Speaking about porting Spellbind, we also made some changes in our landing page which is proudly powered by the Strikingly service. Our choice of Strikingly for painlessly creating a landing page for the game that actually helped us to redirect users to the various download stores, proved to be very wise. With Strikingly, everything is achieved through a very intuitive editor that renders the development of the page into a pleasant procedure, especially to people like me, who dislike pretty much anything related to web development. In addition to that, there are various beautiful templates you can use to create something awesome and quick. If you need to instantly develop an incredible landing page for your product and you wish to skip many hours of frustration, Strikingly is strongly recommended!
Some first insights about the game’s progress.
As mentioned in a previous post, we finally decided to release Spellbind as a free application. Additionally, we used ingame advertisements in a rather small percentage of the total number of screens and for a limited game time, so we didn’t really expect to have any significant income.
As expected, iOS proved to be a mature market having the majority of downloads with a valuable feedback about the game. A press release on PR Mac has been the main source of our iOS downloads. Some additional paid advertisements had a rather small effect on iOS downloads.
On the other hand, Google Play didn’t go so well. Mainly because a black screen problem related to apk licensing procedure when the game starts for the first time only, we justifiably had some negative comments and rating. Furthermore, a few posts on Android applications related forums could not give a boost to Android downloads. Surely a major warning to avoid glitches like this in the future.
However, what I didn’t expect was the activity in Amazon Store. A store with many adventure games players and with a very receptive audience as it proved to be. With virtually no marketing activity, but a few twitter posts, Spellbind had some impressive results. It received very good reviews and is listed as a top rated game. That was quite an encouraging feedback to us.
Some other facts that should be taken into account.
There were no reviews or notions about the game in any indie games channel.
We used game analytic services for monitoring custom events. This helped us understand the actual difficulty of the puzzles. Various custom funnels and dashboards assisted us on monitoring the game flow. That way we are capable of knowing stuff like the number of people that have made it to the first part of the game and finally reached the last part or the number of puzzles which players found difficult to solve so they decided to skip them using the skip option. This kind of information is going to be very useful to our next game.
What we will try to avoid next time:
– Release a game for mobile devices only.
Not delivering a Spellbind PC version was clearly a mistake of us. That said, our next game’s primary platform will probably bethe PC platform.
What we will do next time:
– Demonstrate an early prototype of our currently developed game in various channels (indiedb, pre apps etc.)
– Prepare a press release.
– Use a game analytics service.
– Try to reserve more money to spend on marketing activities.
Viewing it from a developer’s perspective, we have learned a lot of new things by working on Spellbind, things we will use on our future efforts. We have raised some visibility and received valuable feedback that will help us improve. Perhaps this is the most important aspect of the entire procedure. We certainly intend to repeat it.
On Monday (3/10), Spellbind became available as a free download on Apple Store, Google Play and Amazon Store for Android Apps. One minor problem with the android licensing mechanism forced us to upload a new version the very same day. Until now, we have had more than 1000 downloads along with some quite useful feedback from the players. That is something very encouraging for us and certainly the best reward for a project that lasted almost a year and a half together with our daily jobs. 90% of downloads are on iOS most probably because of a press release we did with prMac that had some fairly good results. Also, there are several requests for a Spellbind walkthrough. There is already one available at http://www.appunwrapper.com/2014/03/10/spellbind-walkthrough-guide/ . If you fancy adventures of that type, give it a try, send us your feedback, spread it out in case you like it and stay tuned for what comes next .
Well, I think I can safely say now that the journey has began …
This weekend actually feels strange because there is nothing left for us to test or work on Spellbind. Version 1.0 was approved by Apple and Amazon and is ready to be published on Google Play. Spellbind will hopefully be available on Monday, March 3. Initially, we intended to charge $1.99 but after some thought and discussion, we decided to go for a free release. We actually think that additional visibility is far more important than income. Rather, we added Google Admob banners (unobtrusive … I hope! :)) only in 10 out of 75 screens. Right now, an idea of a Spellbind remake as a first person 3d adventure exploration game targeting PC just came up. Well this is going to be quite a different game, so for now we will try to find some time to experiment with Unity 3D which will probably be our engine of choice. I hope we will soon be able to show some media from the “new Spellbind” playable prologue.
Spellbind development is over and we are now running the final tests searching for hidden bugs. We intend to submit Spellbind on Apple store for review during this week. Marketing seems to be the most difficult part mainly because of our lack of experience and appropriate background. But it is a very interesting process and I believe we will be able to share our experiences combined with specific sales figures sometime in the near future. We already have started some promotion pre-launch activities including the submission of Spellbind to PreApps , an online Spellbind landing page and a new Spellbind video available on youtube. We hope you enjoy it. All comments and feedback are welcome!
We are just a few days away from completing the core development phase. With a little help of some friends, we have begun testing the game, a procedure that may sound easy but actually it is not. According to our original schedule, we should have launched the game three months ago but, development wise, we think this is hardly a big delay. Enjoy the prisoner soundtrack and stay tuned until the Spellbind launch at the end of the year (hopefully :)).
Spellbind is in the last stage of development with the final part being redesigned and developed at the moment. We expect to spend a couple of months on polishing and testing the game but that is a procedure we will try to complete as fast as we can.
However that cannot stop us from posting a small screenshot update just for keeping you warm now that the winter is coming.