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  1. Hi fellas, We’d like to share the story of a game anticipated to become somewhat a hit, but a series of ill-favored circumstances we’re gonna show below ruined all our expectations. 1.5 programmers and 1 lead game designer had worked on the project, plus 1-2 artists had been engaged in the development on a part-time basis. The rest of us had been focused on other projects. It all started after we successfully released our second free-to-play title Ninja Dude vs Zombies back in June 2016 exclusively on the App Store: the game was warmly welcomed by the gamers’ community and featured by the store several times throughout summer and early autumn. It was our first self-released mobile title to put our project management and publishing skills to the test. We had updates plan for 3 months ahead — we had been prepared to support the project further. Elated with its success we’d been really looking forward to releasing its Android version along with some major features like bosses, new characters, super weapons, and some others. Ninja Dude vs Zombies early Zombie Boss prototype Ninja Dude vs Zombies early PvP prototype Lesson 1. Have a plan B In late autumn we had developed first prototypes of PvP mode. Shortly after we realized that this feature would require more burden-hours that we originally planned in terms of balancing and server side. As Ninja Dude was not the only project we’d been working on, we had to prioritize to keep the studio afloat between this and other titles needed maintenance and support (released under publishing agreements; imposing certain obligations). What’s more, we grasped that our UA and promotional resources had been limited. In other words, we couldn’t afford user acquisition and promotion campaigns both in terms of funding and burden-hours to help us boost the major update and especially the Android version. That being said, we started looking for a publishing partner to help us roll out the Android version, for starters. It was the beginning of 2017. This idea didn’t seem irrational at the time, but we wish we’d known how it’d turn out for us. After about a couple of months spent of pitching the game to various publishers and negotiating the terms we entered into the contract with really great guys: they had awesome games in the portfolio with the plethora of installs and Ninja Dude vs Zombies gameplay mechanics matched their portfolio perfectly well. The main thing we agreed upon while signing the contract was that it’ll be a full-fledged sequel of the game, not the update. It’d be easier to get a chance of being featured that way. The publisher relied heavily on the platforms’ featuring in its promotional and UA efforts in addition to cross-promotion within its already released titles. The development flared up again with renewed vigor. This time it was not only about gameplay features, but a complete overhaul in its visual style to make the game really feel like a sequel. Ninja Dude vs Zombies 2 core gameplay screenshots In December 2017 the key programmer of the project was hunted down by another bigger game development company (damn you, LinkedIn!) — we had nothing to do with that: our team member was offered higher salary and working conditions in a city bigger than ours. It all happened really fast, and of course, we didn’t find the substitution soon enough to keep up with the development pipeline. So it stalled for quite a while as it was really hard (as it turned out) to find a skillful Unity programmer in our region. After losing the programmer the coding was divided between the other 2 team members. But they could only spend about 1-2 hours a day on this project. You wouldn’t believe it, but the game was still in development when it's lead designer left our team. It was the final nail in the coffin. It was in October 2018. Throughout all those months we’d been in contact with our publisher sending them intermediate builds showing how we’re progressing on a monthly basis. They evaluated and provided feedback being quite supportive. Until the early spring of 2019. We received a letter from them where they informed us that they can no longer live up their promises under our contract: situation on the game market had changed, UA costs had increased, and it had become more difficult to get featured by the platforms. They offered us 2 options: Either terminate the contract and publish the game on our own; Or soft launch the game on our own and if the metrics are prominent keep working with them. Frankly speaking, we agreed with them and it was mostly our fault that we had been developing the game for almost 2 years. We had no plan B, so we just decided to finish the game and release it out to the wild without having any high hopes for Ninja Dude vs Zombies 2. Lesson 2. Start spreading the word about your game as early as possible We thought that our publisher would have started some early talks and sneak peeks about the game. We’d seen similar activity with its other titles on forums like TouchArcade. That time, however, the guys remained silent and no gamer knew about the upcoming sequel of the game. We were so deeply engrossed in the development of the game and working on other projects that we didn’t even announce the upcoming game on our social pages. That’s how assured we’d been that our publisher would start spreading some early news. Another thing here is the contract terms. We got used to believing that we had not been eligible to spread the word about the game prior to our publisher started doing so. It’s like breaching an embargo and releasing an article prior to the due date. If someone from the publishing side is reading this, please share your thoughts on the matter. Maybe if we had some early access or beta test program running, we’d already had feedback on the game and supporters waiting for the game to be released. The more so, because nowadays both stores provide such opportunities. Besides, we might have submitted the beta version to some game development contests out there with a publisher’s permission to gain some extra publicity. Lesson 3. Stay in the closest possible contact with the publisher This seems pretty much obvious, actually. But yeah, we screwed this up too. In fact, prior to entering into a publishing deal, we contacted the devs who had already worked with the publisher. They mentioned that the publisher had not been responding in a timely manner at times. We ourselves were not as proactive as we could. Talking with the publisher over Skype once or twice per month about the ongoing development process is not enough. The same thing goes with emailing them the versions of the build once a month and waiting for their reply for another month. Being proactive when it comes to communications with the publisher would have saved us time if we knew earlier that they’re no longer capable of fulfilling their obligations under our agreement. After their uncheerful letter, we’ve decided to complete the game and release it without any tests and almost without any prior promotional efforts: just a press release, a couple of tweets with gifs, and submissions to various industry-related portals. We just didn’t see the point in managing the project for another month. Nevertheless, the game was featured by Apple in several categories across multiple countries (well, except for the US), but it didn’t actually end up well for the game: its poor balance leads to players churning shortly after the first boss; its untested store creatives lead to faulty conversion rates. Faulty conversion rates in the App Store Zombie waves data the released sequel. Only 11% of players make it to the 2nd wave. Players breakdown by skill levels. Almost all the players stopped at level 1.
  2. What does it feel like to return to your hometown and not recognize it at all? In Coastal Hill, a hidden mystery game, you find yourself in the center of the eeriest action and adventure full of free hidden objects secrecies, innuendos, and obscurities. The lighthouse town you once knew as a peaceful spot has changed completely. The town in this twilight game has started to lose hope, and it’s up to you to start finding objects and solve the hidden mystery. Some forces of darkness have shrouded this place. Immerse into the finding object games and hidden puzzle games in Coastal Hill and fight back malign creatures that will do their best to stop your mystery finding actions. Begin your adventure right now and unravel the hidden mystery of this haunted town! After installing Coastal Hill, a hidden mystery game, you will: ✔ IMMERSE into a thrilling story unfolding in front of you through more than 1000 interesting quests; ✔ DESIGN and renovate your mansion to get closer to solving the hidden object's mystery; ✔ EXPERIENCE fights with pesky monsters stopping your from seeking and finding free hidden objects; ✔ CUSTOMIZE your avatar: certain clothes have special abilities that will let you solve the mystery faster; ✔ FIND free hidden objects in over 35 first-class locations around the mysterious city; ✔ USE exceptional search tools in 7 game modes; ✔ COLLECT over 100 collectibles items (+300 more on their way!); ✔ BUILD Wonders of the World to receive important bonuses; ✔ CREATE items required to complete quests and banish monsters instead of seeking them; ✔ IMPROVE your logical thinking by solving tricky, exclusive mini-games; ✔ PLAY WITHOUT INTERNET on your couch, your commute, on a plane, in the subway, and everywhere in between.
  3. Hello everyone,  ^_^ Here at AdoreStudio, in close partnership with SkillGamesBoard.com we've recently developed and released Mahjong by SkillGamesBoard on both major stores: Google Play and App Store.   App Store link: https://itunes.apple.com/app/mahjong-by-skillgamesboard/id1194980278 Google Play link: https://play.google.com/store/apps/details?id=com.skillgamesboard.mahjong The game's features include:  timer modification option; hint option; 3 brand new figure layouts with more on the way; option to save the layout and play it again whenever you want; playable tiles pointers; option to zoom in and then back out on the screen. Screenshots: [attachment=34967:Mahjong_3_1024 x 748.jpg] [attachment=34968:Mahjong_4_2208-x-1242.jpg] [attachment=34969:Mahjong_5_2732-x-2048.jpg]   Official Facebook page: https://www.facebook.com/SkillGamesBoardMahjong Official website: http://mahjong.skillgamesboard.com   Please share your thoughts, impressions, and suggestions about the game. We'll be more than happy to receive your feedback and make the game better!   :rolleyes:   
  4. Don't miss your chance to play our 1st #android app released on @GooglePlay! Install now: https://t.co/EF3zW6lA1l #gamedev #androiddev
  5. Outline of the features for update 1.3 Hello everyone! We're now 99% sure that you will see the following features after the update 1.3 is out: - 3 epic Zombie BOSSES: they’re bigger, they’re nastier, they’re near-impossible to slash; - New unlockable features: freezer, spike shield, accumulative super slash, zombie mode, combo mastery doubler, and kaomoji emoticons; - New types of zombies: lemurs; - Multiplayer mode – challenge other players to see who’ll survive longer in cute heads up tap ’n’ slashing battles.
  6. We've been working hard these days on the multiplayer feature of our game.   Please have a look at our current progress:     We realize there is still a lot of room for improvement and are open to any constructive critics or random ideas how to make it better.
  7. One more letsplay video by @Patthegymnast, an enthusiastic newcomer in the world of Youtube letsplays!   Check it out:  
  8. AdoreGames


    Hello Retro Viking!    Thank you for introducing your channel to the gamedev community.    We've bookmarked you! Gonna ping you up soon with an email or a message;)
  9. #Gamers, let's have some fun! Vote to make Ninja Dude vs Zombies Challenge come true! #GamersUnite #indiegameshttps://t.co/Nrnvgi0GDF
  10. We're really excited to get our game finally letsplayed by @DaMobileMob! Seems he enjoyed playing! Hope you'll love that too!  
  11. Ninja Dude vs Zombies has been recently livestreamed by TouchGameplay!    Check the record on their official channel:  
  12. Thanks @Edamame_Club for interviewing us. Answer to where it's all started inside: https://t.co/lFFQhTVZRM #gamedev https://t.co/XwTzFmme6N
  13. We got our first interview!    You can read it on Edamame Club and learn why cookies are so important and where it's all started for Ninja Dude vs Zombies!  We answer the following questions: - Why did you decide to make Ninja Dude vs Zombies? - What programming language and or software did you use when making Ninja Dude vs Zombies? - What was the hardest problem you needed to overcome when developing Ninja Dude vs Zombies? - Where do you get your inspiration or ideas from?
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