I understand.
In this case, I'm not talking about money, but only for really enjoying the game and want to play more and more..
A fast, easy to use, free, and community supported 2D game engine
I understand.
In this case, I'm not talking about money, but only for really enjoying the game and want to play more and more..
This is bad :(
And I was very high in the leaderboards ! :(
And I don't have a credit card to buy apps, I rely on iTunes cards... and this means the money I spend on apps is precious. And this also means I won't buy it again.
I may install Installous on my already jailbroken iPod to "update" my version ... maybe not. I'll just stop playing :/
First of all, really sorry.
I deeply agonized for weeks about the following
after dropping the daily download count under 20.
(It decreased deadly after being disappeared from N&N and touchArcade review)
1) going free perpetually with some advertisement add-in.
2) publishing through any well-known company
(surprisingly although HoM has released already,
a few publishers kept contacting us)
And I chose the second as you know.
Regards to existing users…
I tried to transfer the app to publisher gracefully(with same bundle id)
not to release as new app and tried to do something to mitigate
disappointment of existing users at least.
But the final decision was up to the publisher
and things were not going smoothly.
I know this sort of excuse just will not cut it.
I'm so sorry to have disappointed you.
I'm so sorry for wasting your interest, money and wait.
I understand that I shouldn't be asking such a thing, but…
I ask for your understanding regarding this matter.
I, at least, understand. It was pretty much your mistake, though, to not have a publisher behind such nicely polished game at first.
Tiny wings proved an amazing concept can make it without publishers, but most average games need one to provide the user base.
Let us know how things turned out with a publisher helping you.
I am ever wondering how angry people get about the 1$ they spent for a game.
If you do not ahve sales, it is totally understandable to go a new way.
@AgentSmith - What are Outfit7 doing for you in terms of promotion? Doesn't seem they even have the game advertised on their site at all, or is it purely cross promotion inside the current apps?
It was pretty much your mistake, though, to not have a publisher behind such nicely polished game at first.
Every game has to have a publisher or just games that are nicely polished? AgentSmith and his team made a very nice game. They got instant success and then scrambled to find a way to keep the momentum going. They turned to marketing like ads on web sites. But what they found is ads don't seem to work and as quickly as you rise in the app store, you can also fall.
Getting less than 20 downloads a day means your days are over unless you take action. They realized they are great at making games but not experienced in marketing, so they turned to a publisher. I can't find any blame in this. They are most likely in the hole some money from ad expenditures. I saw their ads on tons of web sites. Imagine working on a game for months and then stressing about marketing only to find yourself in their position. Well, many developers don't have to imagine because it's a reality for most.
Good luck AgentSmith. I would have done the same thing in your shoes and you don't need to apologize to people that paid $1 for a complete game that is enjoyable. But you are classy for doing so regardless.
I wonder, is there anybody here who made it without a publisher? Like, really made it, meaning getting to the top 25/50 and staying there for a week or two?
I am soon to finish my one year project and I still haven't decided. The money cut wouldn't hurt me as much as other company label on MY product. But maybe I'm being emotional.
The fact is, still no one told me what is the publisher magic, what do they provide? AgentSmith, please, be the first one to enlight me.
And don't apologize any more! :>
This is truly a great game!
Great artwork and addictive gameplay!
Good work :)
@wilczarz - several developers have been in those ranges. But even big names and publishers find it hard to stay there forever. Only Angry Birds and Fruit Ninja and maybe a couple other games stand the test of time.
I haven't used one, but a publisher lends credibility to the game and this helps in the mind of end users and review sites and media. They have marketing channels you don't as well. I think I would seek one out if I was releasing a game soon because all I see on developer forums is "I have a great game with great reviews - but how do I get more users?". Nobody has the answer and Apple is pushing big company products and ignoring ours for the most part.
I understand your decision, but I just wonder if changing the publisher is enough to make a significant change in the daily sales.
I think:
a) Your decision is completely understandable. You're in this as a business, not a hobby, after all.
b) People who get upset over having to spend an extra buck need to take a chill pill and realize that a cup of coffee at Starbucks is several times as much and gives you a single dose of pleasure, whereas this game gave at least a few doses for a lot less. And can give many more for just one more buck.
@wilczarz Trainyard by this forums own @MattRix was a #1 without a publisher.
@jogo people get more angry over free games than they do over paid however in general it is stupid at times the value some people expect for $1.
On Publishers:
This has been covered a few times however I see the value of a publisher as helping provide that extra momentum on launch, this initial period is the one you want to get your app in the Top #10 as traffic will then be self sustaining as consumer visibility is high. If your app hits that sweet spot with the mass market it will hang around in the charts for a while and generate additional sustaining buzz.
From published titles I've tracked the question I often have is once that initial push is over is there any more marketing from the publisher or is it a case of simply move onto the next title, end of the day it's just a numbers game for them.
The change is remarkable, HOM lite is now in top 200 free apps. Should be good for HOM as well.
(user ratings sucked)
I'm buying the "new" game right now to help it get in the charts ! (I still think it deserves a lot !)
(And I'll try to migrate my savegames ... there must be some way ... (I'll try copying the "documents" and "library" folder to the new game))
And I'll tell my friends that bought the old version to buy the new one !
And the migration was successfull and easy! Yeah!
And now I am leading the leaderboards ! :D
And now I'm waiting for the update !!!
(Also, I stopped playing for the last 2 months and I forgot how much fun House of Mice was !)
@AgentSmith - How are you getting such LOUD volume out of the iPad with your game, House of Mice? Your opening theme music is magnitudes louder than any of my game's music audio files. I'd say a good 2.5 to 3 times louder at any given volume setting on the iPad's volume control.
When I created my music I had the master volume, in my DAW software, set to the standard maximum without increasing the dB beyond normal level. I then made sure the software instruments were at their loudest setting without "clipping" any audio. My music and effects are all significantly lower in volume than anything from your game.. How was the audio created for your game and what were the level settings? Were the sound dB levels boosted to higher than normal levels in your DAW software?
Also is your game using CocosDenshion for audio control?
Hey interesting game! I downloaded and like it a lot. I am also working on my own COCOS2d game app. If I may ask, where you get your artwork done up? I am looking for a set of artwork and sprites for my app as well. Thanks.
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