The game Let's Twist: the Path into the unknown

earlier this year, a group of experienced developers worked on the game Studio, violating all canons of mobile development. Low influx of users (or rather his absolute lack of), lack advertising budgets and publisher support dismantled the team, and it was decided to take a risk and create something of their own, to prove to ourselves first that big budgets and famous is not the main success factor.

In this article I, Arthur, founder and game designer of an indie team ArmNomads Games (consisting of three people), I want to share passed us by in the dangerous wilds of mobile gaming. From idea to final release.



The main objective of the idea was the search for a particular publisher and the target audience. We knew that to do something universal is very difficult. Guided by the limited resources and time, it was decided to cooperate with the publisher Ketchapp, but at the same time, have escape routes. To this end, we attempted to combine the minimalistic gameplay and beautiful art. Having experience with the engine Unity, we thought it was the best option. One of the advantages of this engine include the speed of development, graphical interface and cross-platform.

First Phase


From words to deeds. Game publisher uploaded, dozens of mechanics concepts are drawn and filtered, and of many prototypes created in haste, selected one, seemingly at the moment the most successful. The player had an identical map the elements to cells to earn points and beat your record. This was provided in 3 variations: horizontal, vertical and swivel. The longer the session lasts, the more the world opens in the background.

Screenshots of the initial version:



Nothing unique mechanics we have not seen and so I decided to make a major bet on emotional design and music. Knowing the love of a publisher to a minimalist, strict chart, we used the vector style and found that it has certain pitfalls. This choice put us into the narrow confines with which it was difficult to make the active object main background, and not to copy the birds and the pixel ninja, is rife in the games selected publisher. Therefore, and stopped at a symbol of the natural elements.

the Original version of one of the levels:



Special attention I want to focus on the music. Novice developers can do as we to write to all any musicians and ask permission to use their tracks, provided the issuance fee only in case of signing of the contract with the publisher. Our requests were responded to by many. There were those who sought the sum ahead (license flat fee costs from 300 to 500 euros). The vast majority of musicians reacted to the proposal more favorably, and the choice fell on a talented composer, Manu Shrine which ultimately dedicated game (Memory Eternal, Sergei...).

Manu Shrine
Sergey Deulin aka Manu Shrine was born and lived in the city of Yekaterinburg. Wrote music for: ambient, deep house, garage, deep dubstep, post-dubstep.



After creating the Alpha version of the project and testing on a limited number of Android and iOS platforms, it was decided to send a letter to the publisher. I have created an eloquent letter in which he described the activities of our team and have attached a pdf of the project and the game itself with a link to the vault. The same night we received an encouraging letter from a publisher, who wrote that he is interested and will give final response within seven business days. I won't go into details, but we received about four such letters within three weeks. There was no failure, nor any changes in the structure. Concurrent bombardment of other publishers initially did not bring any fruit.
Personal online document that collects publishers minimalistic games with their most successful projects.

I think we are not the first who faced a similar attitude, so I advise you not to stop and to write to all the publishers, both domestic and foreign — and to continue to improve the game as possible. At the time we supported only the Chinese proverb: "the Temptation to surrender will be particularly strong shortly before the victory." Who would have thought that this "shortly" will be extended for another 7 months of development.

By the end of first month of waiting the other major publishers conspire and began to shower us feedback s with reasons for the refusal, and give advice. From the responses we learned a lot of useful information, which I want to share with you:

the
    the
  • many are prejudiced against the games under the Audience. Some quite explicitly wrote it in his letters. So if you make a minimalistic game in the style of Circle or ZigZag, get ready to change the mechanics and complexity of gameplay.
  • the
  • Publishers Chillingo, FDG, PicPoc and Mode really liked the game, they praised its design and atmosphere, but decided not to take under his wing due to the lack of levels and the inability to upgrade to the paid one. Three out of four in one voice said that the market Persepolis, and the trend will soon change, and the popularity of free-to-play will decline.
  • the
  • is Not necessary to be limited only to publishers. Write letters and ordinary developer should be aware of. Many wanted to cooperate with us and test yourself in the role of publisher.

It is not recommended to consider himself above all and to love his creation enough to not listen to the advice of publishers and especially those who himself is a developer. Thanks to them we have decided to remove some mods and make a unified mechanic for all variations. We changed the control on the movement of cells, instead of items, added auto swype, and the game has acquired the desired momentum.

Reconsideration


On the basis of the experience gained, we continued mailing letters and each other's interest in publishing expressed Mildmania, Yodo1 and several well-known studios. The choice fell on Mildmania, as they are developers and have passed the same way that we do. Joint efforts have transformed the game: has been added more levels and variations of gameplay. But despite the high speed, the release of the game was constantly delayed. Painting something 3-rd level of the game, we realized that so far in the graphic style had to redo the first levels.



The main requirement was content. So, including one level and the four elements, has grown into a project with 6 levels and 50 elements that include characters from notorious games Darklings, Rop and Jelly Lab.



As novice developers a lot of problems with knowledge, I advise you to have a shared document with the training articles. At the time, helped Habr: hundreds of articles have been preserved in the document by all team members, and then filtered and divided into categories. With this method, in a short time were found lists of potential publishers, submit online. and forums.

contact List for pre-release send:
tips@toucharcade.com
tips@appadvice.com
contact@appstoreapps.com
info@iosgames.ru
redactie@iculture.nl
editors@indiegames.com
contact@iphoneapplicationlist.com
admin@appsaga.com
developers@panappticon.com
reviews@appspy.com
webmaster@kapaoo.com
reviews@iphonegamerblog.com
kevin.seoguru@gmail.com
daniel@nodpad.com;matt@nodpad.com
admin@iphonemob.net
news@cultofmac.com
reviews@pocketgamer.co.uk
apps@ilounge.com
mail@insidemobileapps.com
ifanzine@gmail.com
reviews@appguide.de
admin@pocketfullofapps.com
games@slidetoplay.com
tips@appmodo.com
appstorearcade@gmail.com
info@touchmyapps.com
jason.lee@nineoverten.com
basile2@gmail.com
contact.appyzilla@gmail.com
info@igameradio.com
submit@freeappsarcade.com
info@littleappreview.com
prostomac.com@gmail.com
media@polygon.com.
owen@pockettactics.com
justin.h@talkandroid.com
macdigger.ru@gmail.com
info@appleinsider.ru
editor@iphones.ru
editors@techhive.com
contact@eurogamer.net
review.monkey@148apps.com
paul@appgamer.net
feedback@pocketgamer.co.uk
tips@iphoneincanada.ca
razorianfly@gmail.com
jlada@gamertell.com
webmaster@theiphoneappreview.com
reviews@touchreviews.net


List of youtube bloggero:
charlotte.alicia.dyer@gmail.com
business.pewdiepie@gmail.com
theappinsider@tapbit.net
info@appzialist.com
normdoow@yahoo.com
craniumcode@gmail.com
gamesandbytes@gmail.com
evilsearch@yahoo.com
hashtagminecraft491@gmail.com
thegamehuntah@gmail.com
ImperfectLion@hotmail.com
markiplierbusiness@gmail.com
business.cinnamontoastken@gmail.com
YamimashAffiliate@live.co.uk
lordminion777@gmail.com
lonnie@lonnie.me
muyskerm@gmail.com


Sites Submit forms:
www.proandroid.net
android-zone.info
www.mobyware.ru
www.androidappsreview.com
androidcommunity.com
hd-android.com
droider.ru
android.mobile-review.com
droidtalks.com
lifehacker.ru
apps400.com
www.procontent.ru
android-tehno.ru
androidlife.ru
androidmag.net
android-tornado.ru
pocket-lint.com/contact-us
commonsensemedia.org/contact
ilounge.com/index.php/ilounge/contact
todaysiphone.com/submit-news
formstack.com/forms/envato-appstorm_review
isource.com/about/contact-us
tuaw.com/contact/appreviews
padgadget.com/contact/app-reviews
appsafari.com/submit
theiphoneappreview.com/submit-your-app-2
appshappens.com/app-review-request
appstouse.com/submit-app-for-review
appsmirror.com/submit-your-app-for-review
apps4review.com/submit-apps
bestappsite.com/get-your-app-reviewed
toucharchive.com/wordpress/review-request
appcomrade.com/app-review-order-form
theipadfan.com/get-your-app-reviewed/free-app-review-request
appsized.com/contact
killerappreview.com/submit
indiegamereviewer.com/contact-indie-game-reviewer
formstack.com/forms/envato-appstorm_review
iphonetoolbox.com/submit
iphone-games-review.com/submit-game
iphoneappsreviewonline.com/request-for-review
iphoneappreview.com/promote-your-app
stopgame.ru/contact
www.playground.ru
proandroid.net
iusethisapp.com/submit-app
iphoneapp-reviews.com/review-my-app
ituneappreviews.com/request-a-review
appbite.com/newapps
tapcritic.com/submit-an-app
mobileappbreakfast.com/contact-2/developers
appspirate.com/request-review
gamezone.com/contact_messages/new
iphonegames360.com/contact-us.php
eurogamer.net/contact.php
caputomedia.com/contact.php
appcraver.com/contact
alphadigits.com/submit-app-for-review
appaddict.net/contact-us
apps400.com/submit-your-application-for-review
artoftheiphone.com/contact
avrmagazine.com/contattaci
appchatter.com/submit/app-for-review
topappreviews101.com/contactus.php
yappler.com/app-review-request
appseeq.com/submitapp.php
appsontapp.com/contact
howzurapp.com
www.androidauthority.com
www.droidforums.net/misc/contact
appstudio.org/contact
mobilestartupz.com/submit-mobile-application
www.appleiphoneschool.com/contact
purch.com/about/#contact-press
hotmacapps.com/app-review
www.tapscape.com/contact-us


standby


The first big delay in release was because of the desire to add an online component to the game. We got to the period of transition of the engine Unity to the new version, and therefore could not take the advantage of ready servers. Independent technology send and receive data and synchronize with different time zones took almost 2 months of work. Also had to change the name of the game Let's Twist, as when you set up your account, our favorite name someone took (the answer to the question about who occupied it, you know at the end of the article).

Meanwhile...
Simultaneously with Twist-ω we developed and released the game Neogen Fallout in the App Store and Google Play and even got a featuring in 46 countries on the iOS platform and promotion in Mobango and Yandex stores. Imagine our disappointment when we realized that even such a boost without the contribution of marketing did not bring financial stability, and the Android version has earned 10 times less than "Apple". I think this is due to the fact that the game at that time was not In-App purchases, and one is not working, if not a couple of million users.

The second delay took place through the fault of the US Apple. We did everything by the book and 3 weeks before release sent Roadmap, on the European Apple was satisfied with the game and give featuring the day of release. But at the last moment we were contacted by the American Department and hinted that if we want promotion in US area, then have to wait another month and a half, since November is the best time to release. In addition, we received a hint that it is better to make the game pay and to abandon the free 2 play model with In-App mi. In that time we have experienced financial difficulties, but progress in America is the dream of every developer, so the decision was made to change the model and wait for the new release date.

A week before the release of the Apple came the request for the creation of Art Featuring and we for a couple of days coped with the task, as he understood, it was a chance to get "editor's Choice". Most interesting was directly the day of release. Less than an hour after our release, as the App Store game called Twist (the publisher of which was the Audience). Coincidence? I don't think. They had more than 32 weeks for the release of the game with the same name, but the dates were a perfect match. Furthermore, the title has been reserved since may.

We waited for the evening with impatience and growing concern, as entered in direct competition with the publisher, with multi-million dollar budget and an impressive user base. Shot clock the updates the App Store and finally managed to exhale. Our game has received:

editor's Choice in 78
Global Promotion in 135 countries(including America and the UK).



Game Let's Twist was released on November 12 in App Store 19 Dec Google Play(Android version is free). The start was rather promising and already underway to strengthen the position and the drawing of new content. Will be ready versions for Google Play and Amazon. On the collected money we are going to focus on creating a full-fledged Level Based games. Thank you for your attention. Hopefully, the article you like.
Article based on information from habrahabr.ru

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