Gamasutra: The Art & Business of Making Gamesspacer
The Ouya Experience: What game developers think so far
View All     RSS
October 25, 2014
arrowPress Releases
October 25, 2014
PR Newswire
View All

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

The Ouya Experience: What game developers think so far

July 22, 2013 Article Start Previous Page 2 of 5 Next

Are sales meeting your expectations? (Any hard unit or dollar sales info here would be helpful, too!)

Rami Ismail, Super Crate Box (Vlambeer)

Since we released Super Crate Box for free, the sales numbers are exactly what we expected them to be. The download numbers are solid, though, and judging by some of the numbers we've been hearing from other developers it seems a viable platform to co-develop for. If your game is on Android, or you can compile it to an Android target, there's not really a reason to not at least try. Super Crate Box was ported over in a weekend.

Eric Froemling, BombSquad

I really had no clue what to expect, but I've been happy so far; I peaked at close to 200 sales per day and am currently sitting at around 70.  It sounds like everyone's been seeing a bit of a sales drop after the initial few-week surge, so I'm curious to see what the tail will wind up looking like.

Ryan Wiemeyer, Organ Trail (The Men Who Wear Many Hats)

It's sold about half of what my low-end predictions were. Last I checked we were at 501 purchases from 13,112 downloads. (a 3.8 percent attach rate.)  This accounts for about 0.1 percent of our total Organ Trail sales to date (which is over 400,000.) So, I don't even know if it was worth the man hours yet. Then again... Organ Trail was a pain to add controller support to and that was the bulk of the port.

The Men Who Wear Many Hats' Organ Trail

E McNeill, Bombball

Bombball is making a little over $30 a day, before Ouya's cut. I kind of knew from the start that I was making a game that would be difficult to sell. Still, I let my expectations get inflated over time, and now I'm a little disappointed with the sales.

Adam Spragg, Hidden in Plain Sight

It's hard for me to have any expectations about selling a local-multiplayer-only game.  I had no idea how many Ouyas would be sold, how many extra controllers would be sold, etc. It was a pleasant surprise to find out that PS3 and Xbox controllers would work with the system.

Because I have multiple versions of the game, it's hard to know how many people have downloaded it. If 2,000 people downloaded version 1.2, and 3,000 have downloaded version 1.3, how many of the 1.3 numbers are upgrades from 1.2?  Impossible.  I don't really check download numbers.

Hidden in Plain Sight  has sold 1,900 units, generally around 40'ish per day.  I do a "pay what you want" with a minimum price of $1.  My gross sales are $4,381, which indicates an average price of a little over $2. Although I didn't know what to expect, I'm happy with the sales numbers.  I think they are better than I'd hoped for.

… As a small P.S.... it seems like my sales numbers are falling off a bit recently.  I wonder if the initial rush of Kickstarter and pre-orders is over, and perhaps fewer units are being sold it recent days?  Hard to know.

Shay Pierce, Get on Top (Ouya port of Bennett Foddy's game)

Sales are about what I expected for a launch like this. Here's some (EXCLUSIVE!) sales data:

Twenty-four days after launch, we've had about 9,700 unique downloads, which has converted to 520 sales (that's a 5.36 percent conversion rate), earning us $728 to date (after Ouya's 30 percent cut).

Note that our strategy is to allow the player ONE free round of the game every day - buying the game for $2 unlocks that limitation. Our theory is that this lets people keep launching and playing the game occasionally... one of those times, they'll be drunk enough to decide to actually buy it.

Joe Albrethsen, DubWars (Mura Interactive)

Sales are hard for us to comment on as we do not have a finished game, but we are running a beta for those that pre-order DubWars. We have set our price point high at $15 and actually have a decent response. The conversion rate is really bad, coming in under 1 percent. Again, we are not offering a completed game, so we predict it will increase when the game is fully finished.

Article Start Previous Page 2 of 5 Next

Related Jobs

Digital Extremes
Digital Extremes — London, Ontario, Canada

Sound Designer
Disruptor Beam, Inc.
Disruptor Beam, Inc. — Framingham, Massachusetts, United States

Lead 3D Artist
Red 5 Studios
Red 5 Studios — Orange County, California, United States

Graphics Programmer
Red 5 Studios
Red 5 Studios — Orange County, California, United States

Gameplay Programmer


Keith Burgun
profile image
I love the OUYA, and I think everyone who likes innovative gameplay-first games needs to support this thing.

Fusion Reactions, the team I worked with to create 100 Rogues is bringing the game to OUYA next week or so, which will be great. I'm also definitely going to be bringing AURO to the system as soon as possible.

By the way, Bomb Ball rules. So does ICE RAGE.

Sammy ju
profile image
Wow looks good

Joseph Willmon
profile image
100 Rogues is my favorite game on iOS. Thanks for making it, and I'm looking forward to playing it on Ouya!

Eric McConnell
profile image
Agreed. On a side note, your podcast rocks Keith!

Alexander Womack
profile image
I got a couple of strong candidates in my stable, so far porting has been a breeze! I still have high hopes for the platform and I can only support the spirit they are espousing.

Justin Sawchuk
profile image
Super create box is alot more fun on the ouya (because you actually have a controller!) then on mobile (touch controls suck) though ironically I did buy it on mobile but not ouya.

Phil Maxey
profile image
Seems to be picking up some traction in the indie development field, but does anyone in the general public even know it exists? and that's the problem, unless it's use becomes far more wide spread I can't see it getting the kind of backing from developers it would need to make a difference.

John Swords
profile image
I would love to see Ouya make it into the mainstream. It needs a cult/hit game that isn't a port from another platform to get broad attention. They also need to address the controller lag that plagues the system right now because pairing a PS3 controller to make it work well doesn't engender confidence in players.

Nicholas Stringham
profile image
When I saw the Ouya kick starter campaign, I knew this would be a big hit with indie developers and others that love some of the games that made us all wanted to develop in the first place. Little did I know at the time that Ouya for its size still had great power and the graphics card internally can support DirectX 11. I have been developing for mobile for several years now and using Unity3D as my engine of choice at the moment, it became apparent to me the Ouya would give indie developers, which had little to no money, the opportunity to shine. With the Ouya console in my possession, I can easily develop and run alpha and beta test right on the console. For indie developer as myself, I have been waiting for a console that would give me an opportunity to create a game and be able to share it with everyone, without considering spending thousands and thousands of dollars. I very excited to be able to publish two games I have WIP and be able to make them reality with this new console. Ouya definitely has open doors for many. Thank you Ouya!

Rey Samonte
profile image
I've recently (last week) picked up an Ouya to mess around with. So far, it's been fun. My only gripe is finding a better way to install your development builds. I should check to forums and see how other developers are doing it. I went with the Adobe AIR/Starling route and was surprised at how easy it was to port an existing prototype I made deployed to the Ouya. Runs well too.

One of the games that stands out for me was the beast boxing game. It's really well made and takes the "Punch Out" genre to a new level. The addition of upgrading your character's abilities and equipment is a nice touch.

Phil Maxey
profile image
Maybe Adobe should think about buying OUYA, and calling it the "Adobe".

E Zachary Knight
profile image
I would not want Adobe to buy Ouya at all. Adobe will destroy it and that is not what it needs. I think it needs to stick with those who have it now. They have good heads on their shoulders.

Kujel s
profile image
I've only used mine to play games so far, I still need the damn xaramin license to port anything, but I've been having a blast with it.

Mike Domingues
profile image
I'm thinking about making a game for the console in my spare time to evaluate the platform. The feedback from devs has been better than I expected and I'd love to bring my company along and support the Ouya by porting our future games. As a consumer I really like it, I've had lots of fun with it already and this thing has loads of potential thanks to it's openness and being so indie friendly. Can't wait to see how far this thing goes in a year.

Eric Robertson
profile image
I got my ouya and my game on it (without controller tie in's) in about two hours after opening the shoebox. I had to google how to port apk's over to Ouya's storage but otherwise its nice to see my game on the big screen.

I look forward to adding controller functionality (including button highlights)

Bram Stolk
profile image
OUYA team has been great.
But the big blemish that tarnishes their track record is how they handled the faulty analog stick.
They took a passive stance: wait for people to report a problem, send serial nrs of their controller and only then replace the controller.
And even then... on the forums people report sending support emails, but not receiving anything back.
Also, a lot of players will unknowingly keep using a broken controller.

They should have taken an active stance, and replace all controllers immediately, without prompting by customer.

Now the status of the issue remains in the dark. Heck, I don't even have a clear confirmation that all controllers in the stores now, are the fixed ones.

Dean Boytor
profile image
My OUYA experience so far has been great. Any of the complaints so far I have quickly debunked, Such as
1.Ewww you need a credit card.
-You can use visa prepaid and also OUYA cards are wildley available at gamestop and best buy
2. It takes forever to set up
-It took me and my roommate less then 5 mins to get it up and running.

Those were the top two complaints I saw besides the huge butt-hurt complaints of OUYA backers who have not received special treatment from their donations.

So far I have been thoroughly enjoying.
3."That frog sand box game"
4. The Sonic Collection
5. Trains vs Zombies
6. Knightmare Tower
7.The Crane that Could

Just to name a few, some of the games are freemium type games you would see on cell phones but they are really easy to avoid and spot and seem to get buried amongst the honest games out there.

Amir Barak
profile image
That frog game is awesome! I spent about an hour yesterday with my 6 year old daughter having a blast. Can't wait to see where they take it from here...

Groove Stomp
profile image
I like the Ouya, especially Towerfall.
However, the controllers are absolutely dreadful.

Rosstin Murphy
profile image
Ouya will snowball, hopefully. Start slow and pick up speed, as long as it can stay ahead of the other Android consoles.

It really needs to work out its usability issues in its next hardware release, though. The console's forced updates when its online were annoying last time we brought it out to play Towerfall.

Good luck, Ouya!

Tim Conkling
profile image
Who is Ouya's intended audience - besides other indie developers?

Amir Barak
profile image
Smart people and dashing rogues! (the two aren't mutually exclusive of course).

James Coote
profile image
It doesn't have an intended audience. The idea is to put the console out there with lots of different directions it could go and see which ones catch on. Then refocus on those areas.

OUYA are only just starting to focus in on a few areas, in particular, emulators and local multiplayer games. The idea being to fill a gap between the 5 minute on-the-go mobile experience and the intense, heavy console experience. At the same time, with local multiplayer, give the sort of social, party-games / play with mates games; something that neither PC nor mobile can really do, and which other consoles refuse to.

Of course, OUYA are having a tough time selling that, since it's not like you can sum the above up easily in a sentence

Dean Boytor
profile image
Interesting enough, First its the indie devs and the fans of OUYA. After that it goes like this:

I bring OUYA to a party to play towerfall/Any fun group game, and everyone's response will be "What the heck is this little box" "Wow this game is really fun" "How much is this?"

From there maybe 3 out of the 20 people at that party will get one.

At the check out line at Best Buy even,
"I saw this earlier what is this?" says the Best buy Employee, I then tell him/her what it is and they may invest or at least tell their friends.

I think the idea is that this is something that will get exposed to people who have never heard of this and it might catch on that way, much like a disease.

Other then us, I wonder who has the OUYA fever. :P