The Indie Game Developer Survival Guide

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description

Can an indie survive in the mobile world? It may look like games for mobile is a paradise for indie developers, but truth is that it is quite hard to be noticed among the swarm of apps. In this presentation, Raul shares the tips & tricks he has learned about how to survive as a mobile indie game developer for the past 3 years, including a post-mortem of all the games of The Pill Tree and also a post-mortem of The Pill Tree as a company.

Transcript of The Indie Game Developer Survival Guide

Page 1: The Indie Game Developer Survival Guide
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Raul Portales

@sla_shalafi

[email protected]

The Indie Game Developer Survival Guide

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The (Mobile) Environment

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The Mobile Advantages

Huge amount of potential customersSimple distribution channels

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The Mobile Problem

Lack of dedicated, quality channels(aka Discoverability sucks)

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Apps != Games

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Surviving is tough

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Survival Tip #0

Lower your expenses

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Do not rely on overnight success stories

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Advantages of being indie

Quick to reactPersonal touch

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Competing with AAA

Quick to reactPersonal touch

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Fun

Visually Appealing

Works (no crashes or freezes)

Players know about it

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Don't reinvent the wheel

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Don't try to do everything alone

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Know your Players

Measure EVERYTHING

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Single Player Multiplayer

Freemium

Free2Play

?

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Objective

Figure out the market ASAP

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Single Player Advantage

Easier to build

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Premium Advantages

Easier to buildSimpler to monetize

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Chalk Ball

2-3 months of developmentSingle Player

Freemium10K/200K downloads

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Chalk Ball Graphs

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Current User Installs

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Success: Survival costs covered

Failure: Did not got enough traction

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Fact

90% of the dowloads while Featured

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Objective

Get more downloads and traction

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Free2Play Advantages

Easier for people to try it out“Better” monetization

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SpaceCat

4-6 months of developmentSingle Player

Free2Play1.5M downloads

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Chalk Ball Graph

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Less than 10K players bought the DLC

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The ARPU was under 0.01$

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Success: 1.5M downloads

Failure: Absurdly low income

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Implementing In-App billing is difficult

It is on the same level of complexity of creating a fun game

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Fact

Chalk Ball income > SpaceCat income

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Fact

We got “popular” thanks to SpaceCat

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Objective

Make the game I wanted to make

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Multiplayer Advantages

Better word of mouthMore engaging

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Codemon

Almost 8 months of development(First version after 4-5 months)

7 people involvedAlmost 50K downloads

Never featured by Google

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Codemon graphs

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Success: Great user retention

Failure: Not enough downloads

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Be prepared

Someone will try to cheat

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Fact

Even for a completely Free gameit is hard to get downloads

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Fact

Codemon ARPU >> SpaceCat ARPU

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Still working on improving Codemon ARPU

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Are these the future?

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Fact

I make more money freelancing one monththan with my most successful game in one year

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Apps != Games

MTG Tracker makes more money per dayThan any of The Pill Tree games (now long tail) per month

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Survival Tips Recap

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Survival Tip #1

Make the game you want to make

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Survival Tip #2

Small projects, ship early

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Survival Tip #3

Build a relationship with blog editors

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Survival Tip #4

Go for Single Player, Premium games

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Survival Tip #5

Measure EVERYTHING!

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Survival Tip #6

For updates, define objectives first

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Questions?

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Raul Portales

@sla_shalafi

[email protected]

The Indie Game Developer Survival Guide