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1 YAMGUN S POST-MORTEM Digital Kingdom /

2 INTRODUCTION YAMGUN is a 2D arcade shooter for mobile (IOS & Android) Release date: september 2015 / price: 3$ but now FREE GAME DESCRIPTION YAMGUN is an epic 2D Arcade shooter for Mobile! Inspired by classic retro game design like Metal Slug revisited by Digital Kingdom. With an original gameplay reminding us of old arcade shooters, this game will immerse you in an incredible futuristic world full of explosions, deadly enemies and weapons to discover. HISTORY Take control of the YAMGUN! Humanity s deadliest weapon and become the last chance at defending the walls of the only city on Earth that the Metalvores have not taken yet!

3 STORES OVERVIEW DOWNLOADS (sept.15 - may.16) IOS 28K ANDROID 36K Still on active devices ( ): IOS 200 ANDROID 4000 IOS: Asia 40% - USA 27% - Europe 17% - Russia 11% ANDROID: Russia 25% - USA 10% - Brazil 6% IOS ANDROID

4 GAME DESIGN: GAMEPLAY Small iterations until the feeling was right Then limited the power But power comes too late The accelerometer... How hard is it to just put in a simple button to reload? araczynski Very nice! Quick but addictive gameplay. Oreste Gamba Good shooter 10 to 15 hours very enjoyable! BoutrosLeFou We started prototyping and quickly iterated to the point where the gun felt good to play. Lots of damage, high rate of fire. We had a nice toy, but not a game yet. We thought about how to build a game around it, and decided to go for the kill, upgrade, kill more route. We feel like our implementation of this approach does not have proper timing. Power doesn t come fast enough. We thought using the accelerometer to collect scraps was an interesting idea, so we implemented it. Actually, it was a pre-requisite when we started prototyping ideas: make a game that uses the accelerometer. In retrospect, the idea was nice but we should have implemented a secondary set of controls. Players with larger devices did not like it, and some did not like it at all.

5 GAME DESIGN: NARRATION Very simple Added coherence helped us creatively Secondary quest = levels dedicated for new weapon unlocked Narration slide were inserted too late (we lost time) Our impression was that players were not asking for a deeply thought universe, so we went for very simple narrative elements. It also helped us shape the walls, the enemies, and generally make the whole game feel like solid. A very narrative element we added was a small popup when a level starts, with a sentence saying something about the level. This was our way of communicating with the player and we used it to provide hints and funny bits. We added them too late however and could not spend as much time as we wanted on them. After each boss fight, the player opens up a new wall, in which he can fight new enemies. The progression is designed to be the easiest this way. But the player can choose to continue fighting on his current wall. The levels designed there are tailored to be best played with the weapon they just unlocked, but they also get significantly harder, forcing the player to either farm or get back to the main story line.

6 GAME DESIGN: GAMEFLOW Core game loop: Kill--> Upgrade --> Kill more --> Unlock weapon More enemies More resistant enemies More clever levels (waves & patterns) The game gets easier as the player progresses and upgrades his cannon. To balance that, we made the levels harder and harder the further the player went into the story. We had several axes of development to make the game harder: More enemies. This is the easiest. However it had a strong impact on performance, so we tried not to push it too far More resistant enemies. This was also easy. Make the enemies take more hits and the game gets harder. It felt a bit like cheating the player, but hey, tougher enemies have a new look so it s okay. More clever levels. This was the hardest, and probably the one we should have aimed at from the start. Using special patterns and proper timing, we can put the player in difficult positions (low ammo, no time to reload, proper usage of specific weapons) that forced him to understand the level and play it a specific way.

7 GAME DESIGN: GAMEFLOW Random waves of enemies was boring & messy Organized them in patterns But... The enemies were arriving on screen randomly. We wanted the player to understand wave timings, enemy configurations, specific weapons, key moments to reload,... So we started working on a level editor for that. It was good but we were still missing some control and it was sometimes flat or too cahotic. We later added a pattern editor for that. The game was not thought of as a traditional shmup, with complex enemy patterns, and small enemies visually. Even the tiniest of enemies is rather big, which limited the in-game configurations we could make, and really did not make much sense. The addition of patterns was a good thing, but we may have given it too much importance regarding the core of the game. The player gets split between developing skill to understand complex patterns and develop its pure power, requiring less mastery but just as fun. If we wanted to be severe, we could say the game resembles Space Invaders with 10x larger enemies Useless, meaningless.

8 GAME DESIGN: GAMEFLOW Actually looks like: Better if looked like: Had we respected our initial core gameplay loop, we could have designed a system based much more on pure firepower: (see drawings with several walls) Enemies are coming and the player must resist with all his arsenal. If the first wall falls, the player retreats to the second wall. At any time we could win back a destroyed wall. The game would be over when the main wall falls. We could thus have fully pushed this approach of a flood of enemies to destroy to gain land or lose it This would also have given us the chance to play with parallax effects to get the backgrounds more dynamic, but that s another story. Retrospectively, we moved away from the core gameplay loop (kill upgrade kill more unlock).

9 GAME DESIGN: GAMEFLOW Traditional SHMUP or not? DO NOT MIX TOO MANY IDEAS STAY FOCUSED ON WHAT IS FUN

10 GAME DESIGN: JUICINESS GAME DESIGN: JUICINESS Vlambeer s talk: YOUTUBE / The art of screenshake Enemies flashing, etc... Makes a bland game feel good Don t forget sounds In YAMGUN, we introduced several elements of juiciness. Enemies are kicked back when hit Enemies flash white when hit Smoke cloud pops when an enemy dies and stay for a while A bit of screenshake is applied when big explosions happen Sounds are also a very important aspect of juice. Really, it s all about giving feedback to the player.

11 GAME DESIGN: TUTORIAL Think them early on Teach it when needed What if someone misses it? The instructions were simple, obviously these people didn t pay attention during the tutorial or don t know how to read. Pholly. 4 déc 2015 étrange Comment collecter des munitions? Comment!!! Jola Wroblewska We thought about tutorials very late in the development, which: 1- Made it very hard to introduce them in the game, technically 2- Resulted in low quality tutorials (with texts and arrows) because we didn t have much time to put in. In YAMGUN, our tutorial system triggers when it sees a situation that the player hasn t seen before, for instance: entering the game, being out of ammo or seeing an ammo truck. It is however unable to detect when a player missed or forgot a tutorial and should replay it.

12 AROUND THE GAME: TOOLS & CHEATS Tools are invaluable Level & gameplay editor Cheats Continuous delivery GameAnalytics During development, taking the time to develop tools greatly eased our process of creating the game. We automated as much as we could.. We created a web-based level editor for YAM- GUN, in which we configured all the timings and patterns of enemies for each level, as well as the organization of the levels in the game. Early on, we also had a way to modify the gameplay values without having to rebuild/redistribute a new app. This dramatically sped up the tweaking / balancing process. We also included cheats. We have cheats that unlock everything and cheats that give metal. These were really useful to put the game in a specific state when we wanted to test something in particular. We wanted to include analytics in our game, to track how the game was played, if some levels were too hard etc. We started using GameAnalytics, which is awesome and free, but requires the IDFA (the identifier for advertisers, enabling an ad-system to target users). We didn t want this additional restriction, so we tried to create our own analytics system, but it ended up being too much work. So we reverted to nothing and have zero insight about our game, and that s fine. More on the tools, we versioned everything on Bitbucket (you get a team of 5 and unlimited 2Gb private repos for free). Continuous Delivery also made our lives easier. We used Unity s cloud build system to trigger 1-click builds for ios and Android. We had to distribute the apps to testflight and google play by hand however. Next time we ll setup a CI server to build and distribute new app versions, which will ease a lot of the process.

13 AROUND THE GAME: DISTRIBUTING Google Play Store: approx. 1 hour to have a build online Apple Store: approx. 2 weeks to have a build online TestFairy: Free, auto-update, bug reporting UseTokens (promocode IOS) Lags & Crashes LAGS IMPORTANT Impossible à jouer sur iphone 5c. Dès le 4eme tableau les lags rendent la partie impossible. 3 perdus Actarus117-9 oct 2015 The App Store is a monster. We naïvely thought it would be easy to work with it. It is rigid, slow, heavily (in the bad sense) documented. The review process takes two weeks (only one day now). But our biggest problem with it was that you can t change a device family after you have a build reviewed. Unity by default targets all device families (iphones + ipads + ipods). We never intended YAMGUN to be played on ipads, but were forced to, unless we were willing to restart the whole process once again. Make sure to check that dropdown in Unity when you build. used. But in the App Store, when you upload a new build, all your promo codes get invalidated. So be ready. Being our first game, we had lots of trouble regarding lags and crashes. Watch your draw calls and memory usage. The ipad for instance has very little RAM and we did not optimize anything, making the game crash for ipad (remember, the device family we did not want). Initially, the build was also much larger. By properly resizing and packing the spritesheets we managed to reduce the build size roughly by half. We reviewed a few beta testing services, and gave a go at TestFairy, which is free and awesome. It has in-app bug reporting, automatic updates, and pushes to ios and Android without having to go through the stores. As we planned on selling the game, we needed to distribute promo codes. At the time Google Play did not have promo codes (it has now), so we looked at ios and used usetokens.com. It s great, manages your promo codes (you get only 100 per build) and tells you when one has been

14 AROUND THE GAME: MONETIZATION Think about monetization early F2P or PREMIUM? Easier to create a premium game than a F2P but harder to sell it ROOKIE TEAM = no community, no followers, no money AWESOME Loved it. Graphics slowed down performance later in the game. Not sure how developer made money because I think it s free download and had no ads Kevinallee - 6 mars 2016 We thought about monetization very late. The game was almost finished, so there was not much we could do. We went for the premium model and put the game on sale for $3. Very few people bought the game. We attribute that to very little marketing effort, not being a known studio, and this being our first game. After a while we realized we could have sold the metal in the game. Some players told us they would have been happy to spend a few bucks to get some metal, avoid the farming (which we feel is not excessive) and go through the game faster. We had thought about it before, but we were afraid that the game would become unfun either for players who bought metal, or for players who didn t. A few weeks after launch and ~3000 sales later (a bit more than $1500 total) we decided to put the game online for free, so that people could at least enjoy it and follow us.

15 AROUND THE GAME: MARKETING IndieGame dev means also Indie Marketer... Communicate early or not? Build a community for a small mobile game? Discount price (free in our case) offer visibility & downloads Mass-mail the world or engage quality connexion? 11 deadly marketing sins game devs should avoid Marketing your game as an indie is hell. You get to do all the things you hate: initiate dialog with strangers, tell them your game is awesome, and face a 90% failure rate. Having a small mobile game, we did not know if we should spend more time trying to build a community or not. Building a community takes a lot of time. We contacted several review websites, which always ask for a fee to get a review. The more you pay, the better is the review (in terms of stars). That was a waste of time. We should have concentrated our efforts on building quality dialog with one or two press members and treat them well rather than trying to mass-mail. Promoting and marketing a game really feels like a one-man job, and we were definetly not prepared for that.

16 FINAL THOUGHTS We have released a game We have a finished product (from A to Z) We learned A LOT of useful things for the next game We discovered our team s strengths & weaknesss The BBQ playtest was really fun 24 Heures dropped a few lines about the game We have met lot of people RESOURCES The Art Of Game Design - Jesse Schell A Theory of Fun for Game Design - Raph Koster The Art of Screen Shake - Vlambeer Juice it or lose it How I got my mom to play Plants vs Zombies - Popcap All the GDC s talks

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