(Note: The major update starts on post #36)
So, about a year ago I gave a post about a game called ShellBlast that I tried to sell via Game Publishing, and the road I took. Make sure to read that post first before reading this one.
Sales Update: December 08
Sales Update: January 09
***
UPDATE: Game has now been released! Check it out at spiritsofmetropolis.com

A month or two after posting that thread, I started work on a new puzzle game. Unlike ShellBlast, this was going to be a commercial game from the outset. I was going to design it from the ground up as professional...that is, make it incredibly polished and have it worth the money I would be asking for it. I had learned from my mistakes with ShellBlast, which was that while ultimately I still think it's a successful puzzle game that's unique and challenging, it was not in any way a viable commercial product, for the reasons I posted in the last thread. As of this post, here's where I stand with ShellBlast:

Now ShellBlast was included twice on Game Giveaway of the Day, as the second time I went through PayPal instead. So the total earnings was about $800. Considering the startup costs and licensing accumulated around $1500, it's definitely a loss. Not anywhere near the kind of sales I'd like to be making, but I have to remember the product I was trying to sell as well. It wasn't commercially viable. (Interestingly enough, lowering the price from $20 to $5 had little to no impact on the amount of sales I received!)
So, fast forward to today. I've completed a new game called Spirits of Metropolis, and it will go live on sale this weekend. Will it be a better commercial success than my last game? Let's go through the checklist:
-Design. I have said that ShellBlast was a very confusing and somewhat uninteresting game to look at. Let's compare ShellBlast to Spirits of Metropolis:
ShellBlast screen 1
Spirits of Metropolis screen 1
ShellBlast screen 2
Spirits of Metropolis screen 2
Right away, you can see that I've gone for a totally new design. Oddly, I think Spirits of Metropolis has more gameplay elements on those screens than ShellBlast does, yet Spirits ends up looking more simpler. This is due to two factors: The way the user can recognize the screen (Oh hey, a puzzle game based in a city vs some...weird shape thingys with lots of lines in the background) and the way that gems are more universally known as a puzzle game.
Still, it's not quite in the same arena as, say, a commercially made puzzle casual game. Is it still too "simple"? I don't think it is once you play the game. But that's not what really counts here...its the way the screenshots present the game. And I'm very pleased with the result.
-Simplicity. As I mentioned with ShellBlast, it was a very confusing game to explain. Spirits of Metropolis started out as a complex game as well: with each gem that you would clear, you would building a city below. Red gems would give you corruption in the city, while green gems would pump up money in the economy, etc.
I realized, holy crap, I'm doing it again. I've turned a simple idea into a complex monster. And the base gameplay in the gems was already fun enough. Why was I trying to add more uniqueness to a game that already had an original puzzle element at it's core? So, I threw away the whole city building concept.
Once I did that, I had the style of the game in stone...until an artist (Amanda Redmond) came in and gave it a complete overhaul. I realized that my original style was not even in the same league that she was able to do. Here's an old picture vs a new one:
http://www.vertigoga...eoldspirits.png
http://www.vertigoga...enewspirits.png
-Confidence. A lot of good my confidence did me with ShellBlast, huh? Here's the difference: with ShellBlast, I was depending on the developer to make my money dreams come true. I wasn't totally convinced that ShellBlast could sell for $20, but I let the publisher take me along with the ride.
The difference here is that I'm confident in Spirits of Metropolis, and I'm absolutely certain that it's worth the $20. The question is, do I have an audience to sell to? Will they play the demo and come to the same conclusion?
I'm not going through a mass publisher like Oberon Media this time around, but going through dev-portals like GamersGate and hopefully Greenhouse. But it's mostly going to be up to me and my website. Here's the sales goals and challenges I'll be facing.
-Website traffic. Here's a look at how my site, vertigogaming.net, is performing this month (note that we switched servers earlier this month so I don't have stats for that part):

(We'll be focusing on the number of visits.)
My sales goal for this month is 30 copies sold. That's absolute peanuts for game devs and even some devs around here using GM commercially, but for me it's a good number to reach.
So, let's assume that I'm going to hit about 10,000 user visits this month at the rate of 360 people a day. Let's cut that down into maybe 6,000 unique visitors (which isn't shown on that graph, but percentage wise is what it would come out to). If I can sell my game to just 0.005% of those users, I'll hit my target. But I've purposely made it an easy target to reach, perhaps because I'm just plain nervous about jumping into the commercial dev business...something I've dreamed of pretty much my entire young life (to make game devving a viable option for me, I need to be selling at least 70 copies a month...more than ShellBlast sold in a year and a half).
Think about that for a second. That's an astounding percentage. Heck, it makes it look relatively easy. But the real question is, is my site generating enough traffic to deliver the goods? I honestly don't know right now. It's something I'll know from experience I think, but right now I can't say. Its unfortunate that I don't have the traffic data for when I released ShellBlast, as that'd be a huge help.
-Genre Overflow. I'm willing to bet that I have more competition with the match-3 gem genre than any other PC genre out there. Are people tiring of this genre? Have they had their fill of matching colors for combos? With the unique take Spirits of Metropolis has, I'm hoping that answer is no. We'll soon find out.
-Advertising. I have about three thousand dollars of debt I need to pay off, most from Vertigo Games server upkeep, equipment purchasing and so on. I have virtually no money for plastering ads anywhere right now. But what if the game is successful...do I pay off that debt, or invest the money into advertising for a wider audience? Right now, I just don't know. That's more down the line than anything else, so it's not anything for me to worry about right now.
***
So there you go. Over the course of the next several months I'll outline my plan of attack in pushing Spirits of Metropolis, share monthly sales, and learn right along with the rest of you what works and what doesn't. This isn't a business guide on how to make money; think of it as a crash course in trying to make a living. I've learned a lot since my last commercial game, but I'd be naive to think I know it all just yet.
The game will go live hopefully tomorrow, and from there we'll see how it goes. This could be the start of a great story...or perhaps just the opposite. I look forward to taking you all with me in this huge step in my life.
Let's do this, and if we don't succeed, then we'll do it again!
This post has been edited by Mr.Chubigans: 16 May 2010 - 03:50 PM

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