TooManyProblems at TooManyGames

Back in April, I had the pleasure of showing off our game Where Shadows Slumber at AwesomeCon in Washington D.C. (Click here for the recap.) While I was there, someone mentioned a convention called TooManyGames and asked me if I was going. I had never heard of it before, and the deadline to apply as an indie had passed just a few days earlier. Despite that, I applied anyway because it sounded fun, and it was an even closer drive from Hoboken than Washington D.C. since TooManyGames is in Oaks, Pennsylvania.

I ran into a ton of problems during the weekend, but TooManyGames itself is a blast! This blog post is a recap of the convention, but the short version is this: if you’ve never been before, you should really check it out!


The Pennsylvania Turnpike’s Revenge

I thought I’d save money on my AirBnB costs and drive to TooManyGames on Friday morning (Day 1 of the show) instead of the night before. In theory, this made total sense. Hoboken is two hours from Oaks, the drive isn’t bad at all, and the show didn’t begin until 2 pm. My spartan setup for Where Shadows Slumber takes all of 15 minutes to prepare. I don’t need an entire night to set up beforehand like some people do!

This plan would have worked if not for one thin piece of metal that came loose on a bridge somewhere along the Pennsylvania Turnpike. This piece of metal, when it encounters tires moving at 70 mph, rips them to shreds. My car wasn’t the only one that got rekt, either. The moment I heard the loud BOOM and I felt my back-right tire disintegrate on the highway, I looked to my right and noticed that tons of cars had pulled over on the side of the road.

“Uhhh I think it looks fine, why? Is it not supposed to look like that?”

They were all changing their back-right tires. The cops were there, a bunch of mechanics and tow trucks were there, and I had to pull over. The mechanic who helped me out said that so far, 30 cars had gone over the same exact spot on the bridge and got flat tires! The government accidentally set up a drug-cartel style nail-trap across the road. (This is what your toll fee goes to, I suppose – democratic nail-traps) Suffice it to say, we had to throw a spare on there just to get to Oaks and I was 2 hours late for the first day. Not an auspicious start! Pennsylvania is totally paying to fix my tire now that I’m back in Hoboken.

Spare tires are much thinner than I thought they were!

In truth, I’m just glad I’m ok. I didn’t get hurt, I didn’t see anyone else crash, and being a little late is not the worst thing in the world. (But I’m definitely going to remember this the next time I get into an argument with someone about taxes and roads.) Shout-out to Ford Roadside Assistance for offering me free access to a mechanic who came to me on the side of the Turnpike and swapped the spare out! The government mechanic was charging $60.00 and told me to just wait for Ford to come [<_< ]…

The theme of TooManyProblems continued, when on Sunday morning I awoke to see this wonderful push notification:

So Google does this a lot – they randomly check the apps on their store for this one specific thing, and then take your app down without checking with you first. [ /o_o]/

They get annoyed we don’t have a privacy policy on Where Shadows Slumber, but the reason we don’t have one is because we don’t take your data! And we got punished for it, leading to $0.00 in sales on Sunday. The workaround is to just put some kind of URL in the spot where they ask for a privacy policy. The longer solution to make sure this never happens again? Not sure…

We went live again yesterday morning, so hopefully those who liked the game over the weekend were able to find it!

Enough Whining

Sorry, I had to get those stories off my chest. The truth is, I had a great time in Oaks! This show was awesome and I’m definitely going back to TooManyGames next year. How about a look on the bright side? Here’s 8 good things that happened, in absolutely no coherent order:

1.) I conducted 200 personal demos with attendees (yes, I keep track of this stat at conventions!)

2.) About 20 people bought the game right there at the booth, and some left reviews over the weekend. I think this is due to my new policy on pins – no freebies! Cards are always free, but the pins are exclusively for those who have purchased Where Shadows Slumber. (More details on that below…)

3.) Speaking of cards, I got to debut the new slate of Where Shadows Slumber business cards. There are 8 cards, since we have 8 different Worlds in the game. Everyone loved them, and they drew lots of people to the table.

4.) Someone asked for my autograph on one of the cards… LOL

5.) I ran into some of my old friends from the Stevens Game Development Club as well as some indies I met a few months ago at AwesomeCon, and tabletop developers I’ve known since the Mr. Game! era.

6.) The AirBnB I stayed at in Phoenixville had a cat.

7.) I got the chance to hang out with Nando and Emily, old friends from Stevens, in Philadelphia on my way back home Sunday night. (Nando is the host of the extremely popular channel NandoVMovies on YouTube. Like and Subscribe!)

8.) Finally, before I left Pennsylvania on Sunday night, I had the distinct honor of walking into a Wawa for the first time in my life. The scales fell from my eyes, I was comforted, I felt accepted, and I experienced true luxury. All other pretenders to the throne (7-Eleven, and other atrocities) revealed themselves to be false gods and I know the truth now.

Two Lessons Learned

During TooManyGames, I spent most of my time trying to learn what drives people to purchase things. For the longest time, Jack and I were been in “marketing mode” – which is to say, we wanted to tell people about our game. But since launch, we’ve transitioned for the first time into “sales mode”, and I’m still not used to that. It’s strange knowing that every new person is a potential $3.00, or a potential 5-star rating. In some ways it was easier before. We could always say “the game is a work in progress!” and be happy with people that thought it was cool and promised to check it out later.

After this weekend I have a new convention strategy, based on these two principles. I strongly encourage you to adopt these ideas as well if you are in “sales mode” like us!

Later Isn’t An Option. Buy It Now!

It’s tempting to use these shows as a chance to hand out as much swag as possible, show the name of your game to as many people as possible, and demo the game as many times as possible. But I’m focusing a lot more on sales and other quantifiable stats, because the truth is that the people at these shows are being bombarded with about a hundred other games at the same time.

If they don’t buy your game in front of your eyes, they probably won’t buy it later when they get home unless they are highly motivated already or were prevented from purchasing it during the show. So I’ve been thinking of ways to ratchet up the pressure and persuade people to pull the trigger while they’re at my booth. I recommend doing some kind of promotion / deal that only lasts while you’re at the con. (Reducing the price doesn’t count, by the way! That will not encourage an impulse purchase.) This is connected to the next piece of advice…

Make It Physical

When selling digital products, you are at a disadvantage. A tangible item like a cup of coffee will always seem more real / justifiable as a purchase than a non-tangible item like music or video games. (This is why free versions of those go further – such as Pandora, Candy Crush, and piracy) If you’re at a convention, you have the ability to do something that Internet ads can’t do – you can make the purchase physical. That’s why I only gave buttons out to people who purchased the game on the store. I needed to make the purchase physical for them to persuade them to buy the game in front of me. I also didn’t feel like selling pins because I’m not in the pin business, I’m in the gaming business! And I know for a fact that this lead to more sales. One guy literally said these words:

“So to get the pin I just buy this?” (And he held up his phone with Where Shadows Slumber’s app page loaded on it)

“That’s right!”, I said. He bought the game and I gave him the pin. It seems so backwards, right? But that’s just how humans are, and you shouldn’t fight our human nature. The next time I do a show like this, I’ll have more physical stuff to sell. Not exactly merchandise (logo tees, plushies, etc) but stuff like Google Play codes printed on cards. I saw one guy selling Steam Codes as physical cards that were about the size of Magic: The Gathering cards. That’s genius!


I hope this advice helps, no matter what you’re selling – I’ll certainly put it into practice when CT FIG rolls around in a few weeks. Maybe I’ll see you there?

Have a great week everyone!

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Where Shadows Slumber is now available for purchase on the App Store, Google Play, and the Amazon App Store!

Find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

Patch 1.0.9 Notes

Even though Where Shadows Slumber launched on iOS nearly six months ago, we’re still making slight improvements and catching small bugs. Did you notice that your game got updated over the past week? Here’s a non-exhaustive list of the important changes we made. Jack did all the work here, so this is mostly me just copying things over from GitHub commits…


Level 1-3, “Lock” – Removed Rotatable Casing

This Level caused a lot of players to stop in their tracks, because they didn’t realize the two draggables at the bottom-left of the screen were actually draggable. Those are super weird because they rotate like big airplane propellers – plus, they were encased in rock because I was too lazy to make them come in and out of the lava with a cool effect.

Now you can see them more clearly! I’m still not in love with the look, mostly because of the weird way the shadows interact with the lava. I have some ideas of how to change this Level, but we’ll see if this works for now.

Level 1-4, “Ascent” – Visible Shadowy Doors

Players have always struggled to figure out what’s going on in this Level. I think we even got some bad reviews of the game because of this one! In particular, what’s confusing people here is that we’re using a mechanic for this puzzle that isn’t reintroduced for 21 more Levels! It was too cool to pass up, though. And it’s not exactly the same mechanic.

Anyway, as you can see in the before and after above, the doors in this Level will now glow in shadow to show off that they’ve changed. This fix really improves the Level while still maintaining what we love about it.

Level 2-1, “Docks” – Raft Draggable Size

Players were having trouble recognizing the raft at the bottom of the screen as a draggable, so Jack added a second drag-square to it.

Under The Hood

Here’s some non-visual changes you wouldn’t notice unless you have a keen eye for bugs:

  • Click Detection – Fixed a bug where if you click on a space, but your movement is interrupted, clicking on that same space will not cause Obe to start walking there.
  • Disappearing Draggables – If a draggable disappears (due to a shadow) while you are dragging it, it never “stops dragging”. This means that the player’s input would be disabled, if you dragged another draggable, the first one would continue to move, etc.
  • Walker Pause Time – Walkers will pause for a bit longer on buttons to make puzzle solving easier in select Levels. (2-1, 2-2, 2-5, and 3-2)
  • And more…

As always, let us know if you encounter issues with the game! We’ve got cool news about new platforms coming up in the next few weeks, so stay tuned…

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Where Shadows Slumber is now available for purchase on the App Store, Google Play, and the Amazon App Store!

Find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

Where Shadows Slumber, out on Android!

The long(er) wait is over… Where Shadows Slumber is finally out on Android worldwide! Download the game from our Google Play page by clicking the link below:

STORE: https://play.google.com/store/apps/details?id=com.gamerevenant.whereshadowsslumber&hl=en

If you’d like an easier link to share with your friends, try this one:

SHORT LINK: bit.ly/WSS-Android

We want to extend a very hearty “thank you” to all of you Android gamers who patiently waited for our game to launch on your platform. It’s a shame we couldn’t do the App Store and Google play at the same exact time, but this strategy was a bit easier on our small indie team.

Note: If you get a strange message that the game needs to access the storage on your device, you can press “Deny” and the game will still work. We’re looking into why that false alarm is being triggered.

 

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We Need Your Help!

First and foremost, grab a cup of tea and curl up on the couch with Where Shadows Slumber. You’ve waited a long time to play this, and we spent a long time working on it. You deserve to savor the moment.

When you’re done with that, go leave a 5 star review on the game’s store page! Look at it right now. One review?* Get in there, people! Let’s make this as popular as Monument Valley so Jack can retire and fulfill his lifelong dream of replacing author Stephen King and taking over his life without anyone noticing o_o. That’s a secret, but you read these blog posts for inside information, right? We trust you.

Seriously, go leave a review and share this link with your friends:

bit.ly/WSS-Android

 

*One review written by me.

 

Share The Trailer!

It’s always good to share some beautiful artwork of the game with your friends, instead of just shouting at them. Here’s the YouTube link to our promo video. Check it out, and share it on Facebook or Twitter! You can also boost our original post if you want to see how many Shares we can rack up on that bad boy.

 

Amazon Is Happening!

As we speak, our game is chugging along in Amazon’s review process. It’ll be there for another day at least, so if you have a Kindle… just wait longer! You’ve waited all this time, what’s one more day? If you want, you can keep furiously scanning the store page. It may randomly show up sometime during the evening!

Don’t worry – the game is coming to the Amazon App Store. I can’t promise that anyone will actually buy it there, considering it’s the smallest market, but it’s coming! Maybe we should have a stretch goal if we sell 10 units?

 

Thank you for your patience, Androids of the world. Your time to rise up and take your rightful place is finally here! We hope you enjoy the game [ ^_^]

 

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Where Shadows Slumber is now available for purchase on the App Store and Google Play!

Find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

Hell Week

Jack and I first met in a sketch comedy group in college back in 2010. In that group, and in theater troupes around the globe, the week before opening night is usually referred to as “Hell Week.” For big productions, some things can only really be done at the last minute. (Lights, sound, final props, rehearsing on a real stage instead of a temporary space, catering) That means the final week before “showtime” is often spent running around like crazy doing a bunch of little tiny things that have been put off until now.

Is it procrastination? Is it just how this always goes? Who knows! Jack and I have only ever done this once before, years ago, when we released SkyRunner on Google Play and the App Store. (It has since been removed from the App Store because we let the Jack and Frank’s Magical Cruiseline Developer License lapse. Whoops!) Back then, things were much more relaxed. No one was really anticipating our fledgling student project. And we were fairly certain it was never going to go anywhere – we were just proud to make a game. We built it on a Saturday, hit submit, and never looked back.

This time around, things are different. There are a lot of moving parts to game development. Everything starts off cool and slow when you’re first testing out an idea. Then, international partners become involved, and a real schedule is expected of you. For the past few months, we’ve been emailing Apple saying “don’t worry, it’s coming, we just need more time!” This past week, we made good on the most recent roadmap we sent them.

Early this morning, we submitted Where Shadows Slumber to the App Store for review!

To celebrate, let’s explore what Hell Week looks like for a small team of distributed indies collaborating online to finish a game…

 

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A Week Full of “Do It Later” Tasks

I must admit that I’m a severe procrastinator. My skill is to take something (like, say, a cutscene) and do a really great 80% job on it. Then, because there’s no one watching me to tell me to finish it, I’ll go: “Cool! Looking good. I’ll finish that later.”

As it turns out, the week before you build your game for the last time is what experts commonly refer to as later. This week, the tasks I put off for so long finally fell on me like a ton of bricks. I spent the majority of this week finishing the game’s remaining cutscenes as Jack optimized the game’s final Levels and cutscenes. Because my work wasn’t done, it held up his progress on optimization. For reference, optimized Levels look like the image above – they’re solid black since the lights work totally different in those Levels. That means it’s impossible for me to work in those Levels, so Jack needs to wait for me to finish my work and then duplicate the scene in Unity and optimize that. By Friday, I was finally able to get those done in time to review the text translation sent to us by Logrus IT. Jack put in the new text file and tested the game to make sure the final build worked as a cohesive whole.

Alba and Noah spent Hell Week adding the game’s final missing sounds and improving the cutscene audio. We neglected to put sounds into the game’s UI for a long time, just because there’s an unspoken rule that you do UI last because everyone forgets about it. Whoops! This is also the time to work on the “mix” – which they described to me as the audio volume of every different sound as they work in tandem together. Without this crucial polish step, sounds can crash on top of each other during gameplay. Alba and Noah worked to make them weave together smoothly.

 

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Hell Weekend

Everything came down to the two build days – two days, Saturday and Sunday, focused entirely on testing and small changes. We were in Jack’s apartment huddled around his desktop as Alba and Noah worked fiendishly from Miami and Queens, respectively. I counted a total of over 18 hours over the course of both days spent just optimizing the game and doing a bunch of final changes! (Shout out to Jack’s fiancée and her sister for bringing us food on Saturday :D)

Like I said, some things have to wait until the end of the project before you can really do them. The weekend was spent putting in Jack’s final optimizations so the game runs smoothly on all phones. Then, those changes had to be tested on all of our iOS devices to make sure they didn’t cause other problems. I didn’t work nearly as hard as Jack did in these final hours, but it was important that I was there to give the artwork a final check. During optimization, a lot of the art rules changed: lights that used to stack on top of each other now blend smoothly together, for example. That looks awesome, but some tiny tweaks to their intensities and colors had to be made before we could ship it. That’s just one example of many little things we did over the weekend.

(Shameless plug: if you want us to come give a talk at your school, organization, or church, email me at contact@GameRevenant.com! We would love to go into more detail about how hard it is to make games!)

I don’t know if Jack knows this, but the main reason I wanted to work on games with him is because of his determination. Going into this Saturday build session, it didn’t look like we’d be able to send the game to Apple. The optimization process caused an unexpected crash on one of the game’s middle Levels, and I was pretty certain we’d need to delay internally again. But Jack never gives up, so we handled that bug, found some more, crushed them, and got everything done in time!

 

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App Store Monday

Monday was another “put it all together” day, and it was technically the day Apple was expecting to receive the game. I spent all day putting our Store Listing together in iTunes Connect as Jack finished some tests and Noah and Alba worked on “mixing” the sound. Since I submitted the game early this morning at around 3:30 am EST, I guess it came in a bit late since that’s 12:30 am in California. Some things never change!

But even with all the stress, I can’t help but be astonished by what we’ve created. Look at the pictures up there, from our iTunes Connect submission. Seeing these beautiful images lined up like candies gave me a feeling of pride and accomplishment that I haven’t felt in a while! I’d totally buy this game if I saw it on the store… wouldn’t you?

At this point, our app is In Review, which means that the App Store employees are checking it for egregious errors or incompleteness. They’re strict about what they allow onto the store, but I have no worries that our app will be approved. Whether it will get promoted by Apple, or even the vaunted Editor’s Choice tag, is another story. We’re not releasing the game on iOS anytime soon, so they have plenty of time to look it over and decide amongst themselves. But the hard part is over – our game is fantastic, it’s uploaded to the App Store, and I’ve never worked so frantically before in my entire life!

This is also a long-winded way of saying you shouldn’t expect the game on Android anytime soon. Testing and perfecting for iOS took longer than we thought it would. (What else is new? LOL!) How long do you think it would take to test the game on Android while simultaneously not breaking anything we already did for iOS?

Please be patient with us! One of the coolest things about Where Shadows Slumber is that it is a labor of love created by hardworking indie developers collaborating remotely across the greater NYC area. That also means everything’s going to take a bit longer than you expect. You can send us nasty comments on Facebook about how Android owners are being treated like second class citizens, but that won’t help us make the game faster! (Besides, Jack and I both have Android phones, and we’d like the game on our devices one day too. Lighten up!)

 

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What’s Next?

Now, we enter an exciting new project phase. Jack and I are going down different paths now: I can only help him so much with the Android release. While he’s testing the game on tons of Android devices, I’ll help however I can with all-night testing sessions and really detailed QA reports.

But my job now is to coordinate our team’s marketing efforts and make the most of that iOS launch “bump.” We’re going to meet as a team to brainstorm ways to make the most of our upcoming release. We’re also working on a launch trailer that will make die-hard fans proud, and newcomers interested. It’s going to be epic! And yes, when the trailer launches, you will finally know our release date! Thank you for waiting so patiently.

This is the progress update I’ve been dying to write, and it’s finally here. The whole team is eager to show off the final game when it comes to iOS, and we’ll be working hard to make the Android version really awesome.

Next week, we’ll dive into our marketing efforts and the plans for our trailer. Or is it… trailers? Find out next week!

 

 

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Thanks for reading this project update! If you’re new to this blog, you can find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.