Mommy's Best Games, Inc. is an independent game developer founded in 2007. This is a view behind the scenes of our game development and marketing!

Nathan
Showing posts with label mobile. Show all posts
Showing posts with label mobile. Show all posts

Friday, July 22, 2016

Is Pokemon GO the Donald Trump of Games?

Yes, Pokemon GO is great, we play it with the kids and they love it.

Now then... 
It's interesting that any "how to" guides on game development and PR are pretty much defied by this game or could be by any really high profile product.
It did so many things wrong at launch and it just didn't matter. 
Is Pokemon GO the Donald Trump of games?


It had a terrible launch with servers down constantly, activation emails not returned from the Pokemon Trainer site over the course of a week, a fuzzy launch date with relatively little awareness built for such a big brand, no tutorial in the game, the software hangs frequently, and there are bugs everywhere (and not the kind of bugs you're supposed to catch). There are so many problems most small indie devs work hard to eliminate, but here were ignored by players or happening in full sight.
I've been working on our current game, Pig Eat Ball, for over 3 years, and for instance, I just spent 2 weeks further polishing the menu transitions and fixing tiny bugs in the music player. These details matter for an indie dev's games and reputation, but what about for the launch with a giant brand?

What does this tell us? These things don't matter? Or is it simply the strength of a brand? Or that if you get your core idea correct (catch Pokemon in 'real life'), it's all fine? I don't know. The dev in me is bitter and angry that the "normal rules don't apply here", but it's hard to deny all the positive outcomes of the game even in its current, half-complete state. Regardless, whatever you do, don't use the Pokemon GO launch as a model of how to release your own game, because it simply doesn't apply.

Tuesday, February 16, 2016

Finger Derpy Nominated for IMGA Award!

Doubly Nominated

We have fun news! Our mobile horse-racing game, Finger Derpy, has been nominated, in *two* categories, for an International Mobile Game Award! The 12th IMGA competition recently announced the nominations, and your favorite drunken-horse-racing game is up for "Best Multiplayer Game" and "Guilty Pleasure"!

Finger Derpy nominated for Guilty Pleasure
Finger Derpy for Best Multiplayer!
Here's the trick: The final awards are determined by a crowd vote!
That's where YOU come in. Yes, YOU!

Do you like Mommy's Best Games? And/Or do you like video game development in Indiana/Kentucky? Then please vote for Finger Derpy!
Winning awards helps us with future and current projects. It will help Finger Derpy continue to succeed, which feeds our future games.

Finger Derpy is a game made in the Louisville area, and it features the city of Louisville!
The game is really well received and we love that people enjoy it. To see it nominated out of thousands of games is certainly exciting. But to have it confirmed with the award would seal the deal.

I ask you, I implore you, please take 5 minutes of your time to help our very tiny, indie team win this international game award.

How to Vote for Finger Derpy 

Here's where to vote:
http://www.imgawards.com/awarded-games/12th-imga/

It takes a few steps, but that means each vote is even more valuable.
You do have to register an account and confirm it and all, but then you can vote with one click.
When you register, and it asks you what "You Are" just pick "A fan of IMGA!"

The odd part is you only get to vote for *one game* in any/all categories! So make it count.
Please vote for Finger Derpy in the Best Guilty Pleasure category!
This is not a situation of "vote early and often".
You get one vote, it's very quick once you register, and it really, really helps us.
Thank you very much, I really appreciate it.

Friday, April 24, 2015

Finger Derpy is Released!


We just released a new game, and it's called Finger Derpy!
You can play it now! It's out for iPhones/iPads:
https://itunes.apple.com/us/app/finger-derpy/id977473798?mt=8
And it's on Android phones and tablets on Google Play:
https://play.google.com/store/apps/details?id=com.MommysBestGames.FingerDerpy


The game answers the age-old question--what if horses controlled like canoes and they had rubber necks?
The game's control system is unique. Instead of automatically running, you have to control your horses front hooves, with your two fingers to get the horse to run. Tapping left, turns your horse forward and to the right. Tapping right, turns him left. It feels backwards, but you can get the hang of it after a bit of practice.

The game takes place in a stylized version of nearby Louisville KY, and we even partnered with local, iconic businesses to lend more authenticity to the experience. Places like Muhammad Ali Center, KY Science Center, Louisville Stoneware, CenterStage at the JCC, Louisville Orchestra and more are *in* the game!

The player dodges the Foucault pendulum from the Kentucky Science Center on Main St.
How? Well each business has a unique gameplay element. For instance the Orchestra has timpani drums, the sound from which can knock the player's horse around. Stoneware has floating teapots that the player can dodge or crash through!

A group of teapots from Louisville Stoneware circle in the tobacco fields.

The Solo mode let's you upgrade your horse, and unlock new horse breeds with new special powers, so there's considerable depth, even though it's a mobile game.
The Party mode is very unique in that it allows up to 4 players to race each other, all on the same device! Yes, this works best on a larger device like a tablet, but we've done plenty of races as well on a phone.


Finger Derpy is our first, broadly released mobile game, and it's extremely satisfying to share the game in a simple way. I can talk to someone about making games, and tell them the name of our game, and they can play it within minutes. Before, explaining the Xbox 360 and it's special download stores, and expecting them to be able to find the game later was a definite hurdle.

Make sure you download Finger Derpy from the appropriate store, and tell your friends and family about it. It's a big help and support. Thank you!

Friday, January 23, 2015

Reward Systems in Crossy Road, Skyward, and Jetpack Joyride

Our next game, Pig Eat Ball, is a grand adventure in the vein of the Mario Galaxy series. But we are also making a new, secret mobile game about which we're very excited! With that in mind, we examine some other mobile game design choices.

A new game called Skyward was released a few days ago. It heavily borrows its aesthetics and Escher-like geometry from another game, Monument Valley, but the gameplay is different. It's an infinite-runner style design, in which you have to climb as high as possible. You control two dots, and each step is scored.


Similarly, Crossy Road is another infinite-runner game in which each forward step is scored as well. And an older, auto-scrolling runner game Jetpack Joyride has you trying to fly as far as possible for the best score.


These games all have different reward systems and I've been considering their differences to look for things I liked.
And while we're at it, Flappy Bird will come up too. It is another infinite-runner. Its score system is based on distance too, but it has no content reward system.

Content Unlocks

Jetpack Joyride is on the content-heavy end of the spectrum. In the game you can collect small coins which you continue to accrue across plays. These are stored and you are able to spend them to  unlock many different pieces of content including: new head art, new body art, new jetpack gameplay, new one-time powerups, and more.

Crossy Road features a coin system also, and you accrue coins across plays. However, there is only one type of content to unlock, which is new characters to use. There are dozens of characters, such as a wizard, a dog, a basketball player and more. While none of the characters modify gameplay, some make different sounds, and some do ancillary things while you progress (for instance the wizard can zap and burn trees and cars around him). For every 100 coins, you get the chance to possibly unlock a new character.


Skwyard measures steps to unlock new content, but the steps do not accrue across plays. Once you hit a new high score, such as 20 steps, 30, 40, etc, a new pattern of gameplay is unlocked. This new pattern will then show up in the gameplay.



Scrolling Content Release System

All of the games use systems in which level/environment content is randomized with each play. The patterns unlocked in Skwyard begin to show up randomly as you play. Crossy Road has a few segments that it interchanges: grass and trees, roads and rails, and water and logs. Jetpack Joyride has a system in which large environment chunks may possibly show up as you play. Players always start out in the lab, but eventually they can encounter a warehouse, a greenhouse, and even an underwater tube. Players do not control this type of content, except through repeated plays.

Additionally, the coins and enemies in Jetpack Joyride have different patterns in which they can appear, and these patterns are randomized during plays, and intermixed with the different environments. Crossy Road randomizes where it places coins, but since they are singular coins there's no new patterns to notice, though the difficulty of coin placement can change. For instance, sometimes a coin can show up on a log, or around a corner.


Monetization

Because it does impact their structures, let's look at monetization briefly.
For Jetpack Joyride, their current system is only through in-app purchases (IAP) of more in-game coins. Players can spend real money to buy coins or grind to get more coins. In either case, they'll spend their in-game coins on new content.

Crossy Road is a blend of IAP and full-screen ads. The ads however are only shown when the player decides to watch them. Players are rewarded with in-game coins. Players can unlock the new characters with real money (directly) or with in-game coins.
Skyward only uses ads. There are fullscreen ads and banner ads. The banner ads run during gameplay and the fullscreen ads run after you die (though not necessarily after every death).
Suggestion: I'd move the banner ads to the top of the screen, not the bottom as it's possible to accidentally click them.


The Player's Mind

Jetpack Joyride is a very content heavy game, with a large store in which to spend in-game coins. 

Skyward and Crossy Road unlock system are similar but also different.  Both have a single content type to unlock (patterns and characters). The important distinction is in Skyward there is only one thing to consider. How far did the player get? The high score is exactly the goal *and* the path to unlock content.

In Crossy Road, the high score is the assumed goal, but the player also gets to consider in the back of their minds, that if they keep collecting coins, they'll get to unlock a new character. The goal to get the high score is open--players are not required to grind to achieve a high score. The grinding is purely player-driven to get a new character, and fortunately the grinding meshes nicely with trying to get further in the game.

Similar to Flappy Bird, in Skyward the singular goal of getting further can be compelling, but I personally find having some other thing on my mind more interesting. By fusing the presumed goal (get high score) and the reward system (high scores unlock content with no carry-over between games), there is only one thing on the player's mind. Get the high score. Whether this is compelling enough for extended play is a matter of personal taste.