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	<title>IronZilla Media &#187; developers</title>
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		<title>Omega Box &#8211; 1 Week Stats</title>
		<link>http://www.ironzilla.com/2011/03/omega-box-1-week-stats/</link>
		<comments>http://www.ironzilla.com/2011/03/omega-box-1-week-stats/#comments</comments>
		<pubDate>Sun, 13 Mar 2011 22:05:07 +0000</pubDate>
		<dc:creator>John</dc:creator>
				<category><![CDATA[IronZilla News]]></category>
		<category><![CDATA[developers]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[IronZilla Media]]></category>
		<category><![CDATA[omega box]]></category>
		<category><![CDATA[statistics]]></category>

		<guid isPermaLink="false">http://www.ironzilla.com/?p=2042</guid>
		<description><![CDATA[A look on Omega Box&#8217;s statistics 1 week after release. Measuring the stats (whether using Mochi Analytics &#8211; not entirely accurate, MochiBot, GamerSafe, or other APIs) is something all developers should do, as the information is critical to the the standing of your current game, and the quality of your future games. (PS thanks to [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-2043" title="omega-box-650x250" src="http://www.ironzilla.com/wp-content/uploads/2011/03/omega-box-650x250.jpg" alt="omega-box-650x250" width="668" height="258" /></p>
<p>A look on <a href="http://www.ironzilla.com/2011/03/omega-box-2/"><strong>Omega Box&#8217;s</strong> </a>statistics 1 week after release. Measuring the stats (whether using Mochi Analytics &#8211; not entirely accurate, MochiBot, GamerSafe, or other APIs) is something all developers should do, as the information is critical to the the standing of your current game, and the quality of your future games. (PS thanks to our great bunch of fans!).</p>
<h2><span style="text-decoration: underline;"><strong>Revenue</strong></span></h2>
<p>Although we are unable to disclose the exact amount of $ received, we landed a very generous <strong>$x,xxx</strong> exclusive licensing deal with AddictingGames. We decided to leave out MochiAds since it brings in only a small percentage of revenue, however the revenue from traffic we receive from Omega Box more than makes up for it.</p>
<p>And note to developers, be true to yourself when negotiating a licensing deal. If you worked hard on your game (meaning red bulls, long nights, &amp; coding marathons) and believe in its quality, it&#8217;s only right that you hold the bar for as long as you can at a price you deserve.</p>
<h2><span style="text-decoration: underline;"><strong>Average of Ratings from Major Portals</strong></span></h2>
<p>These portals were chosen through Google, and have high Alexa Rankings, are well known, and Omega Box either has many plays on their site or many votes for ratings. The final aggregate rating will be based on the average percentages of the major portals listed.</p>
<p>- NewGrounds.com = 4/5 (won 4th Place Daily Trophy)<br />
- AddictingGames.com = 71%- Kongregate.com = 3.77/5<br />
- GameFly.com = 4/5<br />
- Y8.com = 71%<br />
- HallPass = 24/27 Thumbs Up<br />
- Funny-Games.biz = 79%<br />
- GamesButler.com = 5/5 (Featured as Game of the Day!)<br />
- t45ol.com = 76%<br />
- Gameslist.com = 5/5<br />
- EbaumsWorld = 5/5<br />
- MoFunZone = 86%<br />
- PlayedOnline.com = 4.12/5<br />
- GameNode.com = 8/10<br />
- FastGames.com = <span id="outOfFive_1068">4.56</span>/5<br />
- BelugerinStudios.com = 4.5/5<br />
- ArcadePreHacks.com = 4/5</p>
<p><span style="color: #3366ff;"><strong>FINAL RATING = 84%</strong></span></p>
<h2><span style="text-decoration: underline;"><strong><span style="text-decoration: underline;"><strong>Game Plays</strong></span></strong></span></h2>
<p>Omega Box racked in a huge amount of plays in it&#8217;s first week of release across the web, AddictingGames bringing in the most with 550,000 + plays alone. A <strong>new record</strong> for the launch week of any of our games! NotDoppler brought in 55,000+, Funny-Games with 35,000+, ArcadePreHacks with 25,000+, MoFunZone with 20,000+, Kongregate with 18,000+, NewGrounds and FreeWorldGroup both with 10,000+ , and a hundreds of websites ranging in the 100 to 5,000 plays range. Omega Box managed to h0ld a very high 100,000+ plays per day since it&#8217;s release, tapering off to around 50,000 towards the end of the week. The massive amount of websites hosting our game (in the next section) helped contribute to our 1 million!</p>
<p><span style="color: #3366ff;"><strong>PLAYS ≈ 1,000,000+<br />
</strong></span></p>
<h2><span style="text-decoration: underline;"><strong><span style="text-decoration: underline;"><strong>Hosts</strong></span></strong></span></h2>
<p>Compared to our other games, Omega Box had a whopping number of portals hosting it (according to MochiAnalytics). The top 5 hosts were:</p>
<p>1) AddictingGames<br />
2) NotDoppler<br />
3) Funny-Games<br />
4) MoFunZone<br />
5) Kongregate</p>
<p>Omega Box was able to penetrate deep, crossing language barriers in the process, and giving IronZilla alot of reach and exposure.</p>
<p><span style="color: #3366ff;"><strong>NUMBER OF HOSTS = 249 websites</strong></span></p>
<h2><span style="text-decoration: underline;"><strong><span style="text-decoration: underline;"><strong>Play Session Time<br />
</strong></span></strong></span></h2>
<p>Omega Box is a progression type game, so we managed to hold the player&#8217;s attention for a good amount of time:</p>
<p>&gt;5 minutes of play: 41%</p>
<p>&gt;10 Minutes of play: 26%</p>
<p>&gt; 30 minutes of play: 8%</p>
<p><span style="color: #3366ff;"><strong>AVERAGE PLAY SESSION = 14 minutes 11 seconds</strong></span></p>
<h2><span style="text-decoration: underline;"><strong>Facebook Likes</strong></span></h2>
<p>This stat is an estimate of how much Omega Box was shared (&#8220;Liked&#8221;) through Facebook. AddictingGames.com has the majority of likes, racking in about 1,100, and other major portals ranged from 10-200 likes.</p>
<p><span style="color: #3366ff;"><strong>FACEBOOK LIKES ≈ 1,600+ likes</strong></span></p>
<h2><span style="text-decoration: underline;"><strong><span style="text-decoration: underline;"><strong>Demographics</strong></span></strong></span></h2>
<p>Omega Box was originally designed from the ground up to appeal to the tween audience<strong>, </strong>and  although they rated pretty harshly (~70%), we managed to grab the  attention more of teen &#8211; adult gamers (NewGrounds, Kongregate).</p>
<p>The top 10 countries for Omega Box&#8217;s number of plays were:</p>
<p>1) United States<br />
2) Canada<br />
3) United Kingdom<br />
4) Polamd<br />
5) Netherlands<br />
6) Australia<br />
7) Germany<br />
8 ) Brazil<br />
9) Russia<br />
10) France</p>
<h2><span style="text-decoration: underline;"><strong>Fanbase</strong></span></h2>
<p>Our fans are what motivate us to continue to forge quality games, and we thank you for all your support! Various videos have been made on Omega Box, check this one out made by SirTapTap, my personal favorite. It&#8217;s hilarious! <a href="http://www.youtube.com/watch?v=z6drUt-3mkg">http://www.youtube.com/watch?v=z6drUt-3mkg</a>. I also wish I could post all the comments we found funny / inspiring, but there&#8217;s simply too many!</p>
<p>Alot of people especially liked the game soundtrack, be sure to check out the composers of these great works on Newgrounds to download the mp3&#8242;s: <a href="http://www.newgrounds.com/portal/view/564193">http://www.newgrounds.com/portal/view/564193</a></p>
<h2><span style="text-decoration: underline;"><strong><span style="text-decoration: underline;"><strong>Conclusion</strong></span></strong></span></h2>
<p>We managed to attain a great amount of success with Omega Box, which in total took about 150-200 hours to complete, but as always there&#8217;s still a long way to go, and a lot more goals to achieve. IronZilla&#8217;s currently throwing a bunch of ideas around in the lab, and at the same launching side small side projects such as this one. It&#8217;s still early in the year, so stay tuned!</p>
<p>~ John</p>
]]></content:encoded>
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		<title>Steambird &#8211; By The Numbers</title>
		<link>http://www.ironzilla.com/2011/03/steambird-by-the-numbers/</link>
		<comments>http://www.ironzilla.com/2011/03/steambird-by-the-numbers/#comments</comments>
		<pubDate>Fri, 11 Mar 2011 21:42:22 +0000</pubDate>
		<dc:creator>John</dc:creator>
				<category><![CDATA[IronZilla News]]></category>
		<category><![CDATA[app store]]></category>
		<category><![CDATA[developers]]></category>
		<category><![CDATA[flash game]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[money]]></category>
		<category><![CDATA[steambirds]]></category>

		<guid isPermaLink="false">http://www.ironzilla.com/?p=2035</guid>
		<description><![CDATA[From Andy Moore Blog Well! I’m back from the Game Developer’s Conference and the Flash Gaming Summit, where I spoke about how SteamBirds is doing and let all my cats out of their respective bags. I think it’s time for another by-the-numbers gig! When I last left you, my very popular SteamBirds: By The Numbers article [...]]]></description>
			<content:encoded><![CDATA[<h4>From <a title="Andy Moore » Game  Design" href="http://www.andymoore.ca/">Andy  Moore Blog</a></h4>
<p><strong>Well! I’m back from the </strong><strong>Game Developer’s Conference and the </strong><strong>Flash Gaming Summit, where I spoke about how  SteamBirds is doing and let all my cats out of their respective bags. I  think it’s time for another by-the-numbers gig!</strong></p>
<div>
<p>When I last left you, my very popular <a href="http://www.andymoore.ca/2010/03/steambirds-by-the-numbers/">SteamBirds:  By The Numbers</a> article let you know that SteamBirds had made  approximately $34,000 USD (gross).  This article was so popular it was  copied over to Gamasutra and into two different magazines! (score!) I  suppose that means you guys want more?</p>
<p>So let’s start by getting caught up.</p>
<h2>SteamBirds: The Original</h2>
<p>Since <a href="http://www.andymoore.ca/2010/03/steambirds-by-the-numbers/">last  writing</a>, SB went on to make an addition $11K in various sitelocks  and licenses, and to this day is still generating more business (did 3  sitelocks in January alone!). I’m fairly confident that the original SB  is going to make money for a loooong time.</p>
<p>SteamBirds has now made approximately <strong>$45,000</strong> USD.</p>
<p>Here’s a popular chart: breaking down the sources of all revenues for  the original SB:</p>
<p><a href="http://www.andymoore.ca/wordpress/wp-content/uploads/piechart-old.png"><img title="piechart-old" src="http://www.andymoore.ca/wordpress/wp-content/uploads/piechart-old.png" alt="" width="378" height="283" /></a></p>
<p>I really like this graph because it visually represents how much I  loathe advertisements.</p>
<p>I say this a lot, but there’s no harm in re-iterating: I hate ads,  I’m really bad at deploying good ads, and I have no advertising strategy  other than “tack it on hastily.” You can see it really paid off;</p>
<ul>
<li>Mochi ad revenue has paid so little, it hasn’t even sent me a cheque  yet (they promise they owe me $78 though)</li>
<li>CPMStar sends me regular cheques, though the amounts are dwindlingly  low</li>
<li>Kongregate’s revenue-sharing advertising model is about the only  thing that pays out, and it pays out IN SPADES.</li>
</ul>
<p>4-5x more revenue than CPMStar and Mochi combined?? Why does anyone  even bother with advertising anymore?!</p>
<p>And even then: All advertising combined is hardly 10% of combined  revenues. It might be worth it, but only in this larger-scale economy. I  don’t think I’d bother with advertisements at all if I had a game that  was expecting to make less than $30K.</p>
<p>As far as traffic and popularity goes:</p>
<div id="attachment_615"><a href="http://www.andymoore.ca/wordpress/wp-content/uploads/sb-orig-plays.png"><img title="sb-orig-plays" src="http://www.andymoore.ca/wordpress/wp-content/uploads/sb-orig-plays.png" alt="" width="620" height="167" /></a>(Click  for Big)</div>
<p>It seems like traffic is dwindling off to nothing, but it’s been  nearly a solid year of 50,000 plays per day (and trended up to 150K/day  around the time of Survival’s launch). That’s more web traffic per day  than I’ve ever hoped for with a personal blog, so I call it a success!</p>
<p>But that’s enough whinging on about the original SteamBirds. Let’s  jump into the fun, new stuff!</p>
<h2>SteamBirds: iOS</h2>
<p>The wonderful fellows at <a href="http://semisecretsoftware.com/">SemiSecret  Software</a> (Eric and Adam) worked hard at making an iOS version of  the game. They launched two separate SKUs – one for iPhone/iPod Touch  ($0.99), and an HD version ($1.99) for the iPad.</p>
<p>The iOS version of the game was identical to the original flash game,  except:</p>
<ul>
<li>The game came complete with the “Bonus Missions” (previously only  available at ArmorGames)</li>
<li>The in-game art was completely redone by hand by Adam</li>
<li>The game got a brilliant, awesome title screen (also by Adam)</li>
<li>Features all the original, epic, awesome music by DannyB (<a href="http://dbsoundworks.bandcamp.com/album/steambirds-ios-soundtrack">buy  the soundtrack here</a>, and support more awesome music from DannyB!)</li>
</ul>
<p>Here’s a total sales graph:</p>
<div id="attachment_610"><a href="http://www.andymoore.ca/wordpress/wp-content/uploads/Screen-shot-2011-01-09-at-1.16.36-PM.png"><img title="Screen shot 2011-01-09 at  1.16.36 PM" src="http://www.andymoore.ca/wordpress/wp-content/uploads/Screen-shot-2011-01-09-at-1.16.36-PM-300x180.png" alt="" width="300" height="180" /></a>(Click  for Big)</div>
<p>The iPad sales were fairly consistently around half the volume of the  iPhone sales, which was surprising – considering how many more iPhones  there are in the world!</p>
<p>What was super interesting, though, was this zoomed-in portion:</p>
<div id="attachment_612"><a href="http://www.andymoore.ca/wordpress/wp-content/uploads/Screen-shot-2011-01-09-at-1.21.01-PM.png"><img title="Screen shot 2011-01-09 at  1.21.01 PM" src="http://www.andymoore.ca/wordpress/wp-content/uploads/Screen-shot-2011-01-09-at-1.21.01-PM-300x179.png" alt="" width="300" height="179" /></a>(Click  for Big)</div>
<p>(ignore the dip around Jan. 5th – error in the data – sales were  consistent)</p>
<p>I love the big spike at Christmas time. Shows people reveling in  proper Commercial Spirit! But even more interesting was the App was on  an “introductory sale” for December. We bumped the prices up $1 on  January 1st ($1.99 / $2.99), and there was no affect on sales at all!  Interesting…</p>
<p>I have to say that the iPad edition of the game is, hands down, my  favorite game experience. SteamBirds feels like it was <em>designed </em>to  be on that platform, and I love it to bits. I bought an iPad just to  fawn over it.</p>
<h2>SteamBirds: Android</h2>
<p>Victor’s team at <a href="http://www.flatredball.com/frb/blog/">FlatRedBall</a> created an Android edition of the game for us. This version of the game  was again, identical to the original SB, except:</p>
<ul>
<li>The graphics engine was entirely re-done from scratch, and features  really awesome 3D effects</li>
<li>Contains dozens of bonus missions and storyline, not available  anywhere else</li>
<li>Contains <em>MULTIPLAYER </em>gameplay!</li>
</ul>
<p>I don’t have a fancy graph of Android sales, but I know the  performance was approximately 20% of the iOS counterpart in terms of  gross revenue. I know Android has a vast install base, but not every  Android phone has the Marketplace (as opposed to 100% appstore  penetration on the iOS), so I have no good feel for how much of this is  luck, how much is market, how much is user response, etc… It’s very  difficult to feel out the numbers.</p>
<p>20% is still a big chunk, though – but much like the advertising  revenue – only if you expect the game to push over $30K or so.</p>
<p>I have a huge problem with Android’s default “Sort by all-time sales”  market, and content discovery is hideously broken, so that could be a  huge contributing factor here. Hopefully Google will fix that.</p>
<p>The one huge saving grace here was the Android edition’s winning of  the IndiePub Game of the Year award. The cash prize (and other perks)  that came with that made it all worth while!</p>
<h2>Mobile Edition Summary</h2>
<p>Both mobile editions were “featured,” and both rose in ranks quite  quickly. In terms of 72-hour sales, SteamBirds rose to a peak of #12 on  the iPad “Games” category (#25 overall, if memory serves), which was  really nice and super exciting. Sales didn’t hold, though, and tailed  off rapidly.</p>
<p>Not hating on the tail at all, of course – it’s nowhere near  launch-day-numbers, but they’re still generating cash. <img src='http://www.ironzilla.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>If I had to do it all over again, I probably would target Android  still – just because I like supporting the platform. Even with a  featured, popular application with backing from Penny Arcade (two or  three times now!), it hardly paid for it’s own development.</p>
<p>That said: Both mobile editions were done via contractors working for  revenue split (50% each, which I think is generous!), and the resultant  windfalls from both devices was, essentially, <strong>free money</strong>.</p>
<p>All in all, iPad/iPhone/Android split out to be a fairly even pie:  around 33%/33%/33% each.</p>
<p>The mobile market has a fairly long tail, though – and that tail is  pretty thick and lucrative, especially for Android.  I believe these  figures will round out nicely in the coming year, but they were only  launched near the beginning of December, so we don’t have a lot of data  yet.</p>
<p>Let’s move on to the NEW game!</p>
<h2>SteamBirds: Survival</h2>
<p>SteamBirds: Survival wasn’t a gigantic technical change from the  original, but it has <em>very </em>different gameplay. I’ve blogged  about the specifics previously, so I’ll let you <a href="http://www.andymoore.ca/2010/10/steambirds-survival-preview/">go  read that</a> (or <a href="http://steambirds.com/">just play it</a>!)  instead of updating it here.</p>
<h3>Sponsorship</h3>
<p>The game went up on <a href="http://flashgamelicense.com/">FlashGameLicense.com</a> looking for a sponsor. We were fairly open to anything, but being the  Christmas season with an non-thematic game: we had a fairly poor turn  out. Several sponsors said they’d be willing to pay more in the Spring,  but we didn’t want to wait. Not to worry: in the end we got a really  good deal.</p>
<p>Our primary sponsor ended up being AXE, the body-spray brand (pit,  pit, chest). They paid just over $10K for the game. A hilarious  conversation came out of this:</p>
<blockquote><p>Me: “OK, I’m done incorporating your logos. Where should I  sitelock the game to?”</p>
<p>Them: “Oh, uh, we don’t have a website. Can you host it?”</p>
<p>Me: “Y… yes?!?!”</p></blockquote>
<p>You see, typically a sponsor is paying for the traffic redirection  back to their site. In this case, Axe didn’t have a dedicated portal –  they just wanted the ad space. This allowed us to retain and control our  traffic, show our users exactly what we wanted to show them, place  up-sell icons for the mobile editions, place our own blog and twitter  feeds… That’s worth an extra $10K of value any day!</p>
<p>And again: Much like the Original SB, sponsor and licensing requests  for Survival keep rolling in, and I expect it to make us money for a  long time coming.</p>
<h3>Advertising</h3>
<p>This go-around I learned my lesson from the original Steambirds: no  advertisments. We didn’t bother integrating with Mochi or CPMStar, and  any revenue put forth by Kongregate was just a nice dollop of icing on  this cake.</p>
<h3>MicroTransactions</h3>
<p>A new twist, however, was Micro-Transactions. To date, Survival has  made an additional $10K or so in MTX – not too shabby considering  there’s a maximum limit on how much you can spend (there are no  consumables, by design).</p>
<p>The airplanes in SteamBirds: Survival are so different from each  other, that unlocking/purchasing a new plane is like getting to play a  whole new game. Some of the planes have fairly straightforward changes,  but some themed planes – like the SolipSkier, Canabalt, and AughtNine  planes – drastically change gameplay into something entirely different.</p>
<p>So here’s how we worked MTX:</p>
<ul>
<li>The game contained a total of 24 planes</li>
<li>16 planes were unlockable by regular gameplay</li>
<li>8 planes were only unlockable with cash</li>
<li>The planes ranged from $0.75 (Cockroach) -&gt;$10 (AughtNine)</li>
<li>Buying all the planes individually cost $20</li>
<li>There was a prominent “Buy ALL!” button in the game that only cost  $15 (25% off!)</li>
</ul>
<p>Let’s see how well each did:</p>
<p><a href="http://www.andymoore.ca/wordpress/wp-content/uploads/mtxrev.png"><img title="mtxrev" src="http://www.andymoore.ca/wordpress/wp-content/uploads/mtxrev.png" alt="" width="392" height="265" /></a></p>
<p>Isn’t that interesting? 70% of all sales came from the “Buy All”  button. It almost seems like we shouldn’t have put the microtransactions  on the other planes at all! The vast majority of users would rather  just hand us $15 than actually buy each individual plane.</p>
<p>I love that people would trust me with an investment of that size,  you know? It feels really good when a flash game player drops $15. Gives  me hope for humanity, and the industry!</p>
<h3>Free Plane!</h3>
<p>We wanted to bait people with a free plane – just give us your EMail  address, and we’ll send you a free premium plane! Of all the total users  that ever entered the game: 10% clicked on the newsletter signup  button. However, only 1% actually made it through the signup process!  Signing up for the free plane required you were already signed into a <a href="http://gamersafe.com/">Gamersafe</a> account, so we lost 90% of  our potential email addresses because of this hurdle. BIG LESSON  LEARNED!</p>
<h3>The BlackList</h3>
<p>One big problem with the original SteamBirds was certain shady sites  (usually in Asian countries) ripping out my advertisements, breaking  sitelocks, and preventing outbound links (and sometimes even erasing  credits!) or otherwise hacking the game and posting it without  permission. For Survival, I implemented a dynamic blacklist – that  allows me to block any site from seeing the game on a whim.</p>
<p>Thanks to the first release, I had a lengthy list of ne’er-do-wells,  and put them in right at the start of SB:S’s launch. I also put in  metrics to see who was trying to defeat my locks!</p>
<p>6 sites in particular were pretty bad, hammering away at the game  thousands of times trying to make it work, to no avail. In the end, I  had some interesting stats:</p>
<ul>
<li>In the Original SteamBirds, I had 4,000,000 plays from “banned”  locations</li>
<li>In SteamBirds Survival, I had less than 60,000.</li>
</ul>
<p>I’d say that’s a success! 4 million plays that generate zero revenue  and zero fan love is 4 million hits I’d rather not have.</p>
<p>What was super interesting is how this has skewed my stats of  plays-by-countries; the USA is always #1, but the rest of the top 5 were  always Asian countries in each of my other games. In SB:S, Brazil,  Spain, The UK, and Canada come into the top 5. Now I know where to  localize my games to first!</p>
<h3>Other Interesting Stats</h3>
<p>I cranked up my statistics tracking in SteamBirds: Survival, and got a  bunch of neat figures out of it. Here’s a few:</p>
<ul>
<li>Avg. PlayTime of SB: Original: 24 minutes</li>
<li>Avg. PlayTime of SB:S: 30 minutes (improvement!)</li>
<li>25% of all rounds end with the player clicking “More Tips” on the  gameover screen</li>
<li>25% of players quit the game manually (without dying or closing the  window)</li>
<li>15% of all players unlocked &gt;2 planes</li>
<li>11% of players hit Mute (up from 6% on the original SB, down from  80% on my crappy games!)</li>
<li>10% of players attempted newsletter signup, 1% succeeded</li>
<li>3% of players clicked on the Twitter/Facebook icons at least once</li>
<li>0.9% of players clicked on the Credits button (this is sadly  consistent from everyone I talked to in the industry)</li>
<li>0.7% of players unlocked the AllUrBase (hardest non-pay plane to  get)</li>
<li>0.5% of players clicked on the “buy the mobile edition!” button in  game</li>
</ul>
<p>That last one is super interesting to me. Totally tells me that there  is very, very little crossover from the flash to the mobile market.  Maybe not worth ever including? (then again: if a single journalist sees  it, it might make a huge sales difference)</p>
<h3>Total Revenues</h3>
<p>So how is the SteamBirds franchise doing, overall?</p>
<p>I estimate we’ve made around $200,000 USD so far, with all things  included. Here’s how I break it down:</p>
<p><a href="http://www.andymoore.ca/wordpress/wp-content/uploads/piechart1.jpg"><img title="piechart" src="http://www.andymoore.ca/wordpress/wp-content/uploads/piechart1.jpg" alt="" width="355" height="237" /></a></p>
<p>“Old Rev” being the Original Steambirds, “Flash” being SteamBirds:  Survival. Note that the original SB has an extra year headstart on  Survival, and I wouldn’t be surprised if Survival overtakes it in the  long run.</p>
<p>A lot of people will look at this chart and say “Woah! There’s so  much money in the mobile market… Why are you bothering with the flash  version?!”</p>
<p>My response to that is quite simple; the only reason we made more  than $10 on Android is because we got Featured by Google.  It’s a  similar story on iOS.  The reason we were able to get featured so easily  is because of the fame and endless praiseworthy reviews the Flash  version got! If the Flash edition never existed, we would never have had  an opportunity to get as much exposure as we did.</p>
<p>I fully plan on developing for Flash into the future. And I think  what we have in store will turn the tables on where the biggest revenue  lies. <img src='http://www.ironzilla.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<h3>The Future</h3>
<p>So what are we working on now?</p>
<ul>
<li>SteamBirds: Survival for iOS and Android</li>
<li>SteamBirds: Multiplayer (working title)</li>
</ul>
<p>I’ll keep you posted as long as you keep your eyes glued here!</p></div>
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		<title>Mochi at Casual Connect Seattle</title>
		<link>http://www.ironzilla.com/2010/06/mochi-at-casual-connect-seattle/</link>
		<comments>http://www.ironzilla.com/2010/06/mochi-at-casual-connect-seattle/#comments</comments>
		<pubDate>Tue, 08 Jun 2010 04:40:46 +0000</pubDate>
		<dc:creator>John</dc:creator>
				<category><![CDATA[The Basement]]></category>
		<category><![CDATA[casual connect]]></category>
		<category><![CDATA[conference]]></category>
		<category><![CDATA[developers]]></category>

		<guid isPermaLink="false">http://www.ironzilla.com/?p=1644</guid>
		<description><![CDATA[By MochiLand Meet with Mochi Mochi Media will be in Seattle for Casual Connect next month! We always have a blast at this event and are looking forward to it again. If you’re going to be there, please stop by our booth (we’ll on the 1st tier above the grand lobby) or send us a [...]]]></description>
			<content:encoded><![CDATA[<h4>By <a title="MochiLand" href="http://mochiland.com/">MochiLand</a></h4>
<p align="center"><a href="http://seattle.casualconnect.org/"><img title="header-casualconnectlogo" src="http://mochiland.com/wp-content/uploads/2010/06/header-casualconnectlogo.jpg" alt="header-casualconnectlogo" width="314" height="49" /></a></p>
<h2>Meet with Mochi</h2>
<p>Mochi Media will be in Seattle for <a href="http://seattle.casualconnect.org/">Casual Connect</a> next month!  We always have a blast at this event and are looking forward to it  again. If you’re going to be there, please stop by our booth (we’ll on  the 1st tier above the grand lobby) or send us a note (team [at]  mochimedia.com) to set up a meeting!</p>
<p>Josh Larson from Mochi will also be speaking at the following session  taking place on Thursday, July 22 at 11am:</p>
<p><strong><a href="http://seattle.casualconnect.org/content.html#larson">Creating  Successful Games: Lessons in Virtual Currency</a></strong><br />
<span id="more-1644"></span> <em>This presentation covers winning strategies, game-play mechanics and  tips for developers to successfully integrate virtual goods into their  games based on analysis and observations from Mochi Media’s network of  over 100 micro-transactions enabled games. With growing interest in this  area, many developers are beginning to directly interact with their  gamers through virtual goods. However, successful implementation of  virtual goods requires careful balancing and consideration of gameplay  mechanics and strategies. What is working in other games and how can you  avoid the pitfalls that others have encountered? Josh Larson will  present the lessons learned for developers from other’s experiences.</em></p>
<h2>Want to go? Free tickets!</h2>
<p>We have a handful of extra tickets to attend Casual Connect next  month. If you’re interested in getting a FREE ticket to attend Casual  Connect, please comment below with who you are and why you want to go.  (Note: this only includes your ticket, not any travel costs.)</p>
<p>See you soon!</p>
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		<title>How To Make It As An Indie</title>
		<link>http://www.ironzilla.com/2010/04/how-to-make-it-as-an-indie/</link>
		<comments>http://www.ironzilla.com/2010/04/how-to-make-it-as-an-indie/#comments</comments>
		<pubDate>Tue, 27 Apr 2010 22:54:24 +0000</pubDate>
		<dc:creator>John</dc:creator>
				<category><![CDATA[The Basement]]></category>
		<category><![CDATA[developers]]></category>
		<category><![CDATA[edge]]></category>
		<category><![CDATA[game developers]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[next-gen]]></category>

		<guid isPermaLink="false">http://www.ironzilla.com/?p=1562</guid>
		<description><![CDATA[It’s never been easier to set yourself up as an independent studio. Open platforms such as Xbox Live’s Indie Games and iTunes’ App Store are democratising development on consoles as well as the PC, while tools like XNA and Flash lower the barriers to entry in terms of both cost and experience. Suddenly, designers who [...]]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;"><img src="http://www.edge-online.com/files/imagecache/article_content_360x270/indie_1.png" alt="" /></div>
<div></div>
<p><!--paging_filter--></p>
<p style="text-align: center;">It’s never been easier to set yourself up as  an independent studio. Open platforms such as Xbox Live’s Indie Games  and iTunes’ App Store are democratising development on consoles as well  as the PC, while tools like XNA and Flash lower the barriers to entry in  terms of both cost and experience. Suddenly, designers who have spent  years submerged within massive hierarchies – “devoting their entire  lives to modelling footballers’ noses,” as Frontier’s <strong>David  Braben</strong> puts it – can suddenly have total control of their own  projects.</p>
<p>This comes at a price, however. The lack of  gate-keeping on many new channels has created a gold rush, and with  initiatives like <a href="http://www.edge-online.com/features/gdc-2d-boy%E2%80%99s-carmel-details-indie-fund">Ron  Carmel’s Indie Fund</a> recently announced, a crowded marketplace is  only likely to get busier. With ‘indie developer’ now applicable to  anything from one- or two-man teams working out of bedrooms to squads  composed of dozens of industry veterans, we checked in with a range of  different designers to get a sense of the emerging independent landscape  – and to pick up some advice for anyone who was hoping to navigate it.</p>
<p><img class="aligncenter" src="http://www.edge-online.com/files/indie_canabalt.jpg" alt="" width="360" height="120" /><br />
<sup><sub><strong>Semi Secret&#8217;s </strong></sub></sup><em><sup><sub><strong>Canabalt</strong></sub></sup></em></p>
<p>A breakout indie hit of last year, transitioning from free browser game  to an App Store bestseller with over 100,000 downloads, <strong>Adam  ‘Atomic’ Saltsman</strong>’s one-button <em>Canabalt</em> is constantly  mined for the secrets to its success. “I think <em>Canabalt</em> has  maybe two salient ‘lessons’, but they are pretty obvious,” offers  Saltsman. “ The first is that if your game is easy to play, more people  will play. The other thing that I think I did right is managing to come  up with an engaging look without using a lot of time or resources. If  you want traffic and attention, make it easy to play and pretty. The  trick, though, is doing that without ruining the game entirely.”</p>
<p style="text-align: center;"><span id="more-1562"></span><br />
<strong>James Silva</strong> of Ska Studios, creator of <em>The  Dishwasher: Dead Samurai</em> and <em>I Maed a Gam3 W1th Zomb1es</em>,  agrees. “Start small. I just got a Twitter mention from a guy who said  he’s starting a game company and his first game is going to be epic like  Lord Of The Rings. Maybe we live in a universe where that’s possible,  but I just can’t see that working out. If you just set out to make  something akin to games from the 8bit era instead, not only will you be  completely bowled over by the complexity involved in things you took for  granted, but you’ll be one step closer to making something, well,  slightly epic.”</p>
<p><img src="http://www.edge-online.com/files/indie_silva.jpg" alt="" width="360" height="270" /><br />
<em><sup><sub><strong>The Dishwisher</strong></sub></sup></em><sup><sub><strong> creator James Silva</strong></sub></sup></p>
<p>Silva’s put his money  where his mouth is. <em>Zomb1es</em> is a simple top-down shooter with a  charming sing-along soundtrack, but it’s gone on to shift 200,000  copies on Xbox Live’s Indie Games platform, making it by far the biggest  seller in an environment where ‘hits’ are often measured in mere  thousands of downloads.</p>
<p>“I thought <em>Zomb1es</em> would get a  little notice for being kind of funny,” admits Silva. “The fact that it  did as well as it did still confuses me, but I have a few theories:  people love the song, people hate pretentious, unfamiliar gameplay in a  title that they’re not willing to invest a lot of effort into, and  people love short, tightly-packed experiences that don’t repeat and  don’t drag. It’s not like I had any of those things as goals when I made  the game, though.”</p>
<p>It’s impossible to imagine <em>Zomb1es</em> surviving in the traditional marketplace, but fellow developer <strong>Jarrad  Woods</strong>, aka <strong>Farbs</strong>, who left a job at 2K  Australia to make his own games, such as spaceship shooter/construction  kit <a href="http://www.edge-online.com/features/the-friday-game-captain-forever"><em>Captain  Forever</em></a>, suggests that indie development remains – by  necessity – a place to do something different in. “I think the key to  making it as a not-quite-broke indie developer is just making  interesting games. As a solo developer, I can’t compete up at the top:  the man-hours total that goes into a mainstream FPS is longer than my  entire lifespan. Instead, we indies have to work where the larger  studios don’t, back around the game design foundations. We have to  invent new genres, revive the dying ones, or find new ways to meld old  ideas together.”</p>
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		<title>3 Tips to Develop Games Like the Pros</title>
		<link>http://www.ironzilla.com/2009/11/3-tips-to-develop-games-like-the-pros/</link>
		<comments>http://www.ironzilla.com/2009/11/3-tips-to-develop-games-like-the-pros/#comments</comments>
		<pubDate>Wed, 18 Nov 2009 05:43:20 +0000</pubDate>
		<dc:creator>John</dc:creator>
				<category><![CDATA[The Basement]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[developers]]></category>
		<category><![CDATA[freelance flash game news]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[how to develope games]]></category>

		<guid isPermaLink="false">http://www.ironzilla.com/?p=1088</guid>
		<description><![CDATA[Article By Freelance Flash Game news With more and more developers turning to flash games as a viable source of income, the way flash games are being made is starting to change. With multiple contracts and limited time frames, most professional flash developers have within their arsenal a secret bag of tricks for getting their [...]]]></description>
			<content:encoded><![CDATA[<p><em><strong>Article By<a href="http://freelanceflashgames.com/news/"> Freelance Flash Game news</a></strong></em></p>
<p>With more and more developers turning to flash games as a viable source of income, the way flash games are being made is starting to change. With multiple contracts and limited time frames, most professional flash developers have within their arsenal a secret bag of tricks for getting their games finished more efficiently.  Today, I’m going to share some of them with you.</p>
<p><span id="more-1088"></span></p>
<p><strong>Work From the Ground Up</strong></p>
<p>While it may be obvious, it’s a tip most flash developers will ignore. I know I’ve started quite a few games that never really got off the ground because I aimed my sights too high. Before you start going crazy developing awesome concept art and complex upgrade systems, <em>code your game engine</em>.</p>
<p>It’s really that simple. If your game engine is fun without all the upgrades and art, then you know you have an amazing game on your hand. If not, perhaps it’s back to the drawing board for some more tweaking.</p>
<p><strong>Organize your Code</strong></p>
<p><strong> </strong></p>
<p>Although it may take some extra time while writing your code, organizing it will save you so much more time in the long run when you are searching through your code trying to find out why lever 38b wouldn’t close the hatch. Comment that code, name your variables with something memorable, and keep your code neat and tidy. You’ll thank yourself when you go back to it.</p>
<p><strong>Reuse Code</strong></p>
<p>Speaking of going back to code, get into the habit of reusing your actionscript. Build your game in pieces so that next time you have to create a game you can spend less time on the nuts and bolts of the game and more time focusing on what’s important: the gameplay. Create functions for common tasks such as character movement, enemy A.I. movement, firing objects, collision tests, and more.</p>
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		<title>Why Games, and Why Not Why</title>
		<link>http://www.ironzilla.com/2009/11/why-games-and-why-not-why/</link>
		<comments>http://www.ironzilla.com/2009/11/why-games-and-why-not-why/#comments</comments>
		<pubDate>Sat, 14 Nov 2009 22:39:56 +0000</pubDate>
		<dc:creator>John</dc:creator>
				<category><![CDATA[The Basement]]></category>
		<category><![CDATA[blog.sokay.net]]></category>
		<category><![CDATA[christopher j]]></category>
		<category><![CDATA[developers]]></category>
		<category><![CDATA[games news]]></category>
		<category><![CDATA[j rock]]></category>

		<guid isPermaLink="false">http://www.ironzilla.com/?p=1026</guid>
		<description><![CDATA[By Blog.Sokay.net At the IGDA leadership forum in San Francisco Chris Hecker demanded that game developers ask themselves why they are making a game before they design it. Hecker is a renowned contributor to game graphical and physics technologies and a long time proponent of indie gaming. ‘Why’ is step one in any other art [...]]]></description>
			<content:encoded><![CDATA[<p><em><strong>By <a href="http://blog.sokay.net/">Blog.Sokay.net</a></strong></em></p>
<div>
<p>At the IGDA leadership forum in San Francisco <a href="http://www.gamasutra.com/php-bin/news_index.php?story=26077">Chris Hecker demanded that game developers ask themselves why they are making a game before they design it</a>. Hecker is a renowned contributor to game graphical and physics technologies and a long time proponent of indie gaming.</p>
<p>‘Why’ is step one in any other art form, but Hecker is right. We don’t hear that question too much in games. It is my opinion that the earmark of great art is the purpose behind every choice involved in its creation. Even if that purpose is ambiguous at best, there must be justification for artistic decisions. But Hecker did a good enough job of making this point, so I’m going to say something that may be to the contrary.</p>
<p>I believe that many indie developers have already challenged themselves with ‘Why’ for some time, but there are other challenges. As Hecker points out, the way to exploit the strengths and weaknesses of games is not yet understood. This may explain why our ‘art games’ tend to be overly-abstract, even inaccessible, and still relatively shallow. Developers are forced into extreme formalism just to get over the steep learning curve.</p>
<p>I’m a formalist. I love formalism. But there’s more to art than form and frankly, I’m sick of abstract games. I want some damn content up in here. That’s why I call for developers to ask why <em>less</em>. As it stands, game developers are asking why for the wrong reasons. They’re asking why something is fun or entertaining, which leads to shallow, uninteresting answers. If they ask why in search of something deeper, that’s great, but I’ll set my expectations lower. We’ll get quicker results if we skip the whole why and go for an intuitive form of expression. I’m calling for something closer to improv. Stop looking both ways, and just cross.</p>
<p>When you forget about what other people think and just plop down what you gotta plop down, whether you like it or not, your work reflects who you are. Put yourself under pressure. Tie a gun to the back of your head and make sure that if you don’t finish a game–a good game–within the next 2 weeks, a bullet will go through your head. The definition of ‘good game’ will transform during those two weeks into two priorities: (1) What you can program quickly and (2) whatever comes to mind. The first priority depends on how good of a developer you are (which may be the flaw in this approach for many), but the second is what guarantees that your work will be artistically interesting.</p>
<p>Say you see a man with a unique wardrobe. That wardrobe can tell you a great deal about this man that he didn’t mean to communicate, like what he does for fun, what he’s up to now, the kind of work he does or how much he gets paid. You ask him where he got his shirt and he replies with 30 words. Out of those 30 words you might get an accent that tells you his place of origin. You might discern his political views or religious beliefs. You might discover he’s a racist, a reverse-racist, or that he’s just sensitive about the subject. You can learn any number of things from signals that are not designed at all to communicate the messages you are receiving. The man’s individual signature exists in every choice he makes–including the subconscious ones. If he is a game developer, his games will reflect his personality.</p>
<p>However, our expression can be stifled. As a staunch supporter of introspection and a sober, conscientious approach to art, I know there are times when action is more important than philosophy. We need games that don’t hold back and I believe unleashing our ideas is the way to make them.</p>
<p>Stream of consciousness game development. Maybe that’s impossible, but by working fast and flowing, we can get something close. Developers can focus on self-expression and proliferate. Games even be as short and simple as casual games, but the mechanics should have a context that makes them meaningful (which requires asking why, yes, but answer fast and start coding).</p>
<p>I would love nothing more than to see developers engaged in real philosophical argument about their medium, but right now that sounds like forcing sixth graders to study the Renaissance before you let them paint. Yes, they need to hear about Da Vinci, and yes, it will make them much better painters, but these kids don’t even know what they want to do when they grow up. Let them get their fingers wet, then assign some book reports.</p>
<p>There’s one problem with this plan. Games have been around a long time and developers aren’t discovering the same happy accidents that finger-painters do. That’s because of money. Hecker mentions that industry development is all about profits. So it’s up indies. What else is new.</p>
<p>Really, I agree with Hecker entirely, but I would hate to see indie developers slowing their productivity to find a ‘deep enough’ reason to make a game. Call me a devil’s advocate.</p>
<p>-Christopher J. Rock</p></div>
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