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…
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.
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!
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 day||Unique plays|
|Friday (11 am – 7 pm)||31 plays|
|Saturday (10 am – 6 pm)||52 plays|
|Sunday (10 am – 4 pm)||40 plays|
|Total plays by device||Device plays|
|Fire HD 8||10 plays|
|iPhone X||35 plays|
|iPhone 6S||16 plays|
|MacBook Pro||24 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), Facebook, itch.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.