See You Saturday at Spring Play 2019!

This Saturday there’s a huge Playcrafting event happening at the Microsoft Center in Times Square. We’re going to be showing off Where Shadows Slumber, and perhaps doing a bit more PC testing… don’t miss it! If you’re a fan of indie games and local businesses, you can get into this event entirely FREE! You just need to register for the event, which you can do here.

Video games are taking over the Microsoft office in Times Square for an all-out Expo celebrating local developers! Join us for a day of games, pizza and fun. All ages are welcome. We hope you can join us for our biggest seasonal gathering!


Over 100 game developers will be showing off their latest games one-on-one to a crowd of up to 1000 people. For developers, this is a great opportunity to show off their games (finished or unfinished) and get direct feedback from players. For everyone else, it’s a unique opportunity to try out the biggest collection of games made in and around NYC all in one place. More games being added daily.

We could use some more testing on computers, so swing by our table even if you’ve played the game before!

Robert Adams of Tech Raptor has a good article about what you can look forward to at this event right here. He also mentioned us specifically!

Where Shadows Slumber is a lovely puzzle game in the style of Monument Valley that we really liked. It’s great if you love puzzle games on mobile devices! We also interviewed them at Play NYC in 2018.”

Robert N. Adams of TechRaptor

I can’t say enough good things about Playcrafting. If I keep promoting them, Dan’s going to have to bring me onto the payroll at this time. But seriously – even if you’re not ready to show off your game yet, I strongly recommend these events for developers. If you can get into New York City by car, train, or bus, then GET HERE! It’s never too late to join the community.

What our game looked like back then…

It’s never too early, either. Jack and I have been going to these since 2016, if you can believe that. It was this very event (Spring Play) where we first showed off the Where Shadows Slumber Demo and started to get noticed. Robert says as much in one of his many articles about the game:

“…a game called Where Shadows Slumber had caught my attention at the 2016 Playcrafting Spring Expo. I got a card from the developer and decided to keep an eye on the game while it was under development.”

Robert N. Adams of TechRaptor

You never know who will be at these events, or what connections you’ll make with unlikely people. Hope to see you there!

Don’t forget to RSVP on Facebook too, and share the event!

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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.

An Awesome Arcade

I just returned from a trip to AwesomeCon in Washington D.C.! It’s my second time at the convention – the previous trip was in 2017. Since our game was still in development then, the theme for this past week’s marketing has been “blasts from the past.” I had a lot of fun with that and plan to do quite a bit more. It’s always shocking to see what the game looked like before it was ready for primetime…

I discovered the Pixel 3’s Portrait Mode at this con and I’m never going back…

AwesomeCon is a D.C. based comic convention held in the Walter E. Washinton Convention Center. As for the show itself, I’m very glad I went – mostly because the crew that invited us runs MAGFest’s Indie Videogame Showcase, and they footed the bill for space. It was very generous of them to invite us, and I always take the opportunity to do shows like that. It cuts down on the cost of showcasing tremendously. For this one, I only had to pay the cost of an AirBnB, gasoline, and tolls to D.C. from Hoboken.

Our setup, next to Crescendo.

The audience wasn’t there exclusively for games – in fact, many people playing the game had to suddenly leave in order to make it to some signing or another scheduled event. But for those that stayed and really toured the arcade area, I felt a real sense of admiration for the indies and their games. It was a good group of people! Many of them even purchased the game right in front of me. On Saturday morning, one woman literally bought it because I said there were no micro transactions in the game, and she said she wanted to support our team [^_^ ]!

The album of images from the Awesome Arcade can be found on Facebook right here. Enjoy them!

This kid wanted to play on the iPhone and the MacBook at the same time, LOL!

Costs vs. Rewards

It’s so hard to quantify whether or not these shows are “worth it,” but that’s what everybody always asks. Was it worth it? How many sales did you get? How much money did you make? Does that make sense given the 3 or 4 business days it took to do the show? Does that make sense given the money spent to get there?

I won’t try to quantify things like (1) meeting other indies (2) getting the game in front of people who don’t yet buy it, but still might (3) having a banner up that people see out of the corner of their eye, subconsciously reinforcing the product in their mind (4) doing the MIVS crew a solid by adding another game to their arcade (5) giving attendees a fun thing to do for a few minutes, etc. But what can you quantify?

Well I did something different this time, and actually counted the number of “plays” I witnessed while I was running the booth. I defined a play as “they sat down, played past the first 3 Levels, and I gave them the convention spiel.” Here’s the numbers:

Total plays by dayUnique plays
Friday (11 am – 7 pm)31 plays
Saturday (10 am – 6 pm)52 plays
Sunday (10 am – 4 pm)40 plays
TOTAL: 123
Total plays by deviceDevice plays
Fire HD 810 plays
iPad38 plays
iPhone X35 plays
iPhone 6S16 plays
MacBook Pro24 plays

So, over the course of 3 days at a cost of around $300.00, I personally introduced Where Shadows Slumber to 123 people. Even if all of those people purchased the game, the trip wouldn’t really pay for itself.

This isn’t an indictment of AwesomeCon, just something I’m going to start doing now to sate my own curiosity. I love going to shows, and I would return to AwesomeCon in a heartbeat. But they always tend to feel more impactful than they probably are. At the end of the day, my duty to the developers who built this game (as well as my duty to the studio itself) is to get the biggest bottom line we can each quarter. So this gives me a new goal for internet advertising and social media use: beat that time/cost return on investment!

Check Out Crescendo!

One of my favorite games at the Awesome Arcade happened to be on the next table over, Crescendo. I had never heard of it before, and without something like the Awesome Arcade it’s unlikely I ever would have. But the developer, Nate Largo, is very talented and he’s created something really polished and impressive. It’s a rhythm-based stealth platformer where you have to march in tune with the beat so that sound-sensitive laser robots don’t shoot your character’s face off. Check out his free demo here!

What’s That Strange iPad With a Keyboard?

This con was also special as it marks the first public test of a computer version of Where Shadows Slumber. Though we haven’t really announced it publicly yet or decided on a date, if you’ve spoken with us in the past few months we’ve probably discussed it.

Stay tuned for more news about that, and thanks again to Lexi and the MIVS crew for inviting us to D.C. for a great time!

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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.

The Merch Store!

Exciting news, everyone: your dreams of becoming a walking human billboard for your favorite indie mobile game are coming to fruition soon. This week, the Game Revenant merchandise store on Spreadshirt is launching! As a devoted blog reader, you have the privilege of receiving this news ages before those rubes in the general public. (What rubes!)

Here’s the link to the marketplace.

It looks like we’ll get some money from items if we mark them up a little bit. I don’t think I want to do that right now, because having people wear our stuff is more important than making another $1.50 at this point in the game’s history. That could happen at some point though, so if you’re on the fence about buying something, best to do it before the end of the month!

Currently, there isn’t much there. Which leads me to my next question…

What Would You Actually Buy?

I’m still getting things set up over there, so give me a day or two to get the online store looking nice and pretty. Right now I want to hear from you: what kind of Where Shadows Slumber stuff would you like? Spreadshirt has a whole line of clothing, but also fun stuff like mugs and junk. And it even has a dog bandana! (see above) My dog would rip those off instantly whenever we put them on her, but maybe yours is better trained.

Look, I can just make literally everything available, because there’s no cost. But I’d rather focus on the things fans actually want. For example, Jack furiously demanded zipper hoodies and… voila! There they are.

So what sort of designs would you like to see? It’s easy to just slap our game’s logo on everything, but there’s also a lot of cool art in our game we could use. I’m taking requests, so leave a comment or hit me up on Twitter @GameRevenant with what you’d like to see!

Even better, vote in this open Poal: poal.me/nassfn

I highly encourage you to add answers, that’s why I did this. The starting ones I did are essentially just jokes.

That’s all for now, everyone. Until I get more stuff up there… buy a Where Shadows Slumber Logo hoodie!

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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.

MAGFest 2019

Sup peeps! You may have noticed that I haven’t written a blog post for a while, but this week is different! This past weekend was MAGFest 2019, and, as Frank mentioned last week, he was unable to come. Since I ended up flying solo for this show, it only makes sense for me to touch base to talk about it!

MAGFest, and MIVS in particular, is always awesome, but this year was a little different. Frank and I usually drive down together, man the booth together, and basically work together on anything that needs to be done. With someone else there, it doesn’t seem that daunting, but it’s a pretty big task to take on alone – I feel bad for all of the conventions I’m unable to attend that Frank manages alone!

 

So It Begins…

After getting up at 4 am to catch my bus down to Maryland, I set up shop in the MIVS showroom. People started filtering in, and the convention had well and truly begun!

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Come play Where Shadows Slumber!

The first thing I noticed was that it felt like fewer people were coming over to the Where Shadows Slumber booth. At first I attributed this to the fact that it was the first day of the show, but it ended up being a theme throughout the weekend. I quickly figured out what it was – because I had taken the bus down, I didn’t have room to bring everything we normally bring to shows, including our banner. Without it, the biggest piece of marketing on the table is no larger than a normal piece of paper. Because of our unique art style, actually seeing a screenshot of the game is what makes people approach the booth – since there wasn’t anything large showcasing the art, a lot fewer people decided to engage. A lot of fellow indies at these shows lament about how hard it is to showcase a mobile game, but this was the first time that I really felt it.

That was made a little more sour by the fact that the game next to us, One Step From Eden, was really awesome, and their booth showcased it very well. People were crowding in front of it, which was both a blessing and a curse – sometimes people waiting for a turn to play would trickle over and play Where Shadows Slumber, but other times the crowd would spill over and block the view of our booth. Of course, I would never begrudge them for it – they’re fellow indies, and they managed to make a great game that people love, so I’m glad they got so much attention!

That small speed bump aside, the show was pretty awesome. Our player to bug ratio was the highest it’s ever been, almost everyone who sat down and gave the game a chance ended up loving it, and we actually had a few people buy the game on the spot, which was a new (and really awesome) experience. Overall, it’s this fact that made this weekend, and pretty much all of the shows we go to, worth it – people love the game.

bookstore

Image credit: xkcd.com

In fact, for the first time, someone came up to the booth, started playing the game, and ended up actually beating it. To be fair, she played about half of it on Friday and picked up where she left off on Saturday, but it’s still quite an achievement. Any slight annoyance I might have felt about someone playing the entire game without buying it was salved when she brought not one, or two, but three more people over to the booth to come play her favorite game of the weekend. In fact, on Sunday, before I left, she stopped by again and asked if she could have some extra buttons and cards, so she could give them to more people. I either didn’t catch her name, or I forgot it, but thanks for your help, kind stranger!

 

Lonesome Jack

When Frank found out he couldn’t come this past weekend, I knew immediately that I would still be attending; MAGFest is too big a show to give up. The reality of it – running a 4-day show by myself – didn’t hit me until I sat down to do it on Thursday morning. It really wasn’t too bad – I’ve given the Where Shadows Slumbers pitch a thousand times at this point – but there are a lot of logistics involved in these shows (making sure devices are charged, answering people’s questions, enticing passers-by to come and play, etc.) that get a lot easier when there are multiple people at the booth. One of the biggest differences was that I couldn’t really leave to get food or hit the bathroom, because there would be no one to watch the booth!

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Day 3: Look at this guy, all ready to help out

After a somewhat lonely Thursday and Friday, I decided to call in reinforcements. A friend of mine from the area was free on Saturday, and we had an extra ticket to the show for Frank, so he offered to come in and help out. Even though he didn’t have any experience running a booth, and had only played the first few levels of the game it was a huge help! After watching me talk to the first few people who showed up, he knew enough of the sales pitch to handle a newcomer if I was already in conversation with another player. In fact, just having someone there to talk to during the downtime made the day run a lot more smoothly.

I also want to throw a shoutout to Brian Intile and the team from Touhou Microgame, whose booth was immediately behind ours. We actually know them in real life, so it was fortunate that they were set up so close to us – in the stretches when neither of us had too many people to talk to, we could chat, or play each others’ games, or watch each others’ booths. Their game is also awesome (moreso if you’re invested in the Touhou Project), so if you get a chance, give it a shot!

 

Bugs and Improvements

One of the biggest differences between a show before the release of a game and one after is how we can handle things like bugs. When we’re still squarely in development, a lot of things tend to be in flux. At a lot of the shows we’ve been to previously, a bug would come up, and our reactions would fall into a couple of camps:

  • That bug’s fixed in a more recent version.
  • That bug will be fixed when we make some change that we’re planning on making.
  • That bug has something to do with X, which we’re gonna update soon, so it’ll probably end up being fixed.
  • We know about that bug, and we’re gonna fix it as soon as we get a chance!
  • I’ve never seen that bug before – if we can reproduce it, we’ll try to fix it if there’s time!

A lot of these cases have a decent amount of guesswork, and the majority of them don’t actually involve going home and fixing the bug directly.

Once the game is actually released, however, it’s a different story. There’s really only one camp that the bug can fall into:

  • We didn’t know about that bug, but we’ll fix it as soon as we get back!

Since there aren’t any big changes forthcoming, and there’s not a huge amount of work that we’re doing day-to-day, it’s a lot easier for us to figure out what’s causing the bug, we know our fix isn’t going to be invalidated by a future change, and we have more time to actually fix it! With that mindset, I kept a list of all of the bugs that I saw over the weekend (along with any places where the level and/or visual design could be improved), and I’m gonna start heading back into the code and fixing them! Fortunately, none of them were game-breaking or heavily impactful, so we don’t have to rush out a new build.

 

In Summary

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Players love Where Shadows Slumber!

All in all, MAGFest was a great show, even if I was the only one of us who was able to enjoy it. It’s well-run, and it has a good crowd – I was glad that we were accepted to the Indie Videogame Showcase, and I would totally recommend that any other indies give it a shot for 2020!

 

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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.

Jack Kelly is the head developer and designer for Where Shadows Slumber.