Koshmaar

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  1. Introduction Being able to check out how many players play your game, from what countries, for how long, on which levels they have problems, how much points do they score, even do they ever visit your precious Credits screen or the average FPS number - that sounds incredibly useful, doesn't it? Fortunately, in web browser games, there's a way to get such informations. In this post I'm going to describe the process for Flash (ActionScript 3), because I've recently implemented it in my released game, and can share some experiences. Possibilities And there are even many ways. First, some time ago you could use Playtomic.com - however they had notorious problems with reliability, and are now out of bussiness. Then, the second try could be Mochimedia - they have many services, and one of them is statistics. Unfortunately, it is very simple and unable to give you such detailed data as in the first paragraph. You could also google and find few other services... and among few smaller ones, Google Analytics for Flash project (later shortened to GAF). That's true - you can use the well known, very powerfull, complex, free, reliable and spied service from Google to process the statistics from your own Flash games. And it's actually pretty easy to use. Sadly, the documentation is rather cryptic, sparse, ambigous and hard to follow. So, here goes a quick, practical tutorial for you + code samples :) Let's dive in First, download the files from their site (latest version haven't been updated for a long time) and put it in some directory like lib/gaf, alongside other game libraries. Inside your IDE link to the one of the .swc files: analytics.swc (codebased IDE like FlashDevelop) or analytics_flash.swc (component for Flash CS). Code snippet from Ninja Cat: package { import com.google.analytics.AnalyticsTracker; import com.google.analytics.GATracker; import flash.display.DisplayObject; public class Analytics { public function Analytics() { } CONFIG::stats { private var tracker:AnalyticsTracker; } public function Init( stage : DisplayObject ) : void { CONFIG::stats { // UA-google-api-code has to be replaced by your ID, taken from GA page // fourth parameter is visual_debug - its described later in post tracker = new GATracker( stage, "UA-google-api-code", "AS3", false ); PageView("Home"); } } public function PageView( URL : String ) : void { CONFIG::stats { // google wants to have slashes before names of pages tracker.trackPageview( "/" + URL ); } } public function LinkOpen( name : String, URL : String ) : void { PageView( name ); // could also automatically open link // Link.Open(URL, name, "Links"); } public function TrackEvent( category : String, action : String, label : String, value : int = 0 ) : void { CONFIG::stats { tracker.trackEvent(category, action, label, value ); trace("GAF event: " + category + " | " + action + " = " + value + " ( " + label + " )" ); } } } } Before anything: what is CONFIG::stats? It's a way of conditionally including code in AS3 (a kind of #ifdef macrodefinitions for you C++ buffs). It's very useful - by toggling one variable in IDE, you can build a significantly different version of game. So, if CONFIG::stats is not defined, all that is between braces will be ignored. In this case, it might be useful to disable statistics ie. for local testing. Here you can read more about this technique. So, what I've done here, is estabilished interface for using GAF in my game. Create the object of type Analytics somwhere near the start of your game, call the Init method, and you're ready to go. Then the question arises: how to use it? GAF gives you two ways of tracking user behaviour: page views and events. Simply speaking, page views are like in the web browser - navigation between different URL locations. User views your /blog subpage, your /about, your /games etc. Events are for user interactions with elements of the page, which don't result in changing of the page - so for www that would be ie. movie controls, downloading files, clicking on polls etc. With events you can log more informations; pages only log the name of the visited pages. Google Analytics doesn't process everything instantly. For more detailed data you will at least need to wait till the next day. There's a Real time mode which shows pages and events that happend within last 30 minuts, altough it's with limited functionality. For example, one thing which it doesn't show is the values of events. In case of games, you'd want to use this duo like that: pages are for game states and menu screens (MainMenu, Options, Credits, Level1, StatsScreen), while events are used for detailed statistics (I'll get to that later on). From the code above you can also see that I decided to have LinkOpen be treated as page views, altough it could also work as an event. Basic Results So, when you add this kind of code to your game, add the function calls in appropriate places (ie. analytics.PageView("MainMenu");, and turn debug mode on (fourth parameter to GATracker is true), you'll see some debugging info appear: With this you can quickly confirm that things work as expected. Having this, you can go to your Google Analytics dashboard and start peeking at the statistics. Here's how GA looks with the data from Ninja Cat and Zombie Dinosaurs (I cut out only the interesting bits): What is interesting here, is the incredibly small Bounce rate of 0.03% - it means that 99,97% of users who load the game and see menu, continue to start the first level. Compare that to Bounce rate of anywhere between 40-70% for normal websites. Huge win for me. Google Analytics has this nice feature of showing some stats in a realtime preview. And so at that thursday afternoon over 20 actual people were playing my game, and from the map below I saw that they were from all around the world. For the creator it's humbling :) Last of screenshots shows the details on which "pages" were viewed the most. We can see ie. that players are not interested in me (Credits) or sponsors (links), and they even very rarely visit Options. Hmmm. When I play new games, first thing I do is look into options and credits. Oh well. According to Mochimedia, my game so far (beginning of june) had around 28k displays of ads - which is almost the same amount as /Main views in Google. So both systems confirm each others reliablity (or both are wrong ;). As for an online flash game, almost 30k plays (and 1-2k per day) is very small number. I think after maybe 2 months I'm going to write a separate post about how Ninja Cat succeeded in the "internets". Apart from the dashboard, you can find useful data a bit burried in Content -> Site content -> Content drilldown and Content -> Events -> Overview. I would really recommend to spend few hours reading Google Analytics help, to get a good understanding of the platform (goal completions, funnels, conversions, intelligence events, how to filter, learning UI) - there's lots of stuff. Here I'll briefly mention three features: Traffic sources - where you can see the URLs that people are playing your game on... at least theoretically, because I don't see the URLS of most sites, just some part of it. What works much better for me is the Ads section in developer dashboard on MochiMedia. Intelligence events - starts working if you have more data, for at least few weeks. Then GA will analyse it and point out for any unusual events ie. sudden increase or decrease of people coming from a certain country, or decrease of avg play time. It's mostly targeted at website owners, who can then make some adjustments to their site. Goal completions - on commercial websites they're used to track how far the user is along the path to goal, which is typically buying something. Landing page -> catalog -> add to cart -> checkout -> payment - you get the idea. In our case, they could be used to track how much has user progressed in game: level 1 -> level 2 -> ..., and the goal would be last level of game. In this way GA will show you how many people have finished your game. How cool is that? :) In order to have it, you'll need to specify a funnel - sequence of page views, which lead to your goal. More on that in GA documentation. Logging detailed statistics Coming back to the beginning of post - how about original requirement? My game (which is typing game inspired by Typing of the Dead) collects detailed statistics about player progress - they are displayed after finishing a level. Those are things like number of points, enemies killed, katana kills, how much time (in seconds) did it take to finish it, accuracy, number of keystrokes etc. Those are natural things to log. Here's the code of function in some StatsScreen class that I used: public function LevelEnd( level_index : int, level_time : int, enemies_killed : int, katana_kills : int, score_points : int, total_keystrokes : int, accuracy : int, avg_kill_time : int, avg_kill_score : int, collected_powerups : int, stars : int, health_loss : int, player_name : String, _result : int // 1 for died, 2 for won ) : void { CONFIG::stats { var cat : String = "Level_" + level_index; // cat is for category analytics.TrackEvent(cat, "time", null, level_time ); // I won't shorten analytics though analytics.TrackEvent(cat, "enemies_killed", player_name, enemies_killed ); analytics.TrackEvent(cat, "katana_kills", player_name, katana_kills ); analytics.TrackEvent(cat, "score", player_name, score_points ); analytics.TrackEvent(cat, "keystrokes", player_name, total_keystrokes ); analytics.TrackEvent(cat, "accuracy", player_name, accuracy ); analytics.TrackEvent(cat, "avg_kill_time", player_name, avg_kill_time ); analytics.TrackEvent(cat, "avg_kill_score", player_name, avg_kill_score ); analytics.TrackEvent(cat, "powerups", player_name, collected_powerups ); analytics.TrackEvent(cat, "stars", player_name, stars ); analytics.TrackEvent(cat, "health_loss", player_name, FlxU.abs(health_loss) ); analytics.TrackEvent(cat, "player_name", player_name ); analytics.TrackEvent(cat, "music_volume", player_name, int(FlxG.music.volume * 100) ); analytics.TrackEvent(cat, "sound_volume", player_name, int(FlxG.volume * 100) ); var result : String =(_result == StatsScreen.FINISHED_LEVEL ? "win" : "lost"); analytics.TrackEvent(cat, "difficulty", result, Game.difficulty ); } } As you can see, there's also music and sound volume - who knows, maybe I'll see some interesting trend here, ie. most players disable music? I also collect FPS informations (min, max, avg) and player name, because I am curious what players will write there :) You can also log capabilities of players system, just like Valve is doing with steam - I log only flash player version. The reason behind passing player_name as label values is that then you should be able to drill down and view statistics coupled with specific players. Of course 90% of players won't change the default "Ninja Cat", but it will work for those who do. However, I'm not entirely sure whether my category/action/label naming convention is any good, and would seriously advise to read few informative articles about the topic. If you'd like to see the values of those events, here's the breadcrumb path in GA dashboard jungle: Content -> Events -> Top events, then in the list of categories you choose which level you want, just by clicking the name. On the new screen, under graph click Event action as the Primary dimension. Then you'll see the detailed stats. The Avg. Value column holds the date we're interested in. The Event Value will contain sum of all the values... not really useful, unless you want to know how many dinosaurs have killed all your players on level 1. Hmmm, that sounds like a great marketing information, "Ninja Cat and Zombie Dinosaurs players so far have killed one million and 200 thousand zombie dinosaurs... wanna help getting rid of the plague?". For a long time I had this problem of not being able to see the values of events in GA reports. I looked everywhere there, I checked code - GIFs were sent, other things worked. I asked on internet but no one answered. I thought maybe it's just one thing you can't do from Flash code, and so I released game without this working. Later, when preparing this article, I wanted to try it one more time, so I made a simple test application and started experimenting. To my positive surprise, it worked! The thing that was blocking it, was the lack of label value sent in event. Though the documentation says label is optional, appareantly if you want to see the actual values, it's not optional. Also worth mentioning is that the value (last parameter) has to be positive integer. Because of that, all percents should be multiplied by 100, miliseconds by 1000 etc. It would even be sensible to use proper hungarian notation and postfix the units in action names. Conclusion So, there you have it: a way to track player behaviour, and to look into some interesting facts about usage of your game. A natural question arises: could it be done with other technologies on other platform, specifically: C++ on desktop games? Technically yes, and that's even possible in many ways. First, as this and this Stack Overflow answer shows, you could make a http request to the GA page - yet the list of parameters is quite long and it would be nice to have a library for that. There is a project UsageAnalytics which tries to close this functionality in one codebase, yet from my quick look, code is quite complicated. Then there's DeskMetrics - looks good from the outside, but the pricing is really steep, and free trial is only 14 days. So the situation for "traditional", C++ desktop games/applications in regard of statistics is not that good. Perhaps your search for "google analytics C++" will be luckier. But even if you had that magic tool, you'd steel need to ask user for permision - offline applications are not expected to freely contact internet services. Web games have it easier here - user is obviously connected and in his browser when he's playing, so there's little difference to tracking user behaviour in game embedded on page, versus tracking user behaviour on page. The latter is usually taken for granted, since most websites collect statistics, and Google Analytics is one example of such a system. So web games should also be accepted. If you still have technical questions regarding usage of Google Analytics in Flash/AS3, you may read a similiar, but more thorough (and more oriented towards Flash CS users) tutorial over here, ask question in comment below, or do a search in your favourite search engine :) Article Update Log 1 July 2013: First version
  2. Digital Dragons 2014

    Wow, it's been featured :)
  3. Digital Dragons 2014

      Is this question? If so, and if you want to have a booth, I highly recommend going with at least 1 person (perfect if from team), just as described above :)
  4. Digital Dragons 2014

    On 8-9th May this year, third edition of Digital Dragons game industry conference happened in Krakow (Poland). I was on all of them, second time as an indie. It was the best Digital Dragons, hands down. Why? Basically, no errors have been made. This is my attempt at quite detailed coverage. Also it's reminder for myself, do's and dont's for next events, lessons learned and maybe some good tips for others. Little background: I came with special build of Ninja Cat and Zombie Dinosaurs PowerPack - new dinosaur (Archeopteryx), new powerup (dynamite), first equipment (spiders), some bugfixes, and all the things prepared in Pixel Heaven version (new ninja cat, vignette in underground, color mapping in water, blood stains on screen when player damaged, yada yada). I was hoping for finding someone who will help me with distributing the PowerPack electronically, so that players can buy it. Also I wanted to promote the game further across player and dev community. First day Indies were put in two long rows of tables, in the center of the main event hall. There were around 30 indie teams, from one-man-army doing things after work (The Miners), to 5-10 people teams with external investor (Gloria Victis). Each indie had one table to present game - not a lot of place, so things were crowded. We had electricity plugs underneath, and internet in the air. My girlfriend Martyna, was helping me with booth. Without her help my throat at the end of the day would be like black metal singer. I would be grumpier than many cats, for answering the same questions ("will it be available for mobiiiile?") and introducing game mechanics over and over again (I hate repeating myself). And I wouldn't be able to attend any lectures or play other indie games. Thank you darling! I think that having at least 2 people at fairs is a must. I saw few other indies were alone, and I know from experience that it's not good. Pro tip: try at least to get a help from friend or gamedev colleague for a few hours. I wanted to have unique booth, so I hand drawn this zombie TRex, instead of printing yet another flashy rollup with helvetica (or calibri) and flat design. I spent 16+ hours looking for references, drawing small mockups, then going progressively bigger - up to B0. I was planning to make it in colors, then as time was low - only in pencil, but redraw it on another piece of paper... eventually I had to use the unfinished prototype Some people commented on it, and I think it was nice complement to the booth (when it was not falling down on us). However, it didn't make sense to take my huge ergonomic divided keyboard MS Natural 4000 (only one person used it), nor the dinosaurs album. Nice idea about presenting your game that I've seen when other devs were showing me their games: explaining how to play while showing trailer. It has the advantage that trailer in one minute can show most of the features of the game, whereas in my case player would have to play half an hour, to see every dinosaur, powerup, level style, feature etc. So player can get much more excited watching trailer, than playing tutorial level. My usual plan was to explain the gameplay while player started playing on easy level. Maybe next time I will try trailer approach a few times, to have a comparison. What went really right is the staged tournament: who will have most points at level 4, will win cool Ninja Cat mug. At first it was at hard difficulty, but then seeing most people can't even finish 10% of this level (beginning is hardest though) I decided to lower it to medium. Then again, most people died in the first 20%. It can be because that they are used to other keyboard, they were distracted, the game is too hard, they can't touch type... or generally suck at typing Note: competitions with prizes are great, do them often. It makes visitors emotionally attached to their performance, they care and treat the game (and you) more seriously. Hmmm, looks like gamification of game booth to me I made a similar tournament at Poznan Game Arena 2013 for T-shirt, and players loved it. It was very popular, many players regularly came back and asked whether their result was beaten. Some were looking at others playing and cheerleading them. Players who won or got good results are happy and also will tell their friends about your game etc. Huge win for the developer who has this situation. People are competitive and respond to challenges, so use that psychology hack wisely. Anyway, list with the best results: And the winner issssss.... Micha? Garde?a, of new studio Moonlit, who I know from KrakJam and Shader. He scored 15514 points. Second place was Dominik, former CD-Projekt AI programmer - he had only 129 points less. I was third with 14398, but later with Micha? and Dominik we did a second round on hard, and there I was the clear winner, as it should be ;) Anyway, Micha? won the mug, and we did the award giving ceremony at main DD stage (after everyone was gone ) There were also other competitions, sponsored by DD. Some judges (veterans, industry luminaries, press) were visiting us and playing every game. Also every person had one sticker to give to a game/team they think deserves to win. I got some, but not the most. As for the lectures, I was at half of panel about PR and marketing your games (because I suck at it - take a look at my homepage or my facebook fanpage fans count), and here are three things I noted: Video trailer is pretty important - you still need text, screenshots etc., but the video should be your focus. Youtube is big. Youtubers might be better for your game promotion than so called traditional gaming media. Twitch.tv is going to be even bigger. It's essentially your own channel in digital TV, where lots of player eyes are looking So now everyone heads off to Adobe to buy Premiere or After Effects, get rid of few thousand bucks and learn how to montage crazy awesome clips... Also I was on Adrian Chmielarz's lecture (last third of it) and the first thing I observed, was the utter silence on the quite big hall. Everyone was listening in focus. Adrian was talking about narrative structures in games, how to tell stories that enhance gameplay (and vice versa), or so I understood. Funny was the mention of diegetic storytelling - it reminded me of diegetic UI, simple concept with cool name. I love UX stuff. He also showed some gameplay from Vanishing of Ethan Carter, the Astronauts first title. Later I caught occasion to have photo with this polish gd star although I forgot to introduce myself. Maybe next time. As day was coming to an end (btw, weather was perfect), the usual afterparty thing started to loom more often in discussions. I bought Expo pass (poor indie), so I wasn't allowed for the official afterparty, nor some of the lectures. Also I couldn't find the alternative Atari-online afterpaty that was close (as I was told), so I went back home. I was loaded with energy, so I didn't sleep well :] it was very good day for me. Heard that some party animals finished the afterparty at 4 in the night, so I guess they had rocky sleep as well. Random observation #1: Unity is very popular, multiplatform, tools and documentation are state of the art, they are actively developing their technology, they have wildly active community, the plugin penetration goes higher. I see some teams (ie. Evil Indie Games) make very good use of it. However, most of the games look very similar. You can even tell most of the Unity games by looks (shading, obviously GUI). Hmmm, something to ponder for future projects. Curious if they will change their pricing politics, in response to recent Epic and Crytek moves. Second day Second day was even better, I was prepared for what to expect, and people seemed more conversational (maybe the evening afterparty helped with that). They were playing my game and the feedback was gold. I got lots of gameplay, design and business advice. The tone and content was very positive. Some people were even saying "take it to Steam, there's perfect audience for this kind of game" It was really encouraging. I'm not ready now for Steam/Greenlight, but in a few months, who knows. The crowd at Digital Dragons who was visiting me was mostly developers, press, and some publishers. Lots of familiar faces. Big difference to Poznan Game Arena, where 96% were players. At DD people didn't come to play your game (to find nice entertainment), but show off theirs, or make some business. Until I realized that and started ie. asking where are they from and what they are doing here, I probably missed some opportunities trying to get them obsessed with my project. A lot of people asked me for mobile version of Ninja Cat, which is kinda irritating. Perhaps I should make separate post why I don't want to solo/indie develop for mobile, but quickly: it's overcrowded and getting noticed is ****** hard, you need luck/publisher with willingness to do some real marketing work, or luck/press contacts. Whole mobile industry seems to me to be a balloon... everyone is doing it, and this is alarming. In stock market when that is happening, it's a sign that the disaster is going to happen. Sure, some people make a lot of money there, but on the other side there are 100's more of those who sold 14 copies and went bankrupt (and you don't hear about them). Visibility is everything, and tell me how to promote a 347th version of the same game... I think the artistic values of games are lost when zillions of game developers try to make the another women 18-35 focused, match-3, fappy bird (typo intentional), one-button-masher, racing, tower defense etc. copying off each other, whoever or whatever is now popular. I didn't become indie because I like producing crap, going with the crowd and hoping for easy money. It's easy to earn money in gamedev (just work for big western company or even polish one, they also send regular paychecks); the problem is making cool games, trying to innovate, and making money (as an indie). You may say, I'm a dreamer... ;) Anyway, enough ranting. If I had a fast & easy way to port Ninja Cat to mobiles, I could try it (hell, why not). Flash / AIR allows to build mobile version (even iOS), so technically it's possible. But porting this kind of game would require total remap of control mechanics (typing at keyboard with all keys -> small touch screen) and lots of content changes, so it's like a half year, boring, annoying project. I think that's rather obvious, but still people (devs!) were helplessly asking me about mobile version. I'd rather polish graphics, work on new features, make fantastic game on PC, and go with it on Steam. Random observation #2: funky hats are all the rage this year. My beanie seems so 2013! Summary The organizers learned two lessons from last year: 1) there were much more people allowed to attend (800 vs 350) so the event was lively 2) indies were clearly visible, in one place and easy to find (you could even say they were in the center of attention). To be fair: last year indie situation was most probably forced by the Arteteka floor-plan. Also, on DD 2014 there was Indie Big Pitch (for mobiles), the day before, and HP was borrowing laptops (really helped me). BIG THANK YOU for helping indie devs, KPT, DD and sponsors! I think one thing that could be improved is the price for Dev pass (90 EUR early bird, 120 regular) - some people were complaining about it, that it's too much difference over Expo (30 early, 50 regular), for attending 2 more lecture tracks and afterparty. Ok, I know that pricing is controversial topic, and for some whoever mentions that something is too expensive is hippie not working student, who needs to get real because things are NOT FREE. Whatever. As explained above, I think the cost/benefit ratio of Dev over Expo was too high. What helped is that DD made a lot of price promotions. But, it seems others were willing to pay premium for some more lectures and afterparty, because when I arrived first day at registration desk, there were more people in the Biz queue (120 early, 200 regular) than Expo queue, and the Dev queue was easily the longest. To repeat myself a little, but stress a point: competitions were well organized - industry luminaries were walking from booth to booth, playing the games and talking with devs. Heaven - look at the photo below. Do you know who this guy with glasses is? Yep, it's Jason Della Rocca. I almost once got a chance to bring him to my booth. Damn it, another missed opportunity... but at least had this opportunity. Allowing the community to vote was perfect choice. Also 800-900 people.. quite a crowd, but not too much. And it's probably 99% gamedev people, so great place if you want contacts in industry (I don't want to count how many business cards I exchanged), not so good if you want build fanbase (+4 fans on facebook - diff for me; update: after posting this relation, it became hot thing and I got 10 more) of players. There were quite a lot of foreigners, and English was used during all the lectures and panels. I heard the recordings of lectures will be available on internet, just like last year. Afterparty I made more photos, you can see them on facebook. Yesterday I went through all of my business cards, visited websites, send few emails. Perhaps one of them will help me release paid version of Ninja Cat to the world. But even if that doesn't happen, it was still worthwhile to attend Digital Dragons 2014. PS Cheers to indie guys from Cyber Sentinel (this game fcuked my mind), Evil Indie Games (really pro prototype made in... 3 weeks? and some great advice), The Miners (game from one man studio with touch of genius), King Zebra (rescuing unicorn from pack of narwhals won my heart), Moonlit (promising kayak game with unique steering, and speed-killing hundreds of zombie dinos) and to 2 girls behind the monster-cookie-bakery, who made lovely polished game for kids (Foodo Kitchen), which as I learned won the Indie Big Pitch the day before.
  5. No, it's not on Kickstarter ;) I've started crowdfunding on big extension to Ninja Cat on polish portal Wspieram.to (loose translation: iBackUp.it), and so far collected 35% from 23 people (it's a small project). The project finishes on saturday. If you want to chime in and get PowerPack, it's still possible.   [attachment=19039:powerpack.png]   Btw do you recognise the logo? I've asked here on GD.net for feedback to its earlier incarnations, and you guys really helped with that (it's mentioned in the credits).   Here's trailer to the base game:   [media]http://www.youtube.com/watch?v=iWN__TSZHDY[/media]   You can learn more about game, extension, feature list, view funny film where I'm explaining why do I do it, how does it work etc. in my recent journal post. I think it's unnecessary to repeat all those informations, so please take a look there
  6. Hi Matt, do you have your channel already live?   I'm indie, I've created PC game Ninja Cat and Zombie Dinosaurs, I'm currently during crowdfunding project for extension to it - so seems like a perfect match :)
  7. Hey, almost month ago I've started a crowdfunding project for extension pack to my magnum opus, Ninja Cat and Zombie Dinosaurs. Imagine Typing of the Dead mixed with speed of Super Meat Boy and bloodynes of Mortal Combat. You can play it for free, directly on my site www.koshmaar.pl The game did quite well in the jungle ie. players liked it & there were nice press reviews, so I've started a crowdfunding for a PowerPack - extension which will have lots of new, cool and badly needed features + additional content. By doing this I want to significantly improve the game, which I love very much. Long story short, here's epic video which explains everything about game, PowerPack and life: [media][/media] I've been working on it almost a week, with video recording and editing. It has english subtitles so click boldly. So, here's the detailed list of new features that I want to add in PowerPack: visualizing the path on which player is moving; especially useful at junctions (which are generally not understood by players) dinosaurs can change their behaviour such as: kamikadze - runs at you with a bomb and you better shoot him at distance; knight - has shield and you have to type 100% correctly or you start from scratch ability to use limited ninja equipment using F1-F3: spiders (deal letter damage to dinos which walk over them), throwing knives (immobilise or slow down dinos) and fog bomb (you become invisible for few seconds and dinos don't know where to go and attack) collecting statistical information for speed of typing (WPM), accuracy and score - over time, and showing graphs of it, to show how well are you developing. option to choose language maturity level - child (for kids), normal (like now), weird, adult (swearing) and porno (omg ;) over 15 zl ($5) you also get downloadable version without ads, for a one month exclusive. There will be also new content added (2 out of 5 existing levels shown above): 1 new level (most likely Notre Dame cathedral) 1 new dinosaur (most likely Stegosaur) 1 new powerup (most likely dynamite) dozens of additional hours of even more addicting and varied gameplay that will also increase the speed and accuracy of your typing. I predict all of this can be completed in about a month, and so I'm collecting money for one month worth of surviving in Krakow (around silly $700, including taxes, portal fees, mail costs etc). One thing that needs to be stressed, is that altough the game is available for free now on internet, the PowerPack version for the first month after creation will be available exlusively to those who back me up. They will get installable, DRM-free, ad-free version. Next, by choosing at least 15 zl ($5) you get to add words to the in-game typing list. Obviously by backing the project with higher amounts you also get some cool gadgets (altough the mail expenses of sending T-shirt to USA or even England will kill me so please don't ) You can back me up also if you're not from Poland - wspieram.to accepts payments through PayPal. I've prepared a film that explains polish interface of Wspieram.to and guides you through the backing process (I recommend to watch it in fullscreen): [media][/media] I'm writing here to get help from outside Poland, because I think I've used all the resources, websites, portals, forums etc. where I could promote it in my country. And it found only 35% funding... crowdfunding ends on Saturday, so I decided to try to find people from outside. It's still possible to fund the PowerPack, so please chime in with your $0.02 PS after this crowdfunding ends, I'm going to write a loong post what I've learned through all of that...
  8. Medieval Times, office, crowdfunding

    O-san, I have to agree with guys and warn at the same time, that having a crowdfunding is really time and resource intensive; basically for me it was like a half time job, to prepare all the materials and to do all the promotion almost all by myself (I'm also an indie dev).   And again I have to agree with EDI and Navyman that already having a fanbase is incredibely better than not... but, in some occasions by doing a crowdfunding you might actually gain some new fans, because of all the exposure that you get.   I think this to some degree applies to me... my facebook fanpage fan amount increased from about 130 to 210 (ofcourse it's not and wasn't big, it's also not a great metric for success), I got quite a few of news in internet and even some reviews as a result. I think now, with all of that and the experience I have, doing a crowdfudining would be much easier ;) and so I'm thinking about it, even though the actual is not over yet (5 days left, but with 35% chances are slim). I'll try to write an article about all I've learned in the process.
  9. Ninja Cat and Zombie Dinosaurs - postmortem

    I was reading lots of postmortems from other game devs, also discussing very openly money side, and they helped me immensly. So I want to give back. Unfortunately too much of them were successfull projects which had luck with compensation, and so I got a little too optimistic... so even though maybe I don't have too much to brag about, I think it's good to warn others.   reddit and other social sharing sites - yes I know it has lots of potential, I'm looking there sometimes... going to try posting there.   Btw just today I released trailer to the game :) http://www.youtube.com/watch?v=iWN__TSZHDY
  10. Just relesed trailer :)   [media]https://www.youtube.com/watch?v=iWN__TSZHDY[/media]   Please share if you like.
  11. Ninja Cat and Zombie Dinosaurs - postmortem

    Arthur - thanks. Unfortunately concept art (on paper) is not mine and was not used while making the game. It's just fan-art :)   Navyman - yep, I always try to finish what I'm starting, especially when it comes to making a living out of it. About compensation - right now I'm selling my first sitelock, I might get 250 out of it. Not too much, but in this case every single drop counts.