count to more than 50 (from fewer than 20) in just a few of days, and for around $15.  The real benefit, though, turned out to be the availability of Facebook Insights once we passed 30 likes; this puts a figure for the number of people “Reached” on each post, giving an immediate idea of how well propagated your message becomes.  That initial post reached fewer people than had liked the page, but it gave me data to consider.

The next step was making a new post, warning that the sale was going to end in 3 days, and then, rather than continuing the page promotion, I instead clicked on ‘Boost Post‘ to advertise the sale directly.  This appeared to be more successful in terms of sales, and also brought a smattering of new followers as well.  The reach of that post was 5862 people (a 27814% increase from the previous post).

The first campaign, to increase the number of page followers, was successful in its goal, with the added benefit of providing more marketing data, but did not increase sales much.  The second campaign was more successful with sales, but not quite enough to overcome the decrease in income from the sale.  Still, it was a good amount of experimental information received for only about $25 total, with costs offset by the minor sales bump.

With improved copy, a better plan, and perhaps a somewhat more profitable price point, Facebook advertising could prove worthwhile (or, at least, break even).

Game Promotion for Charity

Armed with little more than Facebook data and good intentions, I decided to make the offer to donate $1000 to JDRF if our game could sell 350 copies in the last week of October.  The target sales number was chosen to be feasible, if the promotion caught on, and would amount to a donation of all proceeds, plus a small additional contribution from us.  In truth, I would (and probably should) have gone further to authorize the donation of all profits from the sales to charity, but I wanted to see how a target number might work.

To “promote” this offer, I (only) posted it at the end of this blog post, on the Digital Gamecraft Facebook page, and on the Digital Gamecraft Google+ page.  From my personal accounts, I liked/+1’d and shared both posts, and then sat back to watch.  Though my friend (and indie game developer), Gianfranco Berardi of GBGames, shared the post on Google+, I am only using the Facebook numbers and total sales figures.  (You will understand in a moment why this does not affect the results.)

The results were notable.  The impact of an offer for charity seems to bring in views, as the reach of that post, without any paid promotion, increased 385% from the previous non-sales post (and 1724% from the first sale post).  That was promising…  until the sales figures came in.  Despite the significantly increased reach, not only did we not meet our target figure, but there was no discernible change in sales at all.

The Bottom Line

It is going to take a lot of community building and experimentation, and probably quite a bit of luck, before we start figuring out marketing and social media, but this is a start.

Free-to-Play Take 1: Rejected

The first submission of Demolish! Pairs FTP was rejected by Apple.

As I mentioned in my last post, I decided to embrace the free-to-play concept fully (if perhaps halfheartedly).  Unfortunately, my first attempt for iOS did not result in reciprocation, as Apple reviewers rejected the IAP (In-App Purchase) products submitted with the product, Demolish! Pairs FTP.  (Alas, it took the product 8 days to get a review, which then lasted only 15 minutes before the rejection notice.)

I had designed what I thought was a well-balanced menu of (4) IAP products, ranging from a “Golden Ticket” at $3.99 (the current price of the “paid” game) down to an inexpensive “Two Day Pass“.  This last item ran afoul of a guideline I had overlooked:

Content subscriptions using IAP must last a minimum of 7 days and be
available to the user from all of their iOS devices

The inclusion of that product was intended to mimic a standard overnight video rental, which is a clearly established mechanism for viewing movies, instead applied to a downloadable video game.  I felt that the inclusion of a $0.99 item (subscription, in this case) was important to anchor the bottom end and provide a quick, low resistance, purchase option for the customer.  The economics also basically require that a product priced in such a manner be something of a standalone, since the gap between pricing tiers is 1 dollar US, so this lowest (non-free) tier does adequately fill the space between any two other tiers; the short subscription would have met the need quite nicely.

I accepted the decision (since I had completely missed this restriction in my earlier review of submission guidelines), but not without registering my thoughts on the matter:

I realize that you do not have the authority to overrule the cited guideline, but I personally feel that it is misguided and stifles innovation.  In particular, overnight rentals have been well-established in the video rental industry, and our “Two Day Pass” option was intended to be analogous.  Now we have no method to test the acceptability of this approach (to customers) under iOS.

Indeed, I do intend to experiment with this option under Android, if possible (and I will read payment guidelines with this in mind), since one major goal of this whole procedure is to learn what does and does not work in this arena.

Preparing a second submission

Clearly, Apple was not going to allow me to experiment with this idea (as is), and I was convinced that extending the subscription to 7 days would unbalance the design, as would increasing the price of what was, very deliberately, the most inexpensive choice.  Besides, the “Two Day Pass” idea was already engraved in button artwork. 🙂

Rather than taking a bat to my IAP product design and hoping it remained stable, or delaying release long enough for a redesign to accommodate a different low end option, I decided to simply remove the “Two Day Pass” entirely, initially offering only 3 IAP products for sale.  Although the anchor I wanted is no longer there, this whole exercise is somewhat experimental and, certainly, incomplete data now is better than complete data delayed (and, hence, no data in the interim).

It pained me, due to the many hours of design, implementation, and testing, but it was far easier to remove the option than to add it in the first place; the second submission of Demolish! Pairs FTP was completed on the same day as the initial rejection.

Planning for the future

The design for the free-to-play version of Demolish! Pairs already envisions several updates to the IAP system that were not (fully) implemented for the initial release.  A replacement for the inexpensive subscription product was just added to the list of features to be added in future upgrades, and an idea is already in the works.

With the removal of the fourth product button from the store page, the “hole” in that page looks even larger than it did previously.  However, the view actually contains (hidden) controls for some of the upcoming options, including the fourth product button, so the store will look progressively better as we roll out these features.  Of course, all of that is premised on the free-to-play edition actually registering on the income needle.

So, now we wait (again)…

Mental Retooling

Grizzled veteran embraces free-to-play concept.

In my last post, You Lost Me at ‘Buy’, I was ranting about a scenario that really had me down-heartened about the direction of the game (and, in particular, mobile game) industry.  However, not being one to wallow, I already had a plan in motion (and development) to adapt to the changing landscape of the business I chose (back in the 80s) to be part of.

In the two months since that post, I have been working on Demolish! Pairs FTP, a free-to-play version of our latest iOS release.

In truth, the process was already underway when I made that blog post, but a comment from Joel Davis, along with an intense read of the book he recommended, Free-to-Play: Making Money from Games You Give Away, by Will Luton, caused me to revisit the (free-to-play) design from the top, with a different attitude and approach.

I ended up with a separate design document just for the free-to-play features that was longer than the design document for the game itself.  I did not change anything about the actual gameplay, deciding against banner advertisements that would adversely affect the experience, and determined not to allow “pay to win” in any sense.  However, I did incorporate several features into the product (interface) to allow for free-to-play, including certain (temporary) game restrictions and advertising, as well as means of playing for “free” forever (wherever time is a valueless commodity).

To be clear, I “embrace” free-to-play approximately the same way as I might embrace a great aunt who I have never met, and may never see again.  Of course, if it turns out that this great aunt happens to want to enhance my income substantially, then the least I could do would be to visit more often and get to know her, and my embrace may grow sincere.  It would be the polite thing to do. 🙂

In the world outside that metaphor, the new version is designed to allow, and encourage, players to give us money for the fun product we have created.  However, it does not force anybody to part with money and, actually, players may not be significantly restricted until they get decent at the game.  The other major drive and purpose of the free-to-play version is to get information about the market, relative to the paid version.  Although the first/paid version of Demolish! Pairs did make some money, that income stream deteriorated to the point that the possibility of cannibalizing sales with a “free” version is no longer a serious risk.  (A game needs to make a meaningful contribution to keeping our company in business, or it may as well be free anyway.)

So, I created this new free-to-play edition, Demolish! Pairs FTP, over the last couple of months (in addition to a whole new round of iOS solitaire game updates for Goodsol Development).  The actual development time for just the FTP (which does not stand for what you think it stands for) version was 80% of the time it took to build the original iOS (paid) version of the game from the prototype.  The game has been submitted to the App Store, so now we are just waiting for approval (I hope), after which we will see how the initial sales stack up against the initial sales of the paid version.

The free-to-play edition should have a much longer tail than the paid version, so when (<optimism>) this new version matches or exceeds the income of the paid version over the critical first 3 days, and then grows instead of plummeting, then my attitude will truly be changed (</optimism>).  I have a very specific target in mind for iOS to be considered a successful platform for us, and I am anxious to see whether we make that goal.

I plan to write more about the free-to-play features and results once there are actual results to consider.  In the meantime, you can buy (the original version of) Demolish! Pairs in the App Store, with no ads nor restrictive baggage.

Note: If we get at least 350 purchases of Demolish! Pairs 1.0 before the end of this month [October], Digital Gamecraft will donate $1000 to the Juvenile Diabetes Research Foundation, plus 50% of all net proceeds for sales beyond 350 (before November 1).

You Lost Me at 'Buy'

Game development can really suck sometimes.

Let me set the (completely true) scene for you.  My wife and I are at an informal dinner with several other people, none of whom we had ever met before, except for my cousin (the only reason we were there).  At some point, while waiting for our meals, he started talking about our game, Demolish! Pairs, and when somebody wondered about it, he pulled out his iPhone and started demonstrating it.  One of his acquaintances showed interest in the game, so he told her, “You can buy it on the App Store.”  Then, to me, he asked, “How much is it, again?

She did not even wait for my reply before saying to him, “You lost me at ‘buy’.” 🙁

Although I was disappointed and slightly shocked at the direct rejection of Demolish! Pairs (or any game) on the basis of it not being free, it was not until days later until I realized exactly how much it was really bothering me.  This is truly a depressing sentiment for somebody who makes a living developing games.  I hope this rant exorcises that particular demon from my thoughts.

Point 1:  Games should NOT be free.  Worthwhile people are willing to pay for their games explicitly, rather than requiring coercive “free-to-play” schemes.

Shortly thereafter, we heard the common refrain about none of them really playing games anyway, followed again by the increasingly frequent mention that, ‘what I do play is this app called Candy Crush.’  Then, pretty much everybody admitted that they all play that game, and these “not real gamers” started discussing the game, including specifics of their approaches to winning and getting 3 stars on every level!

Point 2:  You DO play games; every interesting person does.  Playing a casual game is still playing a game.  In fact, that is the most common form of gamer.

It is gravely insulting to hear, repeatedly, that the games we develop somehow do not count as real games.  Just because a game does not involve a console and game controller, and shooting people on screen, does not make it any less of a game.  Lots of people play Call of Duty, but ridiculous numbers of people also play Candy Crush.  I do not like to segment people into hard-core/mid-core/casual/social/live/whatever gamers; they are all gamers.  Please enjoy Pretty Good MahJongg and Demolish! Pairs, but do not tell me that you are not playing a game while doing so.

Now, Candy Crush is the current flavor of the day, and that is a position it deserves.  It is a game based on a proven (addictive) mechanic, with a clear theme, nice artwork and audio to match the theme, and excellent execution of a good design.  For this effort, it currently earns more than $800,000 per day on iOS alone.  Puzzles and Dragons is reportedly earning $3.75 million per day!  By contrast, most games earn very little, and Forbes reports that the average iOS app earns only $4000 (lifetime), which is still far better than either Android or Windows Phone.  Needless to say, no proper game developer can make a living on an “average” iOS app.

Point 3:  Just because some games are reporting unbelievable revenue figures, it does not mean that the game industry, as a whole, is healthy.

Right now, more than ever before, we are seeing a huge influx of games on the market.  Lower barriers to entry have created a glut of content, much of it not very good, and this makes “discoverability” a serious problem.  Essentially every programmer I have ever met in my career has created a game at some point, usually while learning.  The difference, now, is that a much larger percentage (and total number) are taking these experiments and school projects and publishing them, either for free or on the off chance that they might make some “beer money”, while working a different job or living with their parents.

The result of all of this is that they are essentially peeing in the pool in which professional game developers have to swim.  Small (or “indie”, if you prefer) developers, in particular, have to deal with a ceiling of games with large development teams and huge marketing budgets, and a floor muddied by hundred of thousands of mediocre games (at best) that only serve to make our games harder to find and exposure much more difficult.  The current situation is unsustainable in the long run.

To be clear, I am very frustrated, but I am not about to “pull a Phil Fish“.  However, if our products do not find an audience to achieve significantly more than average sales, we will not be able to stay actively in business.  Sure we might be able to produce some games in our spare time while writing boring accounting software or designing web sites, but that would be barely acceptable after two decades as a full-time game developer.

To end on a positive note, however…  I overhead a conversation among some of the young people I know, and they were complaining about the IAP (in-app-purchases) in Plants vs Zombies 2, saying that they would much rather just pay for the game than being constantly bombarded with IAP (and not insisting that they were not gamers 🙂 ), so perhaps the pendulum is starting to swing back, away from “free-to-play”.

 

Pretty Good Solitaire Touch Edition 1.0

Our iPad Solitaire game with 500 games is now available.

Pretty Good Solitaire for iPadPretty Good Solitaire for iPad is now available in the App Store for the low price of only $9.99 US.  That is less than 2 pennies per game!

Pretty Good Solitaire Touch Edition contains 500(!) games, which gives you more different ways to play Solitaire on your iPad than any other app.  Just to sweeten the pot, we have included another 70 bonus games, which are variations on included games providing slightly or significantly different challenges.

This is the best iPad Solitaire game, bar none.

There are many nice, new features and, of course, lots of games, which are detailed on the PGSTE web page.  While visiting, you can also check out the new website design at Goodsol.com, which also includes all of our Windows Games and Mac Games.

This Pretty Good Solitaire release is the culmination of years of development effort on the Goodsol Solitaire Engine.  Of course, this does not mean that we are done…  Oh, no!  We have already started beta testing for the second development phase (first updates) on our iPad games, and now the cross pollination among Windows, Mac, and iPad continues, with popular iPad features being added to the engine for Mac and Windows, and the core GSE product for Windows rapidly approaching the 810 games in the flagship game.

When I am not developing games, or playing Demolish! Pairs, I am frequently enjoying Pretty Good Solitaire on my iPad.  Really.

Acknowledgements: 3 Great Tools

Here are some invaluable tools we used for DemolishPairs.com.

With the release of Demolish! Pairs and a number of other projects in the works, it has been a busy time here at Digital Gamecraft.  We finally got around to finishing the DemolishPairs.com web site (for now :)).  Now, I want to acknowledge three of the tools that proved particularly important to that task.

The first tool, and one of the most important in my arsenal, is Beyond Compare by Scooter Software.  I have mentioned before (and will probably continue to do so) that this is a product that I use almost daily and it is extraordinarily useful.  It performs both excellent file comparisons/”diffs”, showing (in this case) what changes we have made in HTML or code, and fantastic synchronization of files, so we can tell at a glance which files are updated and then copy changes to the servers (usually after verifying the diffs).  After using this tool, Dreamweaver is lacking and Expression Web is downright painful, so we exit either tool to publish with Beyond Compare instead.

The next tool is 3D Box Shot Pro, by Jellypie Software, which does a lot more than merely box shots.  For our iOS app, it generated wonderful 3D images of the screenshots on iPad and iPhone devices, which you can (finally) see on the Demolish! Pairs web page; they really make the page look much better.  I especially want to thank Andrew Gibson for actually generating these images (and more) and opening my eyes to the benefits of this software.  Here is more information and a short video showing how to make a 3D iPhone (or iPad) model with 3D Box Shot Pro.

The final tool is CSE HTML Validator by AI Internet Solutions.  This software validates your web site by checking your HTML (and CSS, etc.) files for issues that either will or could cause problems, and helps to make your site better all-around.  (It is like PC-lint for web sites: essential.)  Having used all of the validations in Expression Web successfully, I foolishly assumed that everything was fine with the site, but Dexter Bell (developer of FileBoss) pointed out that I had made a fundamental error with my HTML/CSS.  The tools from Adobe and Microsoft let it slide, but HTML Validator flagged it right away.  You can get an idea how thorough the product is with an online validation (but if you check mine, you may see that the iTunes link Apple provided me is invalid 🙁 ).

If you are developing a web site, I strongly encourage you to check out all three of these tools to help make your job easier, better looking, and more robust.

Demolish! Pairs 1.0 for iOS

Our arcade/puzzle game has been released!

Digital Gamecraft has published Demolish! Pairs on the App Store, where you can now buy it for only $1.99 (for a limited time only).

Demolish! Pairs 1.0 for iOSDemolish! Pairs represents a true milestone.  This is the first truly self-published title we have released in more than 23 years, and at the same time, it is the very last title on which we worked with our late friend and partner, Rick Tumanis, who did most of the artwork, and all of the sounds, for this game prior to his passing in 2011.

We are providing a limited number of free review copies to press (traditional or online) and, indeed, to the first three people who send an email to us at support@digitalgamecraft.com and tell us you read about Demolish! Pairs on this Gamecraft blog.  [Editor note: Press copies are still available, but the giveaway codes are gone.]

Please…  Download and Enjoy!Demolish! Pairs on the iOS App Store

Goodsol Solitaire 101 Touch Edition 1.0

Our latest iPad Solitaire game is now available in the App Store.

Goodsol Solitaire 101 for iPadGoodsol Solitaire 101 was approved, last week, by Apple, so it is now available in the App Store for only $5.99!

Goodsol Solitaire 101 Touch Edition includes (not surprisingly) the same 101 Solitaire games as the Windows and Mac Editions.  Additionally, this version includes 34 bonus game variants, as well as all of your favorites from Most Popular Solitaire Touch Edition and A Little Solitaire.

So far, all of our reviews are 5 stars, including:

  • “Without a doubt, this is the best solitaire app on the market.”
  • “A great variety of games, some challenging, some soothing but all well presented and easy to work with. And fun.”

Aside from extra games, Goodsol Solitaire 101 Touch Edition adds new features not available in any other Goodsol product.  The deal selection has been adjusted to allow players to select any of more than 2.1 billion deals, which are compatible with Windows and Mac products, but a player can also select to replay a game, and the new result replaces the older one.  Additionally, a player can arbitrarily delete individual results, which is a capability often requested by customers.  Both of these two features can be expected to make appearances in Windows and Mac OS X products at some point.

Before that, though…  Pretty Good Solitaire Touch Edition is on its way!

Seeking a few great Beta Testers

We need people to playtest our arcade/puzzle game.

Demolish! Pairs for iOSToday, Digital Gamecraft is making an open call for iOS beta testers to help us test Demolish! Pairs in preparation for its upcoming release on the Apple App Store.

Anybody with an iPad, iPhone, or iPod touch is eligible to join our team and get early access to this fun game, while helping us make it as good and solid as possible.  All you have to do is play the game (and then tell us about it 🙂 ).

For more information, and to sign up, see our call for iOS beta testers on the Demolish! Pairs site.