My Year as an Amateur Android Game Developer

Back in February of 2010 I was coding in the offices of our customer – a semi-big Finnish company. It was interesting from a technical perspective, but the project had changed directions about half a dozen times in the past 6 months. I guess it lacked someone with some backbone to lead it according to one vision. Instead they were bending over to anyone with an opinion and we had a veritable software Frankenstein on our hands. Despite being a neat programming challenge the product itself was a mismanaged collection of random features in which my own faith was close to zero. It’s at times like these you start looking elsewhere for something that would bear more meaning.

I’ve done my own random software projects now and then and the last few years my interest had shifted to products that could make some dough. I had often taken ideas to the implementation stage, but most of these projects ended up fizzling out due to lack of motivation, becoming cute tech demos in the corner of my hard drive or in a forgotten code repository. In spite of that I was getting that urge to create something of my own again.

A MOBILE FUTURE NOT TOO DISTANT

I had read about the fortunes some lucky developers had managed to make on the AppStore, but the real gold rush seemed mostly over. On the other hand the Android platform was gaining traction and it had a serious lack of fart applications; and I reckoned those fart applications needed developers. I had a crappy old Symbian based Nokia phone and thought it might be time to get one of those new fangled smarty phones. The iPhone was only available from one operator (not mine), and developing for it required a Mac, which was an even steeper investment. This made me hop on the Android bandwagon. I ended up scouring an auctioning site for an HTC Hero and on the 28:th of February 2010, I had the winning bid on a white HTC Hero. In the beginning of March a package of used mobile electronics had arrived much to the glee of a new owner.

The horse sticker wasn't included. I had to accessorize it myself.

Soon even your grandma will be ruled by a smart phone overlord

I played around with the Hero – and compared to my Nokia it was night and day. I came to the conclusion that these smart phones were going to be our overlords very soon. We’d be fiddling with these buggers updating our tweetbooks, fouring our facesquare, reading, chatting and playing on the go. In fact I concluded the gold rush was far from over, it was merely beginning. It wouldn’t be over until most people were conducting most of their online time on their phones. I don’t know where we’re now, but if we’re not there yet I think it’s pretty safe to say we’re getting closer.

LOSING MY MOBILE DEVELOPMENT VIRGINITY

All hyped up about mobile development and with an old-new android phone I was ready to jump in. First off was the perpetual “hello world” application. This was a crucial moment in determining if I was going to develop anything at all for Android. Any hiccups in the install and setup of the sdk, or the deployment of the first application which would require hours of troubleshooting is usually a decisive motivation killer. Surprisingly I had none of those problems. It was an easy setup and painless to get that “Hello World” application running on the phone. This first hurdle was a breeze.

On the left: Snake. On the right: What puts bread and butter on the table - the three tier architecture.

I started playing around with the example projects. There was a Snake game which had a tile based graphics engine. It was simple enough for me to comprehend. I say simple enough for me comprehend due to the fact that I almost exclusively do “enterprise” software. That means a lot of backend java and some not so snazzy web-based or desktop-based front-ends. Many of my spare time projects were graphical in nature, but it paled in comparison to the pile of experience I had in database based applications and the likes.

So I picked the game engine for Snake apart and for the heck of it started making a turn based puzzle game I had played many years ago. I chose it since its logic was easy enough to be a suitable programming challenge. In a couple of evenings I had a rough playable prototype. To move my character on the screen I had to use the trackball. It moved without animation one tile at a time, and the game only had one level. It lacked a touch interface, animation, graphics and generally a lot of work, but it was playable and that really motivated me. I figured this might as well be the thing I develop since I liked the game and I had made it this far already, but it wasn’t an original game and I didn’t have a clue about licensing and such.

The Java applet of Theseus I had played years ago

SEEKING OUT THE DESIGNER

The name of the original game was Theseus and the Minotaur. I had played a java applet based version years ago during my studies. I remember stumbling upon it when I was searching for algorithms on maze generation, which I probably had some fine reason to do. I remembered that the original designer had a web page about puzzle games of some sorts and it was pretty easy to find it – Robert Abbott’s page about logic mazes. I think he had created the game back in the 80s when it was played with pen and paper.

Yesteryears gaming device

PopCap's take on Theseus and the Minotaur: Mummy Maze

The web page had a section of different implementations of Theseus. Here I noticed someone had already made the game for the iPhone among other platforms. Then it dawned on me that I hadn’t even checked if it existed for the Android. It didn’t, not by the same name at least. I googled around and turns out the game was more popularly known as the Mummy Maze. A game popularized by PopCap. I was a bit discouraged at first since I wasn’t about to be the first to rekindle this old puzzle. A lot of people had beaten me to the punch, a bunch of times, on a bunch of different platforms. The iPhone version had been a success though, and the Mummy Maze seems to have been quite successful as well. That meant that I wasn’t the only one liking the game and if I could make it for the Android I’d have a proven concept for that platform.

I e-mailed Robert on the 13:th of March and asked him if it’d be ok to create a version of Theseus on the Android. A few days later he replied that he’s been waiting for someone to bring it to the platform. We agreed on some license fee based on sales and I was happy to have the support of the original designer.

I had a successful formula and the exclusive rights for bringing it to the Android. This was promising.

YOU WILL PROBABLY FAIL

A picture of Android's thriving market back in 2010. The tumbleweed there is probably a free low quality application. Worst analogy ever but I'm not giving it up

Searching for information I found a lot of foreboding warnings of how nobody was making money on Android Market. There were no paying customers and a majority of applications were free.

It didn’t really detract me. Nobody was making money now but by the time I was about to release it might be gold rush time. Besides, most of the apps seemed of really low quality and I wouldn’t have paid for them myself. I was going to deliver something more polished than the standard fare.

THE BRUSH STROKES OF A LESSER ARTIST

iPhone Theseus. This is either some obscure reference to greek mythology or two marbles on a chessboard covered in matches

The game’s mechanics were so simple it didn’t take me too long to get the first rough prototype ready. Thus far I had been using the same tiles as in the Snake example that came with the Android SDK. For inspiration for my own graphics I was lucky to be able to sneak peek at what the iPhone developer, Jason Fieldman, had done for his iPhone version of the game. He simply had some pretty looking marbles on a checkered board, so I went the same route. It seemed smart – simple and suited for a small screen.

Theseus on the Android. Admittedly not as pretty as its iPhone sibling

I like drawing with pen and paper but doing it on a computer is not my forte. Regardless of that I downloaded a trial of Photoshop and followed an on-line tutorial on how to make a glass ball. It looked like shit. Frustrated and tired I gave up on Photoshop. A couple of days later I downloaded an Illustrator trial – and by editing some pre-made symbol of a blue marble I made the blue ball that became Theseus. I copy/pasted this and made another red one with horns representing the Minotaur. Then I made different color squares with gradients to use as the checkered board. This took me the better part of a whole evening of which most of the time went to learning Illustrator. However, I would tweak the graphics several times later on; obsessing over the right shade of blue, if it’s the correct size, if it’s too shiny or if the Minotaur should have straight or curved horns.

At some point I stopped and decided to be content with the graphics. The unnecessary gradients on the squares were probably distracting and the color choices might’ve not been the best but I didn’t see major improvements to make. I decided they were good enough for a puzzle game.

What turned out to be the darker side of graphics productions was to convert the vectors into correctly sized bitmaps, create two or three different resolutions of each image and save them as PNGs in your project’s resource folder. That’s stuff you should automate if possible; and I never did. This conversion was so tedious and boring it became the biggest hurdle to improving the graphics.

RESOLUTION INDEPENDANCE

Android phones come with different resolutions, so I made sure the graphics scaled to maximize the usage of the screen, which is why I needed different resolutions for my graphics. If I programmatically scaled an image too far away from its original dimensions it’d end up looking all jagged and crappy. In addition to that some levels were wider than taller so I wanted it to be possible to put the game in landscape mode. This would play well with my auto-scaling graphics that would just re-scale itself whenever you flipped the phone. On-screen controls seemed like they’d waste valuable screen real estate so I skipped them, which spared me having to worry about how to lay them out according to level size, resolution, portrait and landscape mode.

THE INTERFACE AND HOW TO USE IT

Without on-screen controls the game only offered trackball and touch screen swipes as input methods. This made for a more challenging learning curve since there wouldn’t be any obvious buttons to press on the screen.

Design your UI so even someone with the attention span of Homer could play it.

Whilst play testing the game with friends I got fed up with having to explain how to play the game, so I realized I had to put some effort into making a good tutorial. First I mistakenly used the “wall of text” method. I had a tutorial level where the player who walked through it got long click-through instructions. A minority of the players read them and the rest just clicked them away, ignoring any instructions, and subsequently getting stuck. To them it just seemed like a click-through EULA.

So I ended up splitting the instructions up and made sure the texts were as short as possible. That helped a bit, but what really made the difference was putting a colorful picture beside the text. I guess the pictures made the instructions more inviting.

Left: Wall of Text == Bad. Right: Short Illustrated Text == Good

KEREBUS – THE FACE OF MY IT-VENTURES

My startup advisor was an avid collector of bargain radios

I was well under way with development and was seeing light at the end of the tunnel already in April, which I happily told Robert as well. I hadn’t figured out what I had to do to be able to sell the game though. There were two big question marks. Did I need to register a company – and how was I going to sell the game; since selling applications hadn’t been enabled for Finnish citizens yet.

In Finland you better have registered a company if you were going to make over 8500€ in sales a year since you are then required to pay VAT on sales. Well I figured there might be a small chance I’d make that dough in 2010 so I concluded that I better register a company before releasing the game. I went to some informative meeting here in Helsinki on founding a company that was ok, but it didn’t answer many of my questions. I was able to reserve a one-hour session with a free startup advisor of whom I had planned to ask about contracts and taxation. The advisor was a gentleman at least 60 years old, and I guess he did these advising gigs on the side of retirement. I think in the one-hour session I had with the advisor I got 15 minutes of useful information, which was mostly about how to fill my form for founding the company. On the tax and contractual issues he couldn’t answer anything but refer me to some random lawyers, neither who seemed like experts in the subject matter. The rest of the time he spoke about his hobby of collecting radios. That’s a good 45 minutes talking about radios. They weren’t antique radios or rare in any way. They were just radios he’d gotten at a bargain price. In fact it was the bargains he was actually collecting. All in all I think I got my money’s worth from this advisor since it was free, and he got to talk about his radios.

At the end of May I paid a 70€ registration fee and submitted the form for founding my company- Kerebus.

THE INTRICACIES OF INTERNATIONAL TAX LAW

Laprohaig. Relatives, this buys you the best IT support

During learning about starting up a company I was also investigating the issues with selling the app. Since I wasn’t able to sell apps on Android Market as a Finnish citizen back then, I had to have someone outside of Finland sell it for me. Plan A was to sell the game through a friend in Germany where Google had enabled commerce. I probably spent a month on figuring out tax law and how I should bill the reseller of my game. I gathered I could look stuff up in books as well as any lawyer or accountant. I did end up uncovering most mysteries by myself but without being able to reaffirm my conclusions I felt like I was on pretty shaky ground. Finally I remembered that my uncle, whom I had helped with computer troubles in past years, was in the accounting biz. He usually gave bottles of whiskey for the computer help but I figured he owed me anyway since it wasn’t single malt. He didn’t know the answers himself but asked some of his accounting friends who emailed me the answers.

One of the peculiarities was that for the license fee I was going to pay Robert I had to pay 23% inverse VAT to the Finnish government. It all seemed bizarre and utterly demotivating. Tax law had been one of the most uninspiring subjects I had ever studied and I’m happy to forget anything I learned. I’ll refer to an Einstein quote, “Never memorize what you can look up in books”, either that or get someone else to do this soulless work for you.

Tax Law - that's why I look this awesome.

Anyway. It turned out my friend in Germany was to move back to Finland so I had to go with Plan B – sell through one of Robert’s acquaintances, Yann, in the US. This turned out to be favorable decision since the taxes in the US are more straightforward and considerably lighter compared to Finland or Germany. I could also organize for him to do the license payment straight to Robert within the US so I didn’t have to pay the inverse VAT.

THERE’S NO GAME WITHOUT LEVELS

With the boring issues of company and reselling resolved I could concentrate fully on development again. I was getting close to ready but was lacking levels. The other versions of the game had 87 levels, all of which were designed by Robert and some other guys I gathered to be some hard core puzzle aficionados. It was agreed that I could reuse the original 87 levels – this way I didn’t need to design any new levels for the initial release of the game. I had a text-based format for defining the levels. I painstakingly defined a couple of levels by writing wall coordinates by hand into a text file before deciding I had to make a level editor.

Making a level editor was easier than I thought, well worth the time put into it. I coded the first working revision of it during a 4-hour train ride from Helsinki to Vaasa. I made it a Swing/Java app. I hadn’t used Swing for some years but turned out it was just like riding a bicycle – a really ugly bicycle.

The level editor. Ugly but gets the job done.

So what I did for the original levels was to draw them in my level editor and export them into my text format. I also made a couple of my own levels so I could be among the level designers.

SIGN YOUR NAME IN E-BLOOD HERE, HERE AND HERE

For any contracts I was recommended to get a lawyer by our good startup advisors in Helsinki. So as usual I disregarded the sound advice of Mr. Bargain Radio and skimped on the lawyers. Instead I used one of Robert’s old contracts, which he had signed with some Spanish dude who had released a board game in Spain based on one of his designs. I used it as a template and just changed the names and tweaked the text to suit our situation. Afterwards I emailed this to all signing parties and defined that by replying “I AGREE” to the email they’d agree to the terms. Emails are considered binding contracts in most European countries and the U.S.

OH YEAH, I WAS SUPPOSED TO RELEASE SOME SORT OF GAME

Initially I had told Robert I’d probably release in April. If I started in mid March that means that I would’ve made it from inception to release in about a month and a half. It was now August, which meant I had blown up the original time budget by a considerable amount. The development probably took a bit longer than expected, but my insistence on founding a company and figuring out all the tax issues beforehand set me back significantly. I also had my month long summer vacation, during which I was supposed to code, but I ended up enjoying the summer instead. Good for me.

So on the 14:th of August the game got released. The release itself was fairly uneventful. Straight after release I got a pre-paid UK sim card from Ebay, luring Android market into thinking I was a UK citizen, so I could buy my own game. According to Yann (the reseller) I wasn’t even the first buyer, someone else in Massachusetts had paid top dollar to buy my game before me. The free demo version, which I released simultaneously, was getting 10, even 20 downloads a day. It was all rather exciting.

The excitement faltered when I realized the amount of downloads was always 10 to 20 a day. I couldn’t follow the exact download count of the pay version since Yann was publishing it, and I didn’t want to bother him with update requests too often. The download count on Android market stayed below the ”

GUERILLA MARKETING

To boost downloads of the game I thought I’d do some guerilla marketing. I tried mentioning the game in the comments of some blogs and game sites, but it didn’t do much except make me feel like an idiot.

“Have you checked this super puzzle on android. It’s called Theseus and the Minotaur!”

I don’t know if that’s the kind of stuff other guerilla marketers do, but to me it seemed moronic.

The alternative app markets at the time had a low number of users. SlideMe was the only one where I got any significant downloads of the ones I tried. GetJar is supposedly a bit bigger too but I managed to miss that one. I did try to submit the game to some review sites; but no one picked up on it. My negligible marketing effort didn’t have any effect as far as I could tell. I knew I had to get my app out there somehow but I preferred to do coding. I read somewhere that when a programmer has a problem he tries to solve it with more programming. I feel I fell into this category. I knew I had a marketing problem but instead I preferred to refractor my code, tweaking features X and Y, and adding feature Z. I knew this wasn’t addressing my main problem but I did it anyway.

MY TIME AS MICHAEL WINSLOW

So the game was out. I had released much later than planned but I still considered it an early release since it lacked a lot of features, like sound.

Michael Winslow of Police Academy

Sound seemed like the least important feature in a turn based puzzle game. It’s almost always the first thing I go turn off from an options menu, but a couple of people had asked for it; and I wasn’t getting much feedback. So I made sound effects that I felt would improve the user experience. Something distinct when you die, escape, wait a turn and so on. First I tried some free online sound libraries, but they didn’t have anything fitting my purposes. I ended up recording all of these sounds myself with my own voice. I used Audacity for the recording and post processing of my sound clips. A bunch of “Whee!”, “Munch munch munch” and *Click*.

Audio clip: Adobe Flash Player (version 9 or above) is required to play this audio clip. Download the latest version here. You also need to have JavaScript enabled in your browser.

Sound did make the game experience more engaging; and I could probably add more of it and maybe even some sort of optional music in the title screen.

“JUST IN” MARKETING

It didn’t take me long to discover that updating the app lead to a spike in downloads because you got to the top of the “Just In” list. However, you could only jump up to the top if it had been a week since your last visit there. With an unknown app you’d get 90% of your downloads from being in the “Just In” list once a week. So in the early weeks and months I kept upgrading the game actively. Later on I just kept churning out a couple of levels each week.

The effect of being in the “Just In” list is of course a well know fact which the developers of Sex Tips, Trivia Games, Sexy Girl Wallpapers and so on know very well. Curiously these guys find some meaningful update to do every week in their dozens of template-based applications.

I can't wait to see what the next update to Sex Tips holds

The optimal time to be in the “Just In” list seemed to be during Sunday evenings. That time slot will give you double the amount of downloads compared to a weekday. I don’t know if this is because the Sex Tips developer and others only do releases during weekdays and don’t spam out other apps or because people like to play games on Sunday evenings. Might be both.

The amount of downloads you get by being in the “Just In” list has decreased remarkably since August 2010. I guess the competition is getting tougher.

CLOSING THE FEEDBACK LOOP

I was following the download stats daily and updating the game in response to the little feedback that I got, but I didn’t really know if my changes had any effect. The download stats don’t really give you much insight. You know that someone downloaded it but don’t know if they even played, for how long or which level they spend most time on. You don’t know if you’re retaining users. I stumbled upon Google Analytics for Android and integrated it with the game. I also noticed Flurry later on and I might’ve chosen that instead had I known about it.

Theseus Visitors 2010-12-05 to 2011-01-08

Visitor statistics. The peaks occur right after updates to the game.

You can program your app to collect events and it’ll send them back to Google Analytics at a set time interval. I was able to see which levels were the most played, what functions the players used the most (e.g. restart and hint), how many minutes or seconds they spent in the game in average, resolutions of their phones, bounce rates etc. All kinds of stats which you can overanalyze, but at least you have something to go on.

It made the game development sort of a game in itself where the aim was to improve the right numbers.

NOW A BLURB ON PAID MARKETING

At some point I got a 75€ voucher for Google AdWords so I decided to try it out to market my game. I might’ve screwed it up somehow, but targeting only android platforms and doing display and sponsored search results had no effect at all. The Cost per Click ended up being something like $5 which is way more than what the pay version costs. I suspect AdMob might be more effective (but I haven’t received a voucher for this yet *hint* *hint*).

RETENTION

I kept adding levels to get into the “Just In” list, but I had mistakenly also helped retention – i.e. the game’s ability to keep old players interested. I realized this when I read this blog post which included a video with some Angry Bird guy. He was saying they keep updating Angry Birds to keep the old players interested. I made it a point to include new levels in updates for both the pay and free versions of the game regularly since.

PUTTING CHARACTER INTO MY CHARACTERS

This angry bird made me want to make my minotaur angry too

2010 rolled into 2011 and the game hadn’t really taken off. I had developed all the features I believed would make a difference already and was mostly adding levels now. The one thing that bugged me the most was the graphics but I didn’t know in what direction to take it. Not until I was watching another video with some Angry Bird guy again explaining how they built their game around their characters. I decided that was what my game lacked the most. My characters were glassy balls and nobody could relate to such inanimate objects.

I fired up Illustrator again. This time around it wasn’t that painful to create stuff since I knew how to use the tools. I still wanted my graphics to be simple so I still went with circles for characters, but this time I gave them eyes. I also wanted the graphics to look cleaner so I got rid of some gradients, which in my opinion improved it considerably.

The minotaur got meaner and Theseus gained eyes.

Since Theseus now had eyes I added some minor sprite animations to Theseus so he could blink and fall asleep. Making changes to the graphics, which there is much more of now, is as tedious as ever.

THE STATE OF THE MINOTAUR

So it’s over half a year since the first release, and over a year since I started this venture.

The free version of the game has 17556 downloads right now, 4378 of which are still installed (24%). The pay version has been bought somewhere in between 100 and 200 times, although most certainly closer to 100. The price is at $2.55 currently.

I estimate that less than 1% of the people who download the free version will end up buying the game. 163 people have rated the free version of the game on Android Market, which is also about 1% of the people who downloaded it. Currently it has 4.23 stars out of 5.

Sleep tight

The AdMob ads in the free version, which have been there for 4 months, have yet to make $10. The total revenue of the paid version should be between 250 and 350 dollars, of which Google takes 30%, and Robert and Yann get their shares. The rest is subject to Finnish income tax. Not that it matters with these sums. But it’s safe to say that reaching the 8500€ (about $12000 currently) for which I had to register my company was a pipe dream.

The game has received 18 updates after the initial release including bug fixes, tweaks, sound, hints, animations, new graphics and 56 new levels.

This isn’t meant to detract anyone from creating apps. This might be a commercial failure but I wouldn’t have kept this up if I didn’t enjoy doing it. As for any problems you encounter you just shoot them down one at a time and go forward.

WHAT’S NEXT

What now? I don’t know. I’ll probably keep on adding levels. I have some improvement ideas but they probably won’t result in any tipping point. I could have another jab at marketing though – like writing a blog post about my experiences developing the game. It’s worth a shot.

109 thoughts on “My Year as an Amateur Android Game Developer

  1. Pingback: » “My Year As An Android Developer” MY LIFE IS METAL

  2. Really interesting article, thanks for sharing. I also liked the twist ending ;)

    This app may not have done as well as you’d hoped, but at least you got it out there, I’m sure with what you’ve learned, app #2 and #3 will go a lot better!

    All the best!

  3. Thanks for sharing, I agree with Nick, at least you actually got something out there and hopefully your next game will do better!

  4. Nice article – I’m doing some stuff similar to you and have to admit it is a hard slog.

  5. I from south africa, and hoping to get into mobile devolopment, but your story has really turned me off the idea :(

  6. I have some game ideas which are the best…but I need some one like u to make it…

  7. good article! it isn’t a failure cos you still have old players. but anyways, all the best to you!

  8. I would offer the suggestion that you charge less to get more conversions from free to paid. For a first stab at the market $2.55 seems a little high. I would also suggest submitting your app to the Amazon App Store.

  9. I came across this article after searching for Android game development. It’s a great article as I now know what is going on behind the scenes. I’ve never programmed before, so I really am starting at the begining, luckily I do have some Photoshop skills.

    I’ve got a lot more reading to do, but just wanted to say thanks for the detailed post – haven’t had a look around your blog yet, but hope to find some more Android info.

  10. oh man! and here I thought app development was fairly straight-forward!

    A quwstion, however. Has managing a free and pay app been a challenge so far? Do you treat them as separate projects, or are there ways to keep them integrated?

    Great post either way.

    PS. hey bob, another South African over here

  11. This is a great article. I have been experiencing the “Just In Marketing” hell as well. By the way

    “Have you checked this super cool shooter on android.” No just forget it.

  12. Heh :) I checked out the reconshooter video and it seems pretty ok. You’re probably using AndEngine which I only found myself a month ago. It seems like a great engine and will let you churn out games a lot faster. I guess that’s key – churning out many games and iterating the ones which seem to be getting some attention.

  13. Thanks for the suggestion. I think I’ll stay away from licensed games for a while though. I started creating a new game and half of the fun is inventing your own concept.

  14. I could probably get a lot better conversion rates, but getting the lite version popular is imo priority. If your free version doesn’t go above 100k+ downloads your revenue will be insignificant regardless of conversion rates. Theseus’ free version is below 20k downloads after half a year, so my guess is this game won’t make a splash anymore.

  15. Thanks for that article, it was interesting, I’ve done a HelloWord andriod and I was thinking about making a game too

  16. well… you know… i wonder a bit why you went through all that. looking at the market you see what is to be expected… there are a lot of free games that don’t look particularly impressive. and those CAN get high downloads. but to sell a game and get high downloads… you almost always have to have professional looking graphics. so in my opinion no big surprise there.

    and why on god’s green earth would you put those the two versions of your game as a different developer on the market? don’t you realize that this way, people can’t see it when they look at “other applications from the developer”? that is always the thing i do to check whether there is a donate/pro-version of something available. and when i searched for “kerebus” on the market, your pay-version didn’t even show up.
    also, people might assume that the pay-app is just a knockoff, trying to cash in on the success of your free game. even though one can guess it from the description and you could probably sue them if they exactly copy the graphics… but you know… coming to these conclusions requires thought – something i wouldn’t assume the average customer bothers with when he is simply on a quick hunt for a new game.

  17. and… realizing that my last comment may have sounded a bit cold… i do feel sorry for your painful process with all of this.

    maybe it’s just that i’m a little upset by the lack of games with decent presentation for android (not that graphics would be everything – the major reason for my switch from iphone to android was that i found i only played “drop7″ for months anyway…) and i was projecting a bit there, i don’t know…

  18. The reason for the different developer accounts is that I wanted to start selling the app before it was possible in Finland.
    So I got a guy from the US to publish it for me. I published the free version myself cause I wanted some control myself, but that might’ve been a mistake.
    I could’ve had the guy in the US publish both of my apps instead.

    Google doesn’t support re-associating apps from one developer account to another so I’m stuck with this situation.
    I could republish it, which of course means old paying customers would stop getting updates, the app would loose all comments, ratings and downloads.

  19. Great article, thanks for sharing. It must be disheartening after all the effort you put in but at least you’re getting positive feedback from users. I agree that improving the graphics will improve downloads, and it does seem a little expensive at £1.55 (why 55?). I downloaded the free version and whilst enjoying the game would like to offer a little feedback… Might be better to keep the info popups to the tutorial levels? Having them popup automatically was a little overkill I thought. Also, shouldn’t the user fail when exceeding the move limit? You’re being too generous with the free version! Seriously, I can play 50 or so free levels? I would seriously consider reducing it to 10 maximum, and after the last one have a popup explaining how to get more. Overall though, I think it’s really well done and look forward to the next update!

  20. Great article, I laughed while reading it and felt your pain. I have just uploaded my first app so i am in that exciting phase of checking how many people have downloaded it… I decided to download your game, very nice and i agree with a previous commenter about 50 levels in a lite version – I would have put 5 in tops !! Thanks for making me laugh though, and good luck with your other projects.

  21. Great post!

    If you had to estimate how much time you’ve invested in pure technical sense – not fair in the grand scheme, I know – how many hours developing do you think has been invested in this app?

  22. I have no idea how many hours I put down. I didn’t think of it as work. I did it for fun, otherwise I’d never had finished it.

    If I’d do it again it’d go much faster of course, since I’m not a game programmer and had to learn the concepts.

  23. I very much appreciated this candid report on your experiences as a developer. I am just starting to get my feet wet with development on Android and released my first app about a month ago. Considering that the app is free, the uptake has been rather low (just over 100 downloads). That really makes me wonder about the chances to make money with a paid app as an amateur developer, and your article seems to confirm that.

    I think the problem with guys like us is that we’re just not good at marketing, and we aren’t willing to spend a lot of time and effort at it, since it is uncomfortable compared to writing code. Unfortunately in a sea of apps, many of which are produced by companies with marketing budgets that can promote their stuff, hardly anyone finds out about the apps of small developers. At least you seem to have managed to get a good amount of traffic on your blog (no doubt by hard work and quality articles like this one), and by this report you’re getting some exposure and I’m sure some extra traffic for your app. Have you seen any difference since posting this?

    In the case of my app, the extra problem I have is lack of content, since it’s supposed to be user generated, but how do I get users to use it if there’s no content yet? A typical chicken and egg problem. I don’t know any easy answer, so I will just see what happens, and I have to say it is exciting to see content starting to appear, even if it’s just a trickle at this time. Thanks for mentioning the “just in” feature, I probably should start to add some features to my app instead of just staring at my “install” numbers as they slowly creep up. ;-)

    Since you mentioned guerrilla marketing, and since I’m talking about my app, I’ll make myself feel like an idiot now and mention that my app’s name is “Rate This Spot”. *sigh* There. Embarrassing as it was, I guess it doesn’t feel any more idiotic as most other forms of advertising. Thanks again for the writeup and now I’m going to check out your app.

  24. About getting users w/o content, I read that the reddit.com actively used their own site with different usernames, essentially faking a bigger community, for a few months.
    Don’t know if that’ll be possible for you, but rating spots in your home town and promoting it locally first might be an idea – then just pray it spreads.

    This blog entry did have a noticeable effect, but as with traffic to the blog entry, the downloads also went back to normal rates after some days.
    It’s been the second best marketing ploy after “just-in” marketing, which is hard to beat.

  25. I would definitely buy it if I had the chance. But the Android Market is not open to China yet. I am using a Motorola phone which has his own app store called SHOP4APPS. Is there any possibility that you release the game to SHOP4APPS?

  26. While humorous, this article was also somewhat depressing. Especially the part about Google slamming 30% commissions. That seems like highway robbery.

    But from the marketing angle, I entered “android game development” into Google search and this page was the first result, so you must be doing something right.

  27. dude, your my personal hero. i enjoy a lot reading this article, great humor. Maybe you should shift and become a writer. Anyway, thanx a lot for sharing and good luck with the next levels.

    PS. I’ve downloaded the game because this article,

  28. Great article. Tagged and bagged…err…uh…I mean bookmarked.

    I was hoping for some insight as to what to do if you’re en entrepreneur with the drive & great game idea, but no programming/developer experience.

    I’ve had luck at scriptlance for my video site, but is there something similar for game developers? Where do I hunt for one?

    Thanks!

    Danny Mack

  29. Pingback: Amateur Android Game Development Tips | KEREBUS

  30. Wonderful post! So much insight into being an independent android developer. I agree with your point saying that you “enjoyed the whole process, though commercially not all that successful”. That’s the right kind of expectation to have for a new person getting into this sort of thing – like me :)

    But man, start making your next game – I am sure that will be a great hit! Now, its probably time for me to start at a similar place as where you had started a year ago :)

  31. Thanks for the great post and letting me know I’m not the only one having these problems with android. I’m getting decent response to my apps, but the money really isn’t there unfortunately. The game I developed is called ColorFlood.

  32. Pingback: Introduction to Android Game Development | Android Game Development

  33. Nice article, thanks for sharing your experience with us. However, maybe you should’ve tried going with in game purchases, your Free version downloads don’t seem too bad.

  34. Wow!! Very informative. We wrote about our first week on the market with our first app “Word Crank”. Please let us know what you think. sivarttech.com

  35. I finally took the time to read your post (marked long ago) and it was quite an interesting read. Moreover at some point I decided to check out your game.

    To my surprise, I started playing it and after 15 levels I can say I like it ! And trust me, I never touch my Android phones usually, being the iPhone developer that I am.

    I find it sad that your game didn’t work out (for now) but I think the reasons will be pretty obvious to many. The graphics simply aren’t appealing enough. I wrote a lengthy blog post on the importance of the icon, the descriptions and the screenshots which you might want to read ( http://i.smte.ch/b/23001 ).

    Your game may not become the new Angry Birds this year but it has similarities in terms of gameplay to the very successful “Cut the Rope”. The latter is a success primarily because of its nice graphics. I am not saying gameplay isn’t important in “Cut the Rope”: it’s excellent. I am saying that if your icon isn’t the best-looking in the list, people will never even know what your gameplay is like.

    If I may make another suggestion, the tutorial part is fine with one exception: you shouldn’t use a standard alert box. Just overlay a darker area at the bottom with the text until the player has done the required action. The alert box really interrupts the game play.

    All that to say, that with a good designer your game could have worked much better (and still can). On the other hand I think if your game works you are at risk of getting sued by PopCap. They don’t invent original stuff but they often sue competitors that have similar products. If your game gets some success they’ll consider you one.

  36. Surprise, surprise, I’m yet another frustrated Android developer who, having just released a new game, (sorry – checkout WildTile) is out there searching for marketing ideas.

    I agree that having a large suite of games which advertise themselves is probably a good idea. I wonder whether there’s any scope in creating a small developers’ co-operative which might have the facility to cross-fertilise in this way? Members could create apps which, once accepted (democratically of course), would advertise others (previously accepted) in game. We could build an engine and Android code to make integration simple. Does anyone think there’s any mileage in this?

    Like many of the other readers here, I’ve just downloaded Theseus and Minotaur and I have to say I like it. I’ve just quickly done the first few levels but will take a proper look later.

  37. Nice article. I’m just getting into Android games development myself. My plan is to put out a number of games then focus on the one’s that do well.

  38. Ok. Im sorry, I have been writing games for the last 10+ yrs and I think people need to get some perspective on just what they need to do to achieve good sales. I find it utterly amazing that someone thinks that they should have more sales with the following _major_ game issues:
    - No sound? Are you kidding me? Sound + Music is a MINIMUM REQUIREMENT people.
    - No professional Art. If you want to sell ANYTHING IN THE WORLD it must LOOK GOOD or LOOK GREAT!!!! This is something you will have heard from any marketing 101 lecturer. If you are serious and want to sell seriously, then stop acting like its not important, its CRITICAL.
    - Name of the game. This is one of the dumbest things you can do. Consider how people get a game. Firstly through the New Updates, then through _SEARCHES_. If you have some sort of obscure name that is never hit in the search, guess what!! .. so name your game sensibly.
    - Gameplay. Sorry, the gameplay for mobile of this game just sucks. Im not going to soften the wording you need to realise just who you are marketing to and you have simply missed the boat for the audience of mobile users out there. Read a few decent marketing profiles of mobile game buyers. Heres one for you to read, there are many more:
    http://www.infosolutionsgroup.com/2011_PopCap_Mobile_Phone_Games_Presentation.pdf
    Read this thoroughly, know your market. Dont complain “X didnt sell” when people want Y.

    I would heavily recommend people to ignore this blog in terms of useful experience. Its not. By the time you have had 20 failures and 10 successes, then you will know they right way to do things. At this point you will only see you disappointment, rather than being internally critical (which is what you should be doing – outside influences had little to do with your failure to sell the game).

  39. Thanks Kerebus for a great and enlightening article. I am too making my first steps with Android development and your blog describes exactly my path, my feelings and my frustration. I couldn’t write it better myself.
    Though I’ve been developing SW for 15 years, my expertise is embedded SW (C, Linux and other real-time OS). So I’m struggling with learning both Android and Java.

    My first game, Space Clues, wasn’t a big success since the graphics and game play were very amateurish and I didn’t do any marketing at all. But for those reasons I didn’t expect anything from it – it was just a test drive to see how all this Android thing works. I’m working on my second game and this time I’m spending more time on good looking graphics and I have some marketing ideas I’m going to test drive. We’ll see…

    Wishing you (and myself…) better luck in the future :-)

  40. thanks for sharing,
    I am just starting android, your story is not at all discourage me, at least now I know whats ahead of me, thanks again

  41. That was a great article that Grover linked to. It seems that the average age of Android gamers is actually much older than I thought. Perhaps it is because games on smart phones can be played in five minute increments. For instance, I will often get my phone out and play a game while waiting in line at the store. I wouldn’t be able to do that with an XBox game.

    Do you have any suggestions for how to develop games for older people? Other than creating games with many layers that require short times to complete? In other words, what kinds of games are the older crowd interested in? Trivia, jumping, shooting, blowing things up, …

    I also agree with Grover’s points. They are harsh but true. A professional app is more than just code.

  42. I have a few suggestions to help your game, i really think it will get more people interested. First, you need a level selection screen, what if i finish a round with 18/15 moves? i cant go back to improve on that? I cant even see that i didn’t complete it over the goal.

    This leads me to my next point, you need a system of rating performance on each level, 3 stars for reaching minimum moves, 2 for 2 over, and 1 for anything 2+.

    Also, there are too many tips. One tip should be: “swipe in the direction you want to move.” then a tip: “the minotaur can move 2 spaces in a turn, you can move 1 space.” then lastly: “the minotaur cannot move away from you.” and have him in a blocked space on a tutorial level. that’s it, too many tips is annoying.

    Over all it’s a good game, i really think those changes will make it feel much more professional…

  43. I, for one, am glad you wrote this. Every data point helps.

    Whatever the outcome, know that you’re in a select group that finished a game and put it out there. There’s no way to know how many people just like you tried and silently failed but I wouldn’t be surprised if it was 100-to-1. Finishing is a skill and real artist ship.

    Cheers.

  44. I enjoyed reading this very much, as I’m looking to get started into developing for android. I’m having a rough time on beginning development as I’m trying to learn as much as I can before I start. I wish you luck in the future!

Leave a Reply

Your email address will not be published. Required fields are marked *

*

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>

Proudly powered by WordPress
Theme: Esquire by Matthew Buchanan.