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ROLLING FOX
Our first game in Facebook Instant Games
This is the modified version for sharing (fix very bad English and remove some data)
Overview
Take a look at our first product
Overview – the game
 Development time: 7 weeks (3 men = 5.25 man-month)
 Maintain time: 2 weeks (1.5 men = 0.75 man-month)
 Revenue (Oct-15) : 26.64 $ ( ~ 4.44$ per man-month)
 D1 Retention = 7%
 80% players played more than one session
 20% players had accessed in-game shop, and 80% (16% in total) of them bought
something.
Overview - technical
 Game engine: Phaser 3
 Used 2D asset optimization: low bit PNG, sprite atlas, Texture Packer
 Programming language: TypeScript (team first time used it)
 Not fun at all:
 Complexity of Phaser
 Async coding
 Completely new CRM service (PlayFab)
 iOS troubles (audio, don’t have iOS device to test)
 Not having game editor
 Countless other issue
First Milestone
First commercial game be published in our life
First quest completed
 Nearly perfect done for first milestone without critical problems.
 In general, we have worked very well in workflow, teamwork, but still not enough for
long run.
 The game is acceptable (in quality) for first step. But still have to a lot of thing can do
better
Good game which be fun and unique
but still need be suited for the market
 2/3 players are female.
 Age from 18 -> 44 (a lot of >35-year-olds player than
we expected)
 Our game have cute popular character which really
suit for this audience
The team got the right work process
and got experience for the next project
 3 + 1 work-flow per game
 Data for next game design
 Optimize working style and time management.
Sprint 1
• Pitch game idea
• Make game prototypes and GDD
Sprint 2
• Core gameplay system
• Core services code (Multiplayers, matching, etc..)
Sprint 3
• Add UI, add Sound, services (Facebook SDK, Playfab, etc..)
• Publishing assets (banner, cover, trailer, messenger sharing images, etc..)
Sprint 4
• Bug fixes, balances, art for A/B testing
• Publishing process
More details in “Game Production” in GG Drive
Fix issue and
lower mistake rate
for publishing
phase
 We met a lot of trouble here
 Last minute iOS-related bug by not
having iOS devices for testing and
believe it will be ok by HTML5 tech will
run the same in every devices.
 Don’t having Audience Network (FB ads
network) account for get money from
ads -> we published our game via a
publisher (charge xx% revenue)
 High performance in near deadline (but
why not in all development time?)
 Weak social design.
Data -> Stat -> Lessons
Facebook Instant Games platform – Game - Social
FIG is the land of US female casual gamer
 Make art style suit for this audience: cute, colorful, popular characters and
cultures
 We gain 11.83$ from US users. US is still big and focused by FIG platform. But
keep in mind, this platform isn’t stable and have really boost in some high
marketability region (not over the world).
 Some game trends for this audience:
 Idle/merge
 Popcap-like
 Simulation
 Hyper casual
Quality > Quantity
 FIG platform always have low retention (by just click and play, people easy
to forgot this game even they like it)
 We have nearly 300 royalty player. In the first day without FB recommend,
we still got 1$ (avg. 3$ per day) from them.
 This is not about get a lot players (zero dollar players), it about convert
them to valuable player (people who play more than one session, share in
group chat and willing to click Rewarded ads)
Better Social Design
 Some our last modifies make big impact to the
game: Friend Marks, Shop notifier, tutorial text.
 In fact, all players is <removed bad word> and
the game never simple enough. 
 We should better make chat bot like FRVR.
 Better leaderboard system (week-based, rank-
based) to better retention.
 Messenger-relate function: Boss Raid like
Everwing, Friend Marks, turn-based MP.
Rolling Fox
Thank you, our first
child, for bringing fun to
over 20k players around
the world.
Discussion
 Current production
 Troll Face: delayed by don’t having time
 Spear Battle: real time process issues? Server? -> Change game design
 Next game? (both will have strong IAP)
 Story-based interactive game
 Battle card game
 Cover time gap: one game per week -> Hyper casual game with 2DKit
Biga
 Duo production
 Hyper casual game per
week keep stable income,
data, insight and improve
social game design.
Done by 2DKit, maybe
have MP like Voodoo’s io
games.
 Next big game in step by
step well prepare for high
quality production which
easy to publish multi-
platforms
 This is adventure time.
By khiem.nguyen@puredarknight.com

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Rolling Fox postmortem - by Pure Dark Night

  • 1. ROLLING FOX Our first game in Facebook Instant Games This is the modified version for sharing (fix very bad English and remove some data)
  • 2. Overview Take a look at our first product
  • 3. Overview – the game  Development time: 7 weeks (3 men = 5.25 man-month)  Maintain time: 2 weeks (1.5 men = 0.75 man-month)  Revenue (Oct-15) : 26.64 $ ( ~ 4.44$ per man-month)  D1 Retention = 7%  80% players played more than one session  20% players had accessed in-game shop, and 80% (16% in total) of them bought something.
  • 4. Overview - technical  Game engine: Phaser 3  Used 2D asset optimization: low bit PNG, sprite atlas, Texture Packer  Programming language: TypeScript (team first time used it)  Not fun at all:  Complexity of Phaser  Async coding  Completely new CRM service (PlayFab)  iOS troubles (audio, don’t have iOS device to test)  Not having game editor  Countless other issue
  • 5. First Milestone First commercial game be published in our life
  • 6. First quest completed  Nearly perfect done for first milestone without critical problems.  In general, we have worked very well in workflow, teamwork, but still not enough for long run.  The game is acceptable (in quality) for first step. But still have to a lot of thing can do better
  • 7. Good game which be fun and unique but still need be suited for the market  2/3 players are female.  Age from 18 -> 44 (a lot of >35-year-olds player than we expected)  Our game have cute popular character which really suit for this audience
  • 8. The team got the right work process and got experience for the next project  3 + 1 work-flow per game  Data for next game design  Optimize working style and time management. Sprint 1 • Pitch game idea • Make game prototypes and GDD Sprint 2 • Core gameplay system • Core services code (Multiplayers, matching, etc..) Sprint 3 • Add UI, add Sound, services (Facebook SDK, Playfab, etc..) • Publishing assets (banner, cover, trailer, messenger sharing images, etc..) Sprint 4 • Bug fixes, balances, art for A/B testing • Publishing process More details in “Game Production” in GG Drive
  • 9. Fix issue and lower mistake rate for publishing phase  We met a lot of trouble here  Last minute iOS-related bug by not having iOS devices for testing and believe it will be ok by HTML5 tech will run the same in every devices.  Don’t having Audience Network (FB ads network) account for get money from ads -> we published our game via a publisher (charge xx% revenue)  High performance in near deadline (but why not in all development time?)  Weak social design.
  • 10. Data -> Stat -> Lessons Facebook Instant Games platform – Game - Social
  • 11. FIG is the land of US female casual gamer  Make art style suit for this audience: cute, colorful, popular characters and cultures  We gain 11.83$ from US users. US is still big and focused by FIG platform. But keep in mind, this platform isn’t stable and have really boost in some high marketability region (not over the world).  Some game trends for this audience:  Idle/merge  Popcap-like  Simulation  Hyper casual
  • 12. Quality > Quantity  FIG platform always have low retention (by just click and play, people easy to forgot this game even they like it)  We have nearly 300 royalty player. In the first day without FB recommend, we still got 1$ (avg. 3$ per day) from them.  This is not about get a lot players (zero dollar players), it about convert them to valuable player (people who play more than one session, share in group chat and willing to click Rewarded ads)
  • 13. Better Social Design  Some our last modifies make big impact to the game: Friend Marks, Shop notifier, tutorial text.  In fact, all players is <removed bad word> and the game never simple enough.   We should better make chat bot like FRVR.  Better leaderboard system (week-based, rank- based) to better retention.  Messenger-relate function: Boss Raid like Everwing, Friend Marks, turn-based MP.
  • 14. Rolling Fox Thank you, our first child, for bringing fun to over 20k players around the world.
  • 15. Discussion  Current production  Troll Face: delayed by don’t having time  Spear Battle: real time process issues? Server? -> Change game design  Next game? (both will have strong IAP)  Story-based interactive game  Battle card game  Cover time gap: one game per week -> Hyper casual game with 2DKit
  • 16. Biga  Duo production  Hyper casual game per week keep stable income, data, insight and improve social game design. Done by 2DKit, maybe have MP like Voodoo’s io games.  Next big game in step by step well prepare for high quality production which easy to publish multi- platforms  This is adventure time.