Game Design, Programming and running a one-man games business…

Post-EGX, Build 1.32, dev blog video etc…

So we survived EGX! Me and Jeff from stargazy studios were manning the Production Line booth. TBH Jeff was there more than me, as I just get crushingly tired in the presence of lots of people, especially if they start talking to me :D. I realize now what an introvert I truly am. Still, it was great to watch people try the game for the first time, as it gave us a lot of insight into the really obvious mistakes I’ve made with the GUI and tutorial. The biggest and most obvious screw-up was the tutorial did not (and still doesn’t, as of writing this) explain to you that the middle mouse button, or ‘r’ key rotates the current object… ooops.

We also had some non-intuitive GUI, which we never realized, because presumably players of the game work it out, and then forget they were ever confused. here are some examples.

  • Some players got confused as to what was an export slot (for finished cars) and a resource import slot. I think I’ve solved that by adding little animated GUI for them:
  • Some players tried to place a slot down on top of existing conveyor belts, which in theory should work, but in practice doesn’t because the code just refuses to let you place a slot on top of any ‘occupied’ tile, even if it makes sense because you are aligning the conveyor tile of the new production slot with the existing conveyor tile going the same way. I now have code that detects that you are doing this and lets it happen, which feels so natural; now its implemented.
  • Some players tried to place a bunch of slots then drag a conveyor belt through all of them, which also makes sense but doesn’t work because of the way the drag-routing works, but I think I have a solution to that (maybe… it might be a bit hellish) This is one of those things that sounds simple to code… until you code it and realize how you still have to create a sensible route for the dragged path, and also ensure all of the directions line up…etc. I’ll think about it.
  • A few players didn’t seem to notice research *at all* and considered the game pretty much ‘done’ when they had shipped some cars, which is so very very far from the truth :D I’m going to have to work on some advice popups in the mid game to point out that you need to get some research done.

Anyway… we learned a lot, and met some of the games early players, and also some streamers and youtubers, and gave away 1,000 Production Line badges and a bunch of leaflets and stickers (I really should have ordered more than a token 100 stickers…). I find these shows tiring, but I think having a presence at them does help.

I also gave a very well attended talk on the show floor called ‘How not to go bankrupt’ which I’ll also be giving at indiecade paris, and maybe after that, I’ll put the slides online on this blog. That was a bit nerve-wracking, but also good to do, for PR purposes etc…

And so, because I like to be that indie who gets things done, I have returned home and immediately released build 1.32 of the game. There is a full breakdown of what changed in this forum post. I also recorded the latest developer blog video today:

Plus…we are close to releasing Chinese, Portuguese & Russian versions of Democracy 3. PLEASE if you have a steam build, check out the beta branch (even if you only play in English) and let me know if you encounter any text rendering issues :D

Exciting news on Shadowhand soon!

Half way through EGX and so tired

As people who follow me on twitter may know, I find appearing at trade shows really really tiring. The biggest one in the UK is #EGX and I’m at it right now. We have a fairy standard 2xPC booth with branding etc, a whole ton of leaflets and badges and stickers etc, and I have my white Production Line jacket and yellow hat. I gave a talk today on the stage and we are generally watching people try the game.

The problem with me being at EGX is threefold. Firstly, its a LONG show, 4 days long and ending at 7PM most days (an hour too long if you ask me). Secondly, its a really loud socially crowded place, which I am emotionally and personality-wise unsuited for, and Thirdly its designed in the normal manner of shows for Gamers.

Its the third point which I think is interesting.

We all know that plenty of gamers are introverts. Plenty are shy or quiet. Plenty are over the age of twenty, or thirty, or in my case, even forty. We all know that video games are just a medium, like books, movies or the theatre, there is a vast range of different types…

And yet game shows act entirely like its a festival for (mostly) make teenagers.

They are generally VERY LOUD. There is a lot of flashing lights, and people with microphones SHOUTING and getting VERY EXCITED. There are competitions for cosplay, highly competitive LAN party things, and the whole vibe is like a loud rave with computer screens. In other words, it is directly aimed at a certain cross section of gamer, mostly the shooter or First-Person Shooter or AAA budget RPG crowd.

Fans of farming simulator, or of Civilisation style games, or city builders etc.. do not seem to be at all catered for by the aesthetic of these shows. I think this is a mistake, and the shows should do more to cater to different, less LOUD and SHOUTY game styles. Why not divide EGX or similar shows into 2 or 3 sections. Have the loud shouty FPS game section, have the young cool cosplay area with minecraft etc and also the merchandise stuff, and then have the quiet(ish) strategy / sim / boardgame / developer sessions area.

Every time I go to GDC, all the parties are really loud, and everyone stands around shouting about how the parties are (yet again) too loud. What we need are events and shows that specifically cater to people who love games and game development, but don’t want to yell at each other through strobe lights all day. Like I say, games are just a medium. Imagine of literary festivals assumed all the attendees were just readers of crime fiction, or of thrillers. It would be mad. Cater to everyone.

 

Early Access progress for Production Line

I recently released Production Line update 1.29, so that’s 29 updates since the original release of the game, which was back in the pre-early access days, and just for people buying direct from my site. In that time, what’s happened?

Well, we have more than doubled the players of the game since going into Early Access, which is cool. Not surprisingly most people now buy direct from steam rather than through the humble widget, which means we earn noticeably less per sale, but that’s to be expected. Income from the game is ‘ok’, in that compared to Democracy 3 it hasn’t set the world on fire, but then the game has already paid for its dev costs (minus my salary, which I don’t count directly), and if I do the maths, its paying me a reasonable income for a senior software developer, so from a financial POV, things aren’t that bad at all.

Plus its still in Early Access, so I’m expecting a nice fat bump when we eventually declare it released, a second bump for the first time its discounted in a steam sale,  and so on.

Working out what to do regarding promoting the game has been very tricky. Take a look at this, at first seemingly interesting chart:

The trouble is, that big spike is a steam sale (we were not even discounted, but extra eyeballs etc…) that final peak at the end is the first steam visibility round which I triggered yesterday. I’m trying to work out if its worth spending money on ads right now. There isn’t a strong correlation between ad spend and higher profit, but it does result in higher income overall (as you would expect), and there is an argument that higher overall player counts will lead to building virality and higher long term sales.

My gut instinct tells me I need to nudge the games approval higher (currently 84% positive in last 30 days, 78% overall), and also include my own internal in-game metrics reporting which gives me this:

Which is good, but could be better. Especially stability. I need to see roe examples of crashes and fix them. Essentially what I’m getting at is that the game feels ‘good’ but not ‘great’ in terms of how people respond to it, and I want to save my marketing firepower for when the conversion rate is really high.

That brings me on to the whole pricing strategy debate. There has been some interesting and well-argued talk lately about indie games being under-priced lately. I have a lot of sympathy with this view. I am a bit biased in this area due to being relatively cash-rich and time poor, which is the opposite of many gamers and mean basically I all-but-ignore the price of a game if it looks like I’ll enjoy it. I own the premium edition of Battlefield one (enough said :D).

The trouble is, when I browse games on steam in the top sellers for the categories that interest me, I do not see acres and acres of crap, which is how many devs describe indie games new on steam these last few months. Granted, there are a lot of poor quality, unplayable, useless titles in steams bargain bin, but what do I care? I’m not trying to compete with someone’s first unity effort, I’m a guy with 36 years of programming experience, and multiple million-dollar selling games under his belt.

To be blunt, I’m competing with Factorio, RimWorld, Prison Architect, and their ilk. These are my competitors. I don’t give a damn about the price of other titles.

And given the huge feature-set of some of those games, and their long development history, and their current prices, and the fact that Production Line is still in development…could I really increase the price yet?

I don’t think so. Its still $15.99.

On a related point however, I always felt, from the very first time someone did it, that having a sale on a game during Early Access seems a bit weird. Its like the game is not even properly on sale yet, and you already don’t think its worth what you are asking. It sends, in my opinion, a signal of ‘we just cant wait to discount this game! just you watch!’, and I think that can be unhealthy.

Production Line entered Early Access at $15.99 on May 18th, and 3 months later its the same price and has not been discounted a single cent. I’m fairly happy with this as a pricing strategy and have absolutely no plans to run a discount on the game in the near future. I think this sends a bit of a quality signal, even if its a small one.

Anyway… Patch 1.29 is under my belt, Sports Cars and Design studios will be coming soon. Eventually it will be time to do Hybrid/Electric engines, Quality and Defects, along with more marketing. Still plenty to do, and still in early Access for a while yet. The main thing is that I enjoy working on it, and its not causing me any actual stress. I also really enjoy playing it myself, which is always a good sign :D

 

 

 

 

More messing with marketing stats

Its very frustrating to not know if your ads work. I also know that you can never truly correlate these things, but I guess I enjoy trying. With that in mind lets look at 8 days of Production Line sales and marketing

Sales Marketing Net profit
$1,140.00 $351.94 $389.06
$1,283.00 $306.24 $527.71
$1,453.00 $362.78 $581.67
$999.00 $583.09 $66.26
$934.00 $0.00 $607.10
$796.00 $0.00 $517.40
$916.00 $0.00 $595.40
s$936.00 $0.00 $608.40

There are taxes, distributors cuts etc which explains the lower amount you see as net profit. In any case, is there *any* correlation here? A fairly crude approximation shows average profit when I have no marketing running is $582 versus $391 when I’m running ads. Yikes. Obviously its not that simple. Firstly the ads could be adding to my wishlists and thus further sales. Or I could be generating more facebook likes. Its so complex.

if I look at visits to the steam store page for production line and add that in I get this:

Sales Marketing Net profit visits
$1,140.00 $351.94 $389.06 357
$1,283.00 $306.24 $527.71 295
$1,453.00 $362.78 $581.67 342
$999.00 $583.09 $66.26 515
$934.00 $0.00 $607.10 122
$796.00 $0.00 $517.40 86
$916.00 $0.00 $595.40 96
$936.00 $0.00 $608.40 122

Which suggests that I am at least successfully driving traffic with the ads. However, the percentage of visits to the store page that come from external sites over that period is only 22%. In other words, I really should be scaling any boost in sales (if there was one) by 0.22 anyway. I can see that I’ve managed to peak that share of visits from external sites to 38% on the 7th August, at a cost of about $480. Hmmm

So what can be learned?

a) My suspicion that direct attribution of ads->sales is difficult to correlate certainly seems true.

b) You can probably double your visits to your steam store page for about $600/day.

You really can’t learn much from 8 days data. I’m trying to resist the temptation to advertise more for a few more days so I have a better dataset (I have ad-spending data going back about 30 days before I stopped).

I have a suspicion that the cost to generate enough ‘loss-leading’ traffic to push the games popularity up to the point where it gets noticed by steams algorithms and thus starts to generate sales from within steam at a higher rate is quite high.  I’m digging into the stats of all of my games to try and work out how many extra sales I need to push PL into the top 10 ‘topsellers’ among indie strategy games…

 

Yup, this is all very small fry. I’m trying to find a winning strategy before I start shovelling wheelbarrows full of marketing dollars at it :D

Fighting to get ad click costs down.

I’m running on-going promotional campaigns for Production Line at the moment across a variety of sources. My plan is to work out the current best value for money in terms of cash paid per impression and per click/like, and then to ramp up in that area. Getting a decent click cost is proving tricky though.

After a lot of fiddling, and narrowing of audiences, I’m still struggling to get a Facebook like for Production Line at less than $1.00. I’ve seen my costs wave from $0.83 to $1.95 over a period of a week, even after cropping the lower performing ads out of the equation. The CPM on facebook is currently $13.06, which even as a really targeted demographic, is way too high. It could be that my ad copy sucks, although I have tried variation there. My relevance is  4 or 5.

Switching to AdWords promotion of my trailer gives me different results, The CPM there is £0.33 (roughly $0.44) which is tons better, but possible less effective? The cost per view is just £0.12 / $0.16, which is very attractive…

On reddit I’m seeing roughly $0.66 CPC for ads that lead directly to the steam store page. This is very direct, but is it really 4x as good as getting people to see my trailer?

What I don’t like about ad-words trailer promotion is that its 99% branding with very little engagement beyond that. Viewing my trailer is fine, but how long will that memory persist? When advertising my trailer, I got 642 steam store visits from youtube, and spent £1,500 to get them. If I look at the period before (no ads), I got 506, so effectively I’m paying £1,500 for 142 visits plus general brand awareness. The game is £12, so if all of them bought it now, I’d still make a slight loss under steams cut. How much is brand awareness worth to me? And how annoying to not know the actual real conversion rate of those steam visitors…

There are pros and cons all over the place to thinking this way. there is also the Uber/Tesla/Amazon strategy of really not giving a damn if you are losing money on ads, as long as you can spend enough to get 50,000 players one way or the other, and hope that this then becomes self sustaining and viral. This sounds nuts but it might not be, as lets be honest, you *do* get paid for the games, its only the difference (the loss per customer) that is actually an expense…

Looking at the adwords example.. £1,500 for 142 visits is a loss of £2.17 per sale, or $2.82. Lets imagine I could scale that up in a linear fashion to buy another 12,000 production line steam buyers (doubling its current steam sales, and making 34,000 players in total. The cost of that would be $33,840.

Thats a lot of money, but not impossible. I’ve certainly risked similar amounts on share dealing on a regular basis.

Interesting…

In the meantime here is today’s production Line video in which I wear a hat: