My first commercial game. A cute endless runner game for the Facebook Instant Game platform. Done by Phaser and Typescript. In the memories of my Pure Dark Night team.
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
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.