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[An indie developer reflects on how he spent too much time and effort trying to make a failure into a success, sharing his experiences about going from iOS to PC and Mac, and why being first out of the gate doesn't substitute for having a truly compelling game.]
Seven. I log into IndieCity again and check the total sales number to see if, by some miracle, the figure went into double digits. It didn't. Total units of Monkey Labour for Windows sold: seven. And that's not thousands.
While selling seven games in two months is horrific in any case, this is not, however, another whiny post from a disillusioned indie game developer. It's just the result of an experiment at the end of a longer story that needs some explaining. I am not complaining. In fact, I am already happily working on our next game. I still get to work on what I love. In my book that's all that matters.
What it is, though, is yet another scenario of what can happen when you decide to start making games for a living. More important, it's a story about game publishing, marketing, and sales. I'm not one of those guys who just want to focus on their art or their code. I love the business side of making games. This article is about what I've experienced in a good year of doing so.
One more note before we begin: Monkey Labour was developed by Dawn of Play, a small game studio founded out of a larger research and development company Razum. While I'm part of the team just as much as anyone employed there, I am technically an independent contractor, working under my sole proprietorship Retronator. While I can talk about Monkey Labour's numbers open handed on most parts, I have exact work figures only for my own contribution to the game.
 A peek at my IndieCity dashboard
Part 1: The (iOS) Story
What does it take to make the minimum possible game?
I'm not going to talk much about what Monkey Labour is -- in its place you can imagine any small, polished game. The goal is minimal content, so that you can make it in a month or two. It's very important that it's nonetheless of good quality, as this is the first barrier of entry, the basic requirement to combat today's flood of games, if you will.
Suffice it to say that Monkey Labour indeed is such a game, with generally favorable reviews and a score of 75 on Metacritic. It's not the best thing ever, but still a nice little game that won over the nostalgic hearts of a lot of its players. From a production standpoint, it's something me or you can realistically create when you decide to make your first commercial game.

So how much time goes into making and selling your simple little game? Two to three times as much as you imagine, that's for sure. As always, it all depends on a multitude of factors, the major ones being the size of the game and your previous experience with doing exactly the things needed to realize it. This can all vary wildly, but let's get concrete with our example.
I have been making games as a hobby for over 15 years and recently taught classes about it at university, so I'm no stranger to game programming. I also spent the summer making my own iOS framework before going into this project. It would be the same if I took an existing framework and got really familiar with it. What matters is I knew exactly how to make this game. After the guys at Dawn of Play briefed me on the design, it was pure execution.
I had a very good base, in other words. But in spite of that, for a simple, one-screen arcade game with a basic menu, my programming time clocked in at 109 hours. That's a month and a half of part-time work (three to four effective hours per workday, done alongside my teaching gig). Game Center integration (leaderboards and achievements) were done by an additional programmer and took two extra man-weeks.
It would take less today, but every project has a thing or two where you end up chasing strange errors for a week more than you've anticipated. We later published an update to the game, which took another 71 hours to make. All in all, just the coding part took eight man-weeks of full-time work (assuming you squeeze six hours of quality productive time into each workday).
Now, if you ever had the idea of coding something up in your bedroom each day after school or work, even if you spend two hours per day on average making it (and I'm being optimistic) you'll be locked in your room for six months just to write all the code for a simple arcade game, polished up enough to make a serious entry into the App Store world. And that's just the code! At that point you'd still be selling zero, with your programmer art graphics, no sound, no trailer, no webpage and only your Facebook friends knowing this game even exists -- at least those that still read your status updates, after you've dropped off the grid for half a year.
When you're doing everything as a company, things move faster, but they cost more as well. Add the in-house graphic designer, who makes all the pretty graphics and webpage designs, the director, management, hiring outsourced sounds and music, filling in forms on iTunes Connect... Did I mention the music and sound effects cost money?
And of course you'll need a trailer for your game. An office, Internet, accounting firm, fire safety certificates, not to mention the time for catching up with legislation and paying taxes... It all takes some time to do and you're going to be the one doing it. There are so many little things we don't think about when we dream of writing the next Tiny Wings in our spare time.
It's almost impossible to get the planned money/time figures off by less than a factor of three. Whether you're doing this with a couple of buddies in your free time or going the full-out company approach -- while the real money spent on the production can vary wildly, the amount of work is the same in any case. Be prepared to put it all in with your bare fingertips.
 Monkey Labour team: the artist, the director, the coder, the additional coder, the additional-additional coder
So, after five people (plus two outsourced for sound and music) spent the greater part of two months on a game for whose production any solid developer should reasonably charge $50,000, the game was released on the App Store.
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Making the PC port was a fun technological challenge and it proved my Ba. thesis to have merit. Filming that stupid trailer in the attic was the most fun I had in that otherwise dreadful time (family stuff). I'm not sorry I put that time into it. There's much worse stuff I could have been doing.
for whats its worth, I liked the trailer, both of them. It was fun. I'm not one for copying what big boys do, do your own thing IMHO, isnt that why we went indie to begin with?
Anyway, I justed wanted to say I liked the attention to detail you gave the game. It oozes style, I think you should be very proud of what you created there, I really like the art design.
And, I'm still learning. Thanks for sharing this fantastic story!
Gigi.
I'm curious if you did anything more in the style of personal or guerrilla marketing (ha!). The sort of thing like Twitter, blogging, posting on forums, etc. One of the things that I notice with the indie community is that having a connection to the developer really helps. If you really put yourself out there, and as a human not a PR machine, it seems to help significantly in growing a fiercely loyal fan base that can really ratchet up your marketing efforts. Even articles like this drive interest to your game.
But it definitely does work as I've seen first hand later on with my personal projects. I've focused my marketing effort after hours into my illustration/gaming brand Retronator, keeping active on Facebook, forums, Twitter and it has paid off. My pixel art poster (http://www.retronator.com/tribute) was featured on Kotaku and Destructoid after being reblogged on Tumblr by it8bit, an influential site I kept networking with after they featured Monkey Labour. My posts then got featured on Tumblr radar and that lead to a massive increase in followers from what I was used to (in six hours from about 150 to 1500). That feels like a massive level up and your work exposure gets on the next step where each subsequent post gets 10x more attention. My Facebook page doesn't have that big amount but I keep putting content out, talking to people, appearing in all possible places and it has a slow, but constant growing in likes. Dawn of Play, where I'm not focusing my energy into marketing is sitting still at the amount of people we reached during the marketing of Monkey Labour.
So I am a firm believer in that marketing and developer-customer connection is something you can and must do constantly. That is provided you have a clear vision, unique values — basically something people will connect with strongly. I find that very easy to do with my personal brand, but much harder in a company where you have to bring everyone's values in sync first.
And there are games that people have to play to know they like it, and games that just mention gets everybody interested.
Sometimes I wonder, if I didn't had the chance to make games that I can at least somehow relate to, I'd rather quit programming altogether — get a job that deals with customers and then I think I'd be very happy to code in quiet in the evenings for a few hours every day. But I've never actually gone to testing this hypothesis out. :)
Always nice to hear the story of other indie developer who do it for the love of games. :)
Keep it up and thanks for the advice.
It's very awesome to see so much response actually. There is still hope for the written word after all. :D
I don't mean casual games aren't real games. I mean that if games ceased to exist, they wouldn't care. If game marketing ceased to exist, they wouldn't get any games anymore. If games aren't in their face, they won't search for it, because: they aren't looking for games.
The "make it and they'll come" is only valid for gamers. They'll only come if they are looking for it. If it's a niche, even better. If you're part of that niche, then it's perfect.
The casual audience is mostly passive. Make it for an active audience, and they'll come.
I was really nice to hear about your experience and how you went about learning from it. I've had a similar experience with my first game, but not been half as pro-active about promoting it! It's a great encouragement to hear that having your first game flop is perfectly normal. :)
Thanks for the great advice which I'm sure will come useful in future creations!
Your attitude and takeaways are also ones I'd absolutely say are correct, as someone who's been there. For people watching Indie Game: The Movie or hearing about the huge successes in the indie space, this is a great reality check for how hard it actually is to make a profit; how not every indie gem makes millions (or even enough to subsist) for its creator; and how in the end, games are a hit-driven business and the people who did succeed probably had a lot of luck as part of the equation.
From what I've seen and experienced, hard work, perseverance, and patience for that moment of success is the only formula for real success in this space... And doing it because you love it more than doing anything else is the only formula for staying sane during the ups and downs.
p.s. Haha, my brother has a similar dedication in his Ph.D. thesis :D
I might suggest a simpler trailer. You don't see AAA publishers filling the first 30 seconds of their trailers with unrelated nonsense. Just show the game.
The initial trailer for the iOS game was done by someone more competent as you can see here:
http://www.youtube.com/watch?v=9guRU8gIWBI
So we actually had a focused by-the-book app store trailer for part 1 of this story.
That said, if XNI is a good framework for porting XNA games to mac and iOS, that is probably a market in and of itself. You could probably make a small chunk as a middleware provider for any modestly successful XBLIGs or WP7s.
That said, XNI is free and open source which is something I do randomly sometimes to keep my karma points up I guess. I did package up the automatic translation from Obj-C to C#, called Automagical, and that has had a couple dozen developers paying for it so far. Even more interestingly, Zynga has spent an hour on the phone with me, trying to evaluate if Automagical would be a useful tool for moving their large codebase of Cocos2D games to WP7. One of their employees actually bought a license to give it a go, which led to that phone call. I'm a nice guy and there's no DRM and you can get the whole thing for $15 at the moment (beta). Keeping things indie-developer friendly was my guideline. Imagine how I'd feel if Zynga translated 10 games with it, saving millions in gained opportunity. So yeah, middleware is one way, but I guess I could write a separate article about that — or maybe one day a funny anecdote. :D
That being said, we are preparing an even more concise, fun and inaccurate version of the article. Stay tuned ... (on Facebook too if you want: http://www.facebook.com/dawnofplay)
I know this was your first game and you learned as you went, but I'd like to know more about the following:
- Did you try to sign with a publisher to help you with the promotion and distribution? A more mobile-focused one like Chillingo? If not, do you plan to do so in the future?
- Looking back, do you think the price should have been lower? Taking a look at the game's App Store page, I'm not seeing enough bang for you buck. Also, "endless hours of fun" and "uniquely designed achievements" don't seem like proper differentiating factors to me. Just my view which could be shared by other users and could be one of the reasons users weren't convinced to make the purchase.
- Did you every consider trying out a different business model? Like, for example, having the game free of charge and then selling additional modes/features for 0.79 EUR apiece.
- What about releasing the game as a Playstation Mini or Xbox Live Indie Game? Would it require too much effort to port the game to those platforms?
Thanks in advance for the answers :)
- No, no and no. But we are open to hearing anyone's proposals. This is not speaking necessarily for our company, but for me the charm of Indie development was the premise that you can do it on your own without any gatekeepers that publishers have turned out to be in the past.
- The price was $0.99 for most of the game's time and sales. You can't go lower than that, other than free. The thinking behind pricing it at $1.99 initially was in that it's an universal app which usually had higher price. As said we dropped that to $0.99 for the update and it remained such until sales have dropped to about 1 per day. After that my reasoning was that this is such a niche game that if someone wants a game&watch game, paying 1 or 2 bucks won't make a difference. I agree on the differentiators with you.
- We didn't try it, no. We joked that it should be free and have an in-app purchase to stock new batteries. :) But we did discuss having 3 different games in there. My thoughts were that you have all this overhead with just making all the infrastructure for the game, it would be very big bang/buck to add two or three extra games in there. Somehow like pinball games have one table free that you can try and 2 extras to buy. But this was only my thinking afterwards and has somehow influenced how we're approaching our next game.
- The game would easily be release on Xbox Live Indie Games. I was an XNA developer from the very first beta and love the platform - obviously, since I created XNI which is a copy of XNA for Objective-C. Our windows version runs on XNA so it could easily run on an xbox. But XBLIG has unfortunately lost all my hope of being a good distribution channel. Unless Microsoft brings all games, disc, downloadable, live arcade and indie games into a combined games channel where all have to compete for attention and pricing in the same arena, I just don't see it becoming as important for small developers as the App Store turned out to be.
Hope this gives some insight. :)
I had a couple questions I'd like to ask:
1. Why did you decide to make the transisition from iOs to PC/Mac? To me this game doesn't seem the best fit on those platforms so I'm a little confused why you made that decision.
2. What were the reasons Steam etc. blocked you project from being released?
2. I guess it can't hurt to show the actual response: 'Thank you for submitting "Monkey Labour" for potential Steam distribution. We have taken a look at the information provided and determined that Steam is not a good fit for distribution. It is our company policy not to provide specific feedback on a submission but we would like you to consider Steam distribution for your future products.'
So no specifics, but I don't think it's a wrong decision. It was a long shot in my eyes. I replied that we love the platform and will definitely try again with our bigger projects in the future.
http://www.youtube.com/watch?v=TIaqWl7eLDw
game_is_a_flop/
Lots of bashing there, but I'm bringing it up to illustrate the naive perspective - which I disagree with - which is "no True Scotsman would make this game." Needless to say, /r/gamedev is full of people who have never shipped a game(amongst a few who have).
Average revenue increasing with more games made is really indicative of the learning curve involved in making a game that markets well. It seems like there's no substitute for experience in getting past the curve - pretty much every success story has some footnote of "after a few years learning" to it.
EDIT: after going through ALL of them they raise some interesting points after all, but boy it is exhausting. Awesome to get so much feedback anyway, lots to learn, especially for me.
It's also great that hardly anyone here has told you what you did wrong or what you might have done better. So many wannabe indie developers think there is a magic bullet for success and see these articles as an opportunity to offer advice on things they really have no experience of. Sure you could have done something's differently but would it have made that big a difference? Frankly I doubt it. Indie success is a bit of a crap shoot at the end of the day :)
Thanks for taking the time to comment, really appreciated.
I was initially surprised and sad that you couldn't get your game on Steam, since a 100,000 sales at $1 each even with the Valve cut is still substantial - but on second thought the appish quick play, which is a positive on mobile, is a liability for Steam. It's not the sort of game I'd expect to find there. I'm not sure what you can learn from that except what you already learned - games targeted for mobile might not be well suited for PC.
This:
"But if you love doing it, that won't be a problem. You'll keep your day job, you'll still be doing websites for business clients, and you'll still be creating games after hours, because this is what you want to do.
Your first game will probably be a flop in business terms, but it's an epic win for you."
That's me, except my day job is actually making browser-based Flash games for clients.
It's also interesting that you mentioned the $500 value for a first game, because that's EXACTLY the amount that my first Flash game made. (:
Nice article. Thanks for sharing.
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- Ziro out.
"Plan your marketing as much as you plan your game."
So much of this article is about marketing. Even at the end of this story, you still seem to think that if you'd just marketed it differently -- entered more competitions, made friends with gamers online, etc -- then you could have done better. But it seems like it's really a story of how marketing can't make an uninteresting product sell. You seem very proud of the 75 metacritic, and the few critics who really liked that game. That's ok. But these aren't really signs of a 'great' product -- just a solid, reasonable one. In the sea of apps, I wouldn't naturally expect a solid product with niche appeal to rise very high, no matter how good the creator is at 'reddit mastery' and press releases.
"Make a better game" is, of course, not very useful advice! But I wish some of the lessons you learned were more about game design, and less about marketing and business plans. Could you recognize failure faster? Could you change your process to lead you to ideas that really capture the broader public's imagination?
I could be wrong but I think the article would have been focused on game design if that was what was most important. If I received a 75 I would know that the game creation effort must be improved - and possibly making some marketing and 'business' adjustments.
Thanks for your feedback. It confirms my general takeaway from reddit. I'm still glad I wrote this, as without readers' feedback I would lack this better perspective.
My thoughts: Change the name of the game to something that sounds like fun! And make sure to ask your target audience what names they like. Then re-launch the game. Obviously the people who got past the name (and maybe cover art) understood what a gem you created. The best part about being an indie is that you can experiment in ways that the big companies can't. :)
Surely, you changed my life, at least for now!
This don't have a price.
Really, thanks.
I'm glad I have a day job. While I have not done much in the last year, I hope to make something again soon, but it will be because I find the process fun, not for profit.
Now I wonder about something. Gamasutra is quite specific, and usually for people following closely the industry news, it's not exactly the place to touch a large public of random gamers.
My point is, it would be interesting to know the impact of a (semi) post-mortem Gamasutra article such as this one, on your sales. I assume it gets you at least to a double-digit number of sales, but maybe something more? I know it's not the purpose of the article, but it is still somehow a part of talking about the game.
It would be nice to see how it influences when you address such public with an article describing all your process.
I think it's a lot easier to make some money on a Flash game, but the ceiling is also pretty low.