infectonator survivors - a journey from flash to steam
DESCRIPTION
InfectonatorTRANSCRIPT
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A JOURNEY FROM FLASH TO STEAMGAME DEV GATHERING 2014BY KRIS ANTONI
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AgendaA Little IntroductionGame OverviewBackgroundDevelopment PhaseRelease PhaseLessons LearnedConclusions
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About MeKris Antoni HadiputraCEO & Co-Founder of Toge ProductionsIGDA Jakarta Chapter Coordinator
Role in Infectonator : SurvivorsGame DesignerArt DirectorProgrammer
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The STEAM Dream75 Mil active users Hardcore & RoyalL337 developers only
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HOW IT STARTED - FLASH OF IDEAS
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How It Started - Infectonator Series
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How It Started Taking Infectonator to the next level Early Concepts:TacticalShooterStrategySimulationMobile friendly
Surviving the Infectonator Universe
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Game Design: ObjectiveHow do we do it: mix everything we like with a bit of trial and errorGoalsFun & AddictiveHighly Replay-ableDeep & EngagingChallengingMemorable
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Game Design: Inspirations
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What is it?Infectonator : Survivors is Randomized Permadeath Survival SimulationFun & Addictive Fast Paced SurvivalHighly Replay-able Randomized Deep & Engaging Simulation MechanicsChallenging Permadeath Memorable Personal ExperienceCombines RTS, TD, Squad Tactics, Sim-Management, Roguelike
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How Do We Do It: Steam GreenlightDrive traffic from FB & Twitter to Steam pageDrive traffic from Flash version to Steam pageReceived great feedback from users
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Greenlit in 5 Days
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DEVELOPMENT BOILING PROCESS
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DevelopmentTools Flash AS3 + StarlingMultiplatform target Web, Desktop, MobileCore team 1 Programmer, 3 ArtistsDev time Target: 4 months Actual: 2 years and counting
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Development - ChallengesGame Controls Figuring out the right control scheme for multiple devicesScreen Resolution Figuring the right UI/UX/LayoutPerformance Delivering stable 60 FPS across multiple platformsFunding Supporting the dev team
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Development - ChallengesScreen Resolution
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Development - TimelineConceptNovember 2012Alpha 1March May 2013Alpha 2December 2013GDC 2013CasCon Asia 2013GamejoltPrototype Internal TestChristmas Version Armor Games $10K SponsorshipAlpha 3January 2014Steam GreenlightAlpha 4 etcSteam Early AccessFundingCrowdfunding? Kickstarter? Indiegogo?SponsorshipSteam Early Access
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Armor Games Christmas EditionRating 8.8/10Over 1 million Gameplay
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EARLY ACCESS RELEASE STEAMY GREENLIGHT
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Why Steam Early Access?PC (Premium) vs Mobile (Freemium) mentalityStart Selling and Continue DevelopmentLet players join the dev processFreedom to Experiment
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Result So Far: Steam Early AccessReleased 14 April 2014 (14-04-14)Sold at $12.99 with 25% Launch PromoAlmost no marketingSold 1000 copies on 1st day45/50 Positive ReviewsPermitted to use L4D characters from Valve
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Sales GraphEarly Access Launch 14.4.14 LaunchLaunch Sale EndedNewgroundsSteam Halloween Sale
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Sales GraphViral demo impacts salesNewgroundsSteam Halloween Sale
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Sales Distribution
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Lessons LearnedWhat we did rightStay in touch with early adoptersMaintain regular updatesCross promote with viral Flash versionMobile in mind from the startControl MechanicsResolutionTechnical LimitationsAGILE Development with Deliverable Milestones
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Lessons LearnedWhat we need to improveNot to rely too much on Facebook fan pageAvoid confusion between paid version with free Flash versionNot to release the game with old trailer video
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ConclusionsSteam is not the final destinationBuild your fan baseKeep in touch with your early adoptersLeverage using Flash game portalsClearly state free web-version as DemoBe AGILE and have target milestones
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Thank youKris Antoni Hadiputra, CEO & Co-FounderE-mail [email protected] @kerissakti