A few weeks ago I mentioned that Where Shadows Slumber was accepted into the Connecticut Festival of Indie Games, taking place at ConnectiCon XVII this year. (For a refresher, read this blog post) The time has come! I’m heading to Hartford this weekend, so if you’re a fan of Where Shadows Slumber and you want to say hi, this post has all the details.
Our game will be available at the SHOW 009 spot on the floor. I’ll have more beautiful drop cards to hand out, and plenty of mobile devices available so you can play as much of the game as you want. There are pins, too – more on that below.
The core show hours are as follows:
Friday, July 12th: 12 pm – 8 pm
Saturday, July 13th: 11 am – 7 pm
Sunday, July 14th: 10 am – 4 pm
Special Convention Deals
I’ll be running the same shameless scam promotion that I did back at TooManyGames – pins are NOT for sale, but you can take one for free if you’ve purchased Where Shadows Slumber. (You don’t have to have purchased it during the event, this applies to previous sales too!) Bonus pins are available for anyone who gives our game a 5-star rating on their phone’s app marketplace [^‿^ ]!
The last time I did this, we were up around the top 100 puzzle games in the U.S. on the App Store, so I expect great things from you CT Fig-fans… [ ¬‿¬]
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.
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.
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]/
We went live again yesterday morning, so hopefully those who liked the game over the weekend were able to find it!
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 am happy to announce that Where Shadows Slumber has been accepted into the 5th annual Connecticut Festival of Indie Games (CT FIG), which is taking place within ConnectiCon XVII this July! They have an indie showcase of board games and video games that were offered at a discount to those who applied early and submitted the game to their judges. The show is in Hartford, CT next month (July 12th – 14th) at the Connecticut Convention Center.
I’ve never been to ConnectiCon before, but I went to a CT FIG event back in 2016 during the Mr. Game! years and met Jason Miceli of Geek Fever Games. The event was quite small, and very board game focused, but apparently their offerings have expanded to digital games as well! (There’s not many of us, but we’re growing…) I’m glad to hear they have connected with ConnectiCon to reach even more people! I wish Jason the best as they expand the CT FIG brand.
I’m typing this from the lively lobby of the Smart Russel Square Hostel, after Day 1 of Casual Connect has wrapped. Rarely, an event will land directly on my Tuesday blog spot, and these posts go out late. Apologies for anyone waiting by the phone!
This day has been a blur and I’m exhausted, but here are some scattered thoughts about Casual Connect London. I hope this blog post is helpful for those who are considering applying to a future Indie Prize, purchasing a ticket to Casual Connect, or just traveling to London.
Architecture: Loving the stately buildings in London. The convention center is across from Westminster Abbey, the church where every English monarch has been crowned since 1066. It’s incredible to behold! And London is filled with awesome old buildings like that.
Power Warning: I woke up this morning feeling screwed, because I realized late last night that the UK has different power outlets, and I couldn’t plug any of my devices in to charge. That’s always a terrible feeling, especially abroad. I felt even stupider because I have an adapter at home from my trip to Australia, but just forgot to bring it… Luckily, the man running the Smart Russel Square Hostel front desk was nice enough to let me borrow one for the week. What a gentleman!
Pips and Dip: At the venue, we began to set up at 8:30 am for a 9:00 start. The QEII Centre was nice enough to provide free morning tea, proving that some stereotypes are wonderfully true.
Indie Prize: The game developers who are here have been included in the indie game showcase because they’re eligible for the Indie Prize, a title given out on the final day of the show. Apparently it’s an audience favorite vote, similar to how SXSW does it. That seems silly to me since everyone would obviously vote for their own game and there are few outsiders, but what the hell, why not?
Small Stations By Design: The setup is very tiny – the smallest I’ve ever seen – with just half of a table, a chair, and one socket in a shared power strip. This is on purpose, though. Your table is more like your office space than a demo area. You’re supposed to use it as a headquarters to hold meetings, store your stuff, and chat up other devs.
Indies, Everywhere: There are a ton of indies at this show from all over the world! Below is a shot of what the main game room looked like during the busiest hours of Day 1. Believe it or not, all of the people shown there are game developers! Jack and I have talked about this idea before – the notion that the most important thing about these gaming conventions is who you meet, not how many sales you get. Casual Connect puts that theory to the test by putting you in a room with 75 – 100 other developers and giving you a chance to mingle!
Afterparty: I got a chance to catch up with some devs I recognized, and meet a few new ones. To be totally honest, I didn’t stay long. These are early mornings, and my travel woes are still gnawing at me. Even so, kudos to Casual Connect for throwing two parties for us. What better way to connect casually than a party?
Ok, these posts are never intended to just lavish fawning praise on the conventions I attend. Let’s get into it.
Making The Most of B2B Shows
As a premium game, these B2B shows can sometimes be pretty irritating. (B2B as in, business-to-business) Casual Connect isn’t a consumer show like PAX East or Playcrafting. You won’t find random people walking around that could be potential customers. That doesn’t mean that your fellow game developers won’t buy your game, just that the show isn’t meant for that. You’re supposed to take the opportunity to connect (casually) with businesses that can help your game succeed.
The companies seem to be getting the better end of the deal here, since not all of us even need to work with ad management systems. Because of that, it’s hard to avoid the feeling of being “sold to” at Casual Connect. Having said that, there are some companies I’ve met that could be useful for a future project. There are even 1 or 2 that could help Where Shadows Slumber out of our current slump.
There is good news, though! The staff has promised that the show is undergoing some massive changes. “We’re evolving! Come see what’s next!” Tomorrow’s afterparty is called the “Last Ever Casual Connect Party” which probably means the show’s name is changing and the business model will shift. Maybe future shows will have more indies, less companies, and the presence of off-the-street enthusiasts? If that’s the new proposition, I’ll keep returning to as many Casual Connects as they invite me to. If not, this might be my last one for a while.
In any event, I’m making the most of this B2B show. There are some translation companies here, some big ad networks, Unity, a Microsoft booth, and tons of awesome indies from around the world. We may even be able to get Where Shadows Slumber on a cool game streaming service that operates similarly to Netflix, but for games. (Stay tuned)
After the show ends, I’ll post the results of the Indie Prize and a roundup of some of the coolest games I found. Thanks for reading!
The show was a full week ago, but PAX East seems like yesterday! Jack and I are still exhausted from our travels to Boston, but I didn’t want to let too much time pass without recording our thoughts on the trip.
Day 0: The PREGAMER Show
This year’s PAX began differently than in recent years. I’ve never made it up to Boston a day early for Playcrafting’s PREGAMER party, but I’m glad I went for it this year. (The regular fee was included with our booth) Dan got a bar at the convention center hotel and covered the whole room in indie games! It was a nice way to start the show – essentially like a Spring Play esque Playcrafting event in a different city, the night before PAX East!
Your setup is pretty simple – two bar tables pushed together with a chair for each one, and a power strip behind you. I was next to an adult party card game (similar to Cards Against Humanity) so I don’t think the games are sorted into categories, it’s kind of a free for all. The event had a lot of people in it, but not too much traffic – meaning that I didn’t see too many people at the table as the night went on. Maybe that’s my fault for not bringing my cool Where Shadows Slumber banner? In any event, the people that played it really enjoyed it. One dude even bought it in front of me!
I got to chat with some young developers who are basically where Jack and I were at two years ago – they just graduated college and have a beautiful demo of a promising indie game, with a lot of work ahead of them.
Next year, if you’re going to be in town for PAX anyway, you ought to at least show up to the party before the real convention begins! Also, if you happen to be at PAX but you couldn’t get a booth, this is a nice way to still represent your game and maybe get some media attention before the news storm hits.
Days 1 and 2: Showtime!
When the show began in earnest, I was shocked at how busy the event was from the moment it started. In recent years, Thursday has been a terribly slow day. Almost one of those days that makes you say “man, why does PAX even start on a Thursday anyway?” But this year Thursday felt more like a Friday, which was great!
It’s hard to quantify crowd sizes. Every year, Where Shadows Slumber has been at different spots on the show floor. (PAX East Indie Showcase in 2017, Indie MiniBooth in 2018, now Playcrafting in 2019) You don’t just want “a lot of people at the show”, but rather “a lot of people who come to your table excited about your game, eager to engage.” It would do us no good if 1,000,000 people came to PAX East but only cared about Roblox.
I can’t put it into hard numbers, but we felt busy all through the show. Tons of people remembered the game from last year’s spot at the Indie MiniBooth. A few diehards remembered the demo days, which is always heartening. And we bumped into some old friends from Stevens, too! There’s a suprising amount of them that either live in Boston or make the journey north just for PAX. The more of these shows I do, the more I look forward to just making connections with devs, industry people, journalists and old pals.
Our placement at the Playcrafting booth was perfect, too! We were facing out toward the aisle near a corner, with nothing in front of us. And since we were next to the Bose AR-cade (also run by Dan) we got a lot of spillover traffic from them, too. Jack joined the fun Thursday night, which was just in time, because I was already feeling tired. PAX East is a marathon, not a sprint!
Day 3: How Our Panel Went
Before we even had a booth at PAX East, I took the liberty of submitting a few panel ideas to the show just so we could talk about Where Shadows Slumber. This would be a special PAX, since it’s the first time our game is available on the market for sale instead of just as a demo or beta download. Some of my more selfish ideas didn’t fly, such as an entire 1 hour lecture on the greatness of our game, how beautiful it is, and how handsome the developers are. However, our panel “How Much Do Premium Games Make” was accepted!
It was scheduled for 1:30 pm on Day 3, Saturday. We didn’t get to pick the time, and I wouldn’t normally miss the busiest time of the show to do a panel, but we ended up getting a great crowd! Here’s a shot I took from the podium of them coming in:
The panel was a fantastic success! Jack and I were joined by Dan Butchko of Playcrafting, Kati Nawrocki of Dots, and Adriano Valle of OrcPunk. (Though, to be honest, I know all of them through Playcrafting!) It was a frank and honest conversation about how difficult it is to be a premium indie game in a crowded marketplace. We talked about changes in consumer patterns, and new business models that can appeal to today’s phone gamer. The short version is that free-to-play isn’t just a “good idea” – it’s a requirement on mobile. Or… don’t focus so much on your game making money!
I want to thank our fellow panelists, everyone who came to the panel, those who asked questions, and Matt our theater manager for making the event so successful! We’ve all leveled up and become “game devs who do panels sometimes” which I’m sure is just a few steps from “game devs who are incredibly successful and happy.” So close!
BONUS: I think Night 3 was when we got to try an awesome party bluffing game called Pluck Off! that is still in development. It’s a card game, so don’t expect to see it at too many video game events in the future, but if you can get a print & play it’s totally worth it. (Warning: don’t play with Jack, he’ll destroy your face)
Day 4: An Exhausted Success!
By the time Day 4 rolled around, I had basically checked out and spent most of the day collapsed in a chair in the back of the booth. This ended up being a mistake, as I actually missed a lot of people who planned to stop by the table but hadn’t scheduled a time. (Sorry people!)
We can call the weekend a success though, because we nudged so many people to buy & review our game that it brought our Apple rating up from a 4.4 to a 4.5! This may seem insignificant, but it brings us past the threshold that Apple uses when deciding which games to feature. Some games, like our muse Monument Valley, are featured at least once a week. If we climb the ranks, Apple might give us at least a feature every month. Bring on the Today tab, boys!
I don’t know about Jack, but I’m still recuperating from the weekend. I have no idea how some devs did three shows back to back in March… (This is the SXSW / GDC / PAX East Trifecta, sometimes called March Madness or dying.) I’m hoping to get back on the wagon soon though, because we have a lot of little changes to make to the build in response to your wonderful feedback. Jack and I spent the entirety of our 4 hour drive back to Hoboken planning what we can do in the short & long term to improve Where Shadows Slumber. I’m excited to put the plan into action!
Thank you to everyone who visited our table, bought our game, gave us a review, or attended our panel! You helped make a good PAX great. Wish us luck finding the energy to keep going!
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!
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.
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!
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!
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.
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!
My business trip to Australia is winding down! By this time next week, I’ll be home on the frosty mean streets of Hoboken, and Where Shadows Slumber will be available on Google Play. That’s quite a change from the hot, humid, Android-less weather here in Brisbane.
I’ve enjoyed my time away from the U.S., and I can safely say the Where Shadows Slumber “World” Tour was an official success. Here’s a look at what I’ve been up to the past two weeks, as well as a look ahead at our next event.
Double Supanova In The Sky
From November 2nd to the 4th, I attended Supanova Adelaide. From Nov. 9th to the 11th, I was at Supanova Brisbane. Although the events are part of a series, they felt quite different. Both of them were comic conventions, but Brisbane was much more heavily attended and my table was in a much better location. Even so, both gave me the opportunity to expose Where Shadows Slumber to an audience that otherwise would have never heard of the game. Some people even bought the game on their iPhones right in front of me!
I’m very glad I went – not just because I got to see two beautiful Australian cities, but because it was a chance to bring a bit of joy and mystery into people’s lives. If I had the chance to go to another Supanova, I might dress the booth up a bit different to match the “comic con” theme. But it was still totally worth it! Look out Supanova Gold Coast…
As always, the best part of these conventions is getting chummy with the artists to your left and right. Go support Keelan over at Killustrate (Keelan + Illustrates, he’s not a murderer) by buying some of his cool hand painted artwork! These are not made in photoshop, they’re actually painted and then digitally scanned! Keelan was next to me at Supanova Adelaide, and he’s totally not a bogan so go buy his stuff.
Then, if you’re feeling lucky, grab yourself a replica Ace of Spades from Halifax. I met the whole team at Supanova Brisbane, and got a chance to hold the weapons myself. They feel great in your hand, and you can even paint them yourself if you buy the kit version. Plus, if you’re not a Destiny fan, they’re working on a whole bunch of new guns from classic series like Halo and Devil May Cry. Go vote in their Instagram poll to make your voice heard!
I want to thank everyone I met at these conventions, dealers and customers alike. Everyone made me feel very welcome in this foreign land, and I’m so glad you’re all running around with Where Shadows Slumber pins on your bags now, hehehe. Hope to see you again next time I’m in Australia!
Going To Gameacon?
Gameacon NYC is this weekend at the Resorts World Casino in New York City, which I believe is in Queens. Gameacon was one of the first shows we ever did, though we went to the Atlantic City version. The show has since expanded to NYC and Las Vegas. It’s hard to justify the trip out to some of these places, but since this Gameacon is in our backyard it was hard to say no. Plus, the event manager took $50 off our price since we’re alumni!
Sadly, I’ll be in Australia during this show and Jack will be away. Fortunately, Alba and Noah, our talented audio duo, are here to save the day!
Thanks to Alba and Noah for filling in here – if you’re going to Gameacon, be sure to say hello. And if you’re looking for two awesome freelance composers to bring onto your team, show them your game… I’m sure PHÖZ is looking for a chance at their next masterpiece!
One Week Until Android Launches!
We have just seven days until our global (sans China) release of Where Shadows Slumber on Google Play, so we’re both excited and a bit terrified. Everything that could have possibly gone wrong with our iOS release went wrong, so I have no idea what to expect. This is either going to go really smooth, or go terribly wrong in unimaginable ways. In either case, download the beta for free right now so you can fill us in on any problems you’ve experienced!
If anyone knows how Google Play’s stupid promo code system works, please email me at contact@GameRevenant, comment below, DM me on Twitter @GameRevenant, or throw a brick at my head with a note attached to it. I sent a code to Robert Adams of TechRaptor, and it didn’t work! This poor man has been dying to play the game since Play NYC 2017. He must think I’m trolling him. But apparently Google Play’s promo codes don’t work if your game is unreleased. We may need to go into some kind of Closed Beta just so journalists can play the game a few days early.
We’re also preparing for an Amazon launch, which is basically Android with a different online marketplace. Diligent readers of this blog will remember that we won a Developer Spotlight Feature Thing on the Amazon App Store at last year’s Mobile Games Forum at the end of October 2017. Sadly, the contacts I had for that prize have dropped off the face of the Earth, so this week I’ll be doing a little investigating. If we’re not on your Kindle by November 20th, it’s because we’re waiting for a promotion from Amazon.
Keep your chin up, Android users! We’re in the home stretch. Soon, you’ll be able to taste sweet shadowy goodness. In the meantime, tell your friends about the game, download the beta, download the beta, tell your friends about the game, and download the beta!