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#its way more nuanced than just this set of screenshots. okay guys? this is just funny haha. xoxo thank you
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how to build compelling characters
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kiribakuhappiness · 3 years
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Hiiiii if you have time could I please request a HC on how bakugou studies and works out? I was down for a few days so I wanted to read about bakugou but there aren't any really. I don't wanna force this on you byyy love you❤️❤️😀
Heyyy, I am super late to seeing this (I’m literally going through hundreds and hundreds of asks right now scouring for prompts and trying to do a little spring cleaning) and I came across this and it makes me so happy to talk about Blasty McGonnaHaveAStroke that I just really wanted to answer it - I hope that’s okay!
My perception of Bakugou Katsuki is ever changing because he’s developing so quickly in so many different areas of his personality (honestly, such a well written character, I’m really enjoying watching him morph and grow over the past few seasons) and I feel like I grow to know him more and more with each fic / drabble I write where I can really delve into his mannerisms and way of being and so I have a lot of ideas for these little nuances in particular!
Studying:
We all know that Bakugou is high key suffering from Former Gifted-Child Syndrome (or whatever the popular term for it is on this site). He’s naturally talented and intelligent - but he’s also incredibly hard working, especially once he’s come to the realization that he’s become a Former Gifted-Child.
There’s a quote I saw circulating a while ago from Bakugou, something about “I came to this school not to find out what I can do, but to find out what I can’t do.” or something similar to that sentiment. Because Bakugou is already perceptive and smart, he recognizes all of the things he can do and all of the things he’s good at, what he needs to learn is how to better handle the things that he’s not good at and how he can work on himself to barrel forward on his path to become the best.
So I think that even though Bakugou is already smart and doesn’t have any trouble keeping one of the top spots in his entire class, I feel like he would also spend a good portion of his free time studying and doing homework. It’s one thing to be intelligent, but to keep such a high position like the 3rd spot or whatever he is, that means that he’s completing and handing in assignments regularly, receiving top marks in most likely all of his classes, and that requires a certain level of dedication.
But again, he’s also already highly intelligent. So he probably gets bored really easily. (I know I’ve mentioned it before but it’s kind of one of my favorite ‘little obscure details’ to note that there are several panels where Bakugou is depicted as not fully paying attention during lessons - gazing out the window or playing with his pencil and even closing his eyes and completely tuning Present Mic out with the internal monologue that English was super boring or something like that).
This is all a long-winded way to back up the fact that I feel like his notes would be quick and sloppy and probably wouldn’t have a lot of context clues so someone like Kirishima just reading over his notes probably wouldn’t understand half of the concepts just because they’re things Bakugou already knows so he didn’t deem them important enough to write down.
Someone else posted a bunch of screenshots of Bakugou Katsuki’s actual notebook or something (fuck, I wish I could find the original post but it’s lost in time and space at this point), and his handwriting isn’t messy per-say but I definitely imagine that they were just lazy, bored strokes maybe pressed down with a little more force than is actually needed, and if he wants to highlight something important to remember later, he probably does that thing where he circles it multiple times or boldly underlines and things like that instead of actually using any highlighters or colored tabs like Midoriya probably uses!
Working Out:
You know, I feel like not a lot of attention gets brought to how Bakugou would work out! Like, in all the fics where they mention him working out or whatever, he’s usually just sparring with someone or they mention that he’s pumping iron (lifting weights), but that’s about as in depth as it goes.
I spend too much of my time at the gym and personally I believe that Bakugou is that one dude that I would constantly pick on for “always skipping leg day” - in the fact that he probably focuses very heavily on core work outs and arms/shoulders, since those are the muscles that are most directly impacted by his quirk!
He probably does a ton of crunches, pull-ups, free weights, push-ups; anything that works his triceps, biceps, abs, core balance, etc. He also probably runs /A LOT/ because he isn’t too bulky, he’s actually got a very slender build considering the muscle mass he carries in his upper half, which means that he’s running cardio on the DAILY. If I were a gambling woman, I’d put money on the treadmill, the stepper, and a jump rope being his most important pieces of equipment for cardio training.
We also have to take into account his dietary habits. Like I said before, this boy is incredibly slender for someone with such broad shoulders and who carries a lot of his muscle mass in his shoulders/back, and it’s commonly accepted at this point that Bakugou is a good chef (judging by the way his parents made him take music lessons growing up, I can assume that it was probably their idea as well for him to learn how to cook - whether that be through cooking classes or home-taught, it doesn’t really matter).
Mitsuki and Masaru are also canonly involved in the fashion industry - and we all know how, ahm... flawed the views in the fashion industry can be depending on location, culture, and societal beauty standards.
Katsuki probably has an immaculate diet. Protein, carbs, fresh fruit, calcium; he probably has a perfectly balanced palate and I can only ever dream cause ya girl just has sushi and LUNCHABLES as my only meal of the day today so, yaknow...
ANYWAYS.
All of that into consideration, I headcanon that Bakugou probably has a rotating shift for his work outs; cardio every day for ~30 minutes (most likely a warm up with the jump ropes or a jog/sprint alternating between low intensity and high intensity settings on the treadmill or stair stepper), then he probably has a circuit. So say for arms, he’d probably use free weights (curls, pumps, etc), then pull-ups/push-ups, I could see him throwing in some shoulder stretches and a very light yoga routine to help keep himself flexible and adaptive.
I totally see him as a man to get hooked on focusing solely on arms/shoulders because it’s very easy to see improvement and quick results, plus the after swell of muscles when you’ve done a proper workout is like the world’s most authentic confidence boost you can ever experience, and I could picture Bakugou being addicted to a feeling like that.
However, as previously mentioned, he’s incredibly intelligent and perceptive, and he’s just kind of a no-bullshit, no-excuses kind of guy? He might WANT to just do arms/shoulders for the rest of eternity, but he knows that won’t make him GREAT, so he forces himself to cycle. Arms/shoulders, Core, Legs, Exclusive Yoga, repeat - all with cardio warm-ups and cool-downs.
I’d gander that on top of his school work and course studies, he’d have to keep his gym time somewhere between 2-3 hours daily, but he probably only realistically hits the gym about 2-3 times a week at most, since all of their other training exercises and other hero activities no doubt work his entire body, and with such a strenuous, active lifestyle, there wouldn’t be much need for him to go any more than that unless he really wanted to aggressively bulk up or something crazy, but with his body type he’ll most likely fill out naturally as well (another thing that’ll come all on its own that he won’t even have to work for; lucky fucking bastard).
-
Okay, I’ll shut up now about it :D Hope that was somewhat entertaining to read? Are headcanons fun to read about? They must be if people are asking but I always get so nervous like, dude literally nobody cares that you psychoanalyzed Bakugou Katsuki to the point where you’ve probably got his entire work week mapped out, and you know what?
You right - lmfao!
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aqvarius · 4 years
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With people comparing Namba and Matsunaga (both older, both have an ex which feels redundant plot wise, and having moments of being laid back but also stern), which of the two do you think is the better?(Though I'm not sure if rmd will go beyond the 2nd epilogue since all the backlash from LC and we'll probably never see any more character development from each guy)
hmmmMMMM okay so i still have thoughts about the future of rmd (which i’m still working on slowly to try and get all my Thoughts in order) pending for another ask BUT i actually still haven’t read namba’s adversaries so i feel like i can maybe make a decent comparison without namba having too much advantage
so matsunaga and namba are REALLY similar. the sad thing is that matsunaga’s history with his ex should tie into the plot but it really doesn’t (or rather the link between ex and the plot comes out of literally nowhere) unless you’ve read all the right heart scenes (i’m just presuming this, it might also come out of nowhere even if you’ve read all the heart scenes and also i don’t know which ones exactly bc i didn’t wanna spend any hearts on this route lol). 
CUT FOR BIG SPOILERS
i do actually think that matsunaga’s route had more potential to weave in some more complex themes but ultimately ended up being a bit more basic(?) in terms of its core message. while yes, it is groundbreaking for voltage for them to write a bi love interest, i felt the way they tackled sexuality in this route wasn’t the most thoughtful. i mean, for the patient to basically go nuts (honestly don’t even remember his name bc this route made so little impact on me and i didn’t enjoy it enough to save screenshots lol) and murder his ex because he chose to preserve his public image as a celebrity and date a woman just felt like (1) not the most thoughtful character construction for a non-straight character and (2) just a way to (dare i say tokenistically) shoehorn in matsunaga’s sexuality without making it a genuinely impactful part of his personality and the development of his relationship with the mc. 
for one, i have to reiterate that it really did come out of nowhere. most of the route focussed on matsunaga’s health issues (frankly unnecessary imo). for me it felt like the health issue thing was a way for matsunaga’s backstory (particularly in relation to kasumi) to be written in, and then the thing with his ex was the way for his character to relate somewhat to a seemingly unrelated case (the actual medical/patient case aspect of the route), but they honestly threw that in so last minute and it was such a passing thing as well? like i feel like matsunaga’s route and his character were developed more from the whole downplaying his health issues thing than his sexuality. however, because the climax of the route was about the patient going berserk, they kind of were like let’s diffuse this situation with a dramatic reveal about matsunaga’s sexuality and that GENUINELY felt like all that was used for. like all of the “getting closer” moments were related to his health issues or hanging out the pomeranian lol. 
also honestly the ways in which both the patient and the female patient dealt with the singer’s death was exactly the same (i.e. wanting to die bc what’s the point in living if he’s no longer there) so i didn’t really see the point of there being two of them aside from setting up for a more dramatic ~gasp the singer was bi~ moment which in itself was just a setup for a more dramatic ~gasp matsunaga is bi~ moment right at the end. i also felt like they could have addressed the idea of fear of social discrimination in a more nuanced and thoughtful way? essentially i wasn’t a fan of the whole “he was afraid of being in a publicly gay relationship with me so i killed him bc he broke up with me to be with a woman” thing. and in my opinion, matsunaga contributed NOTHING to that entire theme aside from just saying “i had a boyfriend and we broke up for the same reasons except i didn’t become a murderer” which like........ you could have used this opportunity to actually explore the pain and difficulty of needing to hide your relationship because of social taboo or being discarded because your partner chose public image over you rather than just write this character off as a vengeful gay ex vs the good bi guy (matsunaga who just accepts injustices like ¯\_(ツ)_/¯ que sera sera). i thought it would have been a stronger and more sophisticated story had they either focussed on either one theme or the other in this one route (health/life expectancy issues vs sexuality) instead of kind of having both be treated a little half-heartedly. the feeling i got was that the first step to getting closer (and i say this laughingly bc honestly the distance between them even after 30 chapters is GAPING) was the pomeranian and then the topic that gave their relationship a little more depth than “we’re just hanging out with your dog” was the revelation of his health issues. 
also the idea that people live on through your memories of them felt a little like... overdone/simple? or that it was lacking a more sophisticated engagement with the idea of death, legacy and memories. i’ve read school life shoujo manga that deals with that theme in a more interesting way. so for me, it felt a little ingenuine that it was treated by as a perspective or way of thinking about death that was like a mindblowing new way to look at life ahead, especially since the characters involved are in their 20s, not early teens. 
so anyway i think that matsunaga has potentially a deeper character? namba has more or less ‘healed’ or at least learnt to cope with his issues enough that you wouldn’t know anything is up but it’s clear that matsunaga still has a lot of personal issues to work through, so there was genuine potential to overcome some of that boss-subordinate power imbalance through having genuine connection between just humans or to develop him as a character whose prioritisation of others is maybe a flaw. i just think that they crammed so many things in that none of it really got addressed or developed properly lol.  
i will say that i find matsunaga is way less fun than namba? namba is more of a “my pace” kind of guy - he’s more random/eccentric which i enjoy. matsunaga’s persona is more just like a regular nice guy? you would NEVER find matsunaga just on the street in costume pretending to be a fortune teller for no reason but to give you random love advice? 
but on that same note, i definitely feel less chemistry between matsunaga and his mc compared to namba. maybe this is just bc i only read matsunaga’s normal ending in which she confesses and asks him out and he literally SAYS NO AND IT ENDS WITH HER GETTING REJECTED (and i’m p sure they still aren’t together even in the happy ending or the epilogue), but the whole time i feel like there was only ever a parent-child relationship between them. i never felt like matsunaga treated her any different than how he treats literally anyone else in the EICU. i actually think he treats kasumi the best out of everyone, including his mc. the weird thing is that rmd actually had way more time and potential - i mean they literally SET THE TWO CHARACTERS UP IN AN EXPLICITLY ROMANTIC CONTEXT and there was still NEGATIVE amounts of romantic chemistry??? HOW? namba and his mc literally were in a boss-subordinate dynamic the entire time and they still had more chemistry and genuine interpersonal connection without it feeling like the mc is a small pet vying for her owner’s attention the entire time while also somehow simultaneously trying to mother him? i’m not kidding when i say that namba and his mc are more fun in 10 chapters than matsunaga and his mc are in THIRTY.  
ALSO namba’s (consistent lol) berating of his mc makes sense with his character and the context and is justified every time because his mc is a thoughtless noob (but one with potential that he sees his old self in). on the other hand, matsunaga has one moment when he scolds his mc for... some reason... but because she’s supposed to be this superstar student, she doesn’t really make the mistakes that allow her those learning opportunities. and then matsunaga basically just lets her do whatever she wants re: dealing with patients.  
oh and also the plot of namba’s route is better. 
in short, matsunaga’s route had potential but i feel like the missed potential and the lack of thoughtfulness in cramming in too many themes and not making the most of them are huge negative factors. namba has a more fun character, there is SO much more romantic chemistry between him and his mc, the plot is better and more interesting and has a twist without it feeling forced, namba’s comments about his age/their age gap make more sense for his character, his sprite is more attractive (lmaoooo), the relationship development is more organic, even the moments of rejection feel both more earned and heartbreaking. tl;dr: namba wins
ALSO sorry it took me so long to reply!! i’m still half in and out of tumblr 
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symbianosgames · 7 years
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The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
Welcome to the Meganoid(2017) post-mortem. This post-mortem goes into the details on the Meganoid figures and stats. Without context the stats are pretty much silly numbers, so please make sure to read all of this because there is more to the numbers than you might think.
So I'll keep this short, if you want to learn more about who I am, please check out my techblog and website. I've been a full-time (indie) developer since 2004. Mostly known for mobile games, but since 2015 also branching to PC games and even some consoles releases here and there (PS Vita and 3DS).  I've never had hit games that made me millions, but I have been doing very decent for many years releasing games that have found a growing fan-base in a niche area.  My biggest titles include the Gunslugs and Heroes of Loot series of games and Space Grunts.
The original Meganoid was released in 2010 on Android and iOS and was a very hard platformer with short levels that sometimes had you screaming if you didn't manage to reach the finish. For me it was a turning point in my games as I finally decided to just build games like that since those are the games I love the most. Luckily I found a niche that works for me and an audience that has been growing alongside me and my games. It also managed to reach close to a million downloads since.
Meganoid(2017) is a reboot of the franchise lifts a lot on the designs behind Spelunky, while still maintaining the difficulty of the original Meganoid game. I named it a "love child of Spelunky and Meat-boy in space", which is a very clear description of what the game is. It's not extremely original, but I'll get to that later on!
Oh, the game was also created in "just" two months, but I'll also get back to that if you keep reading..
So before Meganoid I was working on a game called Ashworld, which is a huge project for a one-man development team (which I am) and it's also an open-world game, a genre that I personally have no experience with because I often quit those games within a few hours of play-time.  Simply put: Ashworld is a huge challenge for me, and I have been working on it since June 2016.
Seeing as my games are actually my livelihood, money needs to come in on a semi-frequent basis. My business is still running fairly well, I have a huge back-log of games and they are all still bringing in money on a monthly base, but to keep it all running I do have some rules on how long game-projects can take.  Ashworld is breaking those rules due to a challenging development phase where I've been learning open-world design and also searching where the actual fun in the game-design is. So the game isn't done, and still needs a few months of work.
Enter the stage: Meganoid.
In January I decided to just do some prototyping with the hopes that I would end up with something playable that could be extended into a game. For this to work, I needed a clear design idea and direction. A game that I could almost create on automatic-mode.
This "automatic-mode" does need some nuance here, I wrote a blog about it a few weeks ago and I think it painted a wrong picture. Some comments and replies I got thrown at me were along the line of "a quick money grab". My bad on writing the article and not being clear about things, so here's to rectifying it:
The game was made in "just 2 months; and 13 years of experience".
The key part being those 13 years experience, factual there are a lot more years of experience, but the 13 years is how long I've been doing this commercially. Meganoid at it's core is a platformer with rogue-like mechanics. I've created close to 60 commercial platform games, and I've been doing rogue-like elements in my last 5-6 games. I know what to expect code-wise, and I know how to program those things without having to think about it.
To put it in some more perspective, my game Heroes of Loot 2 is a huge RPG-adventure/twin-stick shooter, and it was made in little over 4 months. So I normally work really fast and very effective.
Now think what you like about the short-development cycle, I don't plan to change your mind about it, but from a business point of view: this made sense and still delivers a quality game.
To have this game make some profit I needed it to take just a couple of months work so it would be easier to recoup on the costs AND make money on the game.
The development-cycle was pretty short, but since I had some interesting stuff pretty early on I actually showed some screenshots and gifs in the first week of development on twitter,facebook,instagram and a couple of forums. Some of this got picked up pretty early by mobile-game sites, and Toucharcade showed the first couple of video's I released in the weeks after.
I started using reddit a bit more, and finally managed to post something there without it being taken down (actually on second try, the first did get taken down because I didn't disclose that the "pre-order discounts" was on a game I made, which obviously makes a big difference../sarcasm).
The two or so weeks before the launch I already had various mobile sites mailing me for some promocodes, which is the up-side of being "known" in a market. In contrast to that there is the PC scene, where I'm basically unknown and nobody talks about my games.
The launch week I started looking at youtube streamers for the PC version, so I basically searched for big youtubers that covered games like: Spelunky, Meat boy, and a few other more recent pixel-art indie games that fit the same category as Meganoid.
I mailed all of them, close to a 100, which at least one steam-key included (for some group-youtubers I included up to 5 keys) and this all resulted in an awesome 0 streams.  I did a follow up email to a large portion of them a week later, and this resulted in 1 Streamer playing it,  yay results!
It's still possible some streamers will pick up the game later, having full inboxes, managers that handle emails slowly, or just large backlogs of video's. But I don't hold my breath for any of it.  Same goes for PC game-site reviews, so even tho I did everything "right" it basically ended up with fairly little returns on it.  The emails were short, to the point, showed a GIF of the game, bullet points, youtube trailer, quick-links and a steam-key included with a link to the website/presskit for more info. All according to the average marketing-advise.
Basically, in my opinion and experience, you need to know people to get things done. But reaching out never hurts and is also the way to get to know more people, so yeah.
Okay, okay! that's what you guys came for, I get it!
Google Play's "Best new seller" list charting
Let me first start with this, Meganoid was so far:
Featured on App-store under "New games we loved" - worldwide
Featured on Google Play "Early Access"
Featured on Google Play "New and Updated"
Top-charted (top 25) in Google Play "Best new sellers" list
Game of the Week - on TouchArcade
"Best games of the week for iOS and Android"  - Pocketgamer
Now, back to reality, for those who don't know, making money on games is HARD, on any given day there are 100-500 games released on various platforms. That's EVERY DAY! Standing out from those games is extremely hard, most games you will never see and they get like 5-10 downloads (depending on how many friends the developer has).
With my experience of doing this business for a long time, I set a fairly low but do-able goal for Meganoid: $6500 during the launch-period. I know it's a not a huge game, and it had fairly short marketing-visibility before release due to the fast development cycle.
For me a launch-period is the first month or so after releasing it. My goals is usually to make 80%-100%  of the development costs back in this first period. I calculate development costs fairly rough by multiplying each development-month with $2000 and then add any outsourced work costs. Since I do code+design+game graphics that often leaves out-source costs to music and high-res marketing art.
The $2000 is very low-end of what my cost-of-living is each month (in the Netherlands, with mortgage, girlfriend and pets). It doesn't take into account taxes and extra cash-flow for "the future". But we're talking about launch-period here, so a game will live on for a few more years and with future sales and discounts you can often double the money a game made on launch.
So for this game I had 2 months of work, that's $4000 and since there was such a short dev-cycle and I used ambient sounds from my sound-libraries, there was no music cost and just a few hundred dollars for the awesome marketing art. So let's round it to $4500.
Now the point is to get extra cashflow to cover the longer development-cycle of Ashworld and we get to a $6500 minimum revenue that I was aiming for with Meganoid.  Again this is all launch-period revenue, because obviously it's a low amount especially if Ashworld development still needs 2 or 3 months time. So I'll get to that in a few paragraphs below.
I released Meganoid on March 30 on iOS, Android and PC (steam/humble/itch, windows/osx/linux) and we're now at three weeks into the release and currently the revenue is just a little shy of the target at $6200. Which is not bad at all!
So let's dig into this $6200 launch-period amount. Where did most of it come from, and why! The biggest bulk of this comes from the iOS version, actually close to 50% of it: $3580.  On iOS the game was priced $4.99 with a launch-discount the first week making the game $3.99. Meganoid was made Game of the week at Toucharcade which most certainly helped, one of the weeks best games for iOS and Android on Pocketgamer, but sadly it had no "games we play" feature for the first weekend.
For some reason the game only showed up in the "Games we play" on Monday/Tuesday for the USA App-store, at which point it spiked to slightly below the launch spike so effectively doubling the sales in the 3/4 days it had that front page feature.  I'm pretty sure it would have done better if it did have that feature in the first-weekend (during the sale) but those things are pretty much out of my control and I'm glad it eventually did get a feature after-all (something I kind had planned for in setting my revenue targets).
Apple loved it - all over the world!
Second biggest seller was Android, now this was done a little different. I tried some beta stages on Android and this put my game into "Early Access" on Google Play a week before the launch at a $2.99 price. This price was mostly because I believe that the brave people who try out a beta shouldn't pay full price.  The game got a nice Google feature in their "Early Access" list, which only has about 20 games listed, so that's a pretty good list to be in.
The possible down-side of this is that a lot of people don't seem to be clear of understanding what "Early access" means on Google Play, so there was a lot more buying going on than I had planned for, and that means I was pushing updates daily to work out some "obviously-beta" features. Early-access users can't leave reviews during that phase, so that might have been a positive thing, the down-side of that is that many people forget to leave a review once the game was released.. so not as many reviews as I normally have during the launch-period. Not sure if I would do that again on Android, but it's been an interesting experiment.
Finally we come to the PC revenue, in total that's $900 which is split over Steam, Itch and Humble. This is also my biggest pain-in-the-butt, obviously my games still don't make much waves amongst PC gamers. Especially since about 50% of that money comes through Itch.io where I ran a pre-order with 20% discount in the two weeks leading up to the launch. So these buyers are mostly people from my own social-circles and mailing-lists, people who in many cases also buy the mobile version and in a lot of cases people who tipped up to $10 (even tho the pre-order price was $3.99!)  (THANKS!).
The humble-store sales were about 10% of that, so the rest is up to you to calculate :p
Side note:  Besides this launch-period revenue, there is also the added advantage of extra money made on back-log sales. New gamers that see Meganoid will check out my other games and in some cases end up buying a few more of my games. On top of that a lot of subscriptions to my social-circles and mailing list have happened during and after the development of Meganoid, which are all potentially future fans of my next games.
Another important thing to read about, how are the ratings? Because let's face it, making a game in two months isn't interesting if it's a crappy game. On iOS the game has a strong 4/5 star rating from gamers, and on Android it's at 4.8/5 star rating. I'd say those are pretty good ratings (most of my games are around the 4.0 - 4.5 ratings)
On Steam there are only about 4 ratings of which only 2 ratings count since they bought the game on Steam and not through my website/Itch.io or Humble. But I think "all of them" are fairly positive!
Game-site wise, well that's a mixed bag of thingies. As mentioned before, the game was made "game of the week" on Toucharcade, and it was part of the "best games for iOS and Android" that week on Pocketgamer. On the other side Toucharcade's review gave it just a 3.5/5 rating, and Pocketgamer managed to give it a 7/10.  So that's the same two websites already making for mixed-reviews.  Not sure what to think about it, and it's mostly the reason I focus on the average user-rating on app-stores since those people play the game even after a review.
PC game sites pretty much ignored the game completely, except for a few news-posts on one or two sites. But the whole game-review-site business is something for another topic. In short, those sites only talk about your game if people are already talking about your game, or if there's something controversial to be found, because that brings in readers and thus advertising-money.
Now there's always a part in a post mortem where people go say things that went right or wrong and how things could have gone different. BUT!  Meganoid was just as much an experiment as it was a way to earn some extra cash.
For one, the price: $4.99. For a PC game that's a fairly cheap price-point, and it was something I wanted to try out. Normally my newly released PC games go between $7-$10 in the launch period because I honestly think that's what my games are worth for the amount of playtime and enjoyment you get. However, a game like Meganoid is perfect to try out new stuff and I've been wondering if maybe my games would sell better at $4.99.  Haven't really compared it yet with my previous games, but my gut-feeling says I sell about as much copies at this price as I do at a more normal price of $7.99.
On mobile the $4.99 is actually on the high-end of things! More experimenting, normally I'm at max at $3.99 and often in the launch week it's at $2.99. I do believe this game could have done better at a $3.99 or $2.99. Possibly sold much more copies with the result being more revenue. Some people hinted I should have lowered the price when I got the iOS feature, but my golden rule is to not punish the instant-buying fans, which I would have done had I suddenly lowered the price within a week of it's release.
In general the gamers liked the game, which is the most important thing. One guy complained that he couldn't get past the first level so it was way to hard, another guy complained that the sound-effects sounded generic (he was a sound-designer offering to do sound effects.. that's business!). One mobile-game reviewer had a lot of problems with the touch-controls, which is ironic for a mobile-game reviewer in my opinion.
I've been pushing regular updates to Meganoid since the release, and I still have one bigger update planned. After that it will mostly complete the work on this game minus any required fixes or OS-updates.
I never create games as a service, all my games receive two or three bigger updates and then I move on. That's my business-model and that's how I stay in business.
As for the game itself, it now becomes a "back-log game". This means I'll be able to do sales and discounts with the game in the next few years. It's also possible to perhaps get it ported and released on consoles or other gadgets, and there are alternate sales-routes the game can take on platforms like Android or PC (different markets, bundles, etc).
On top of that the game engine is fairly straight-forward and easy to repurpose. So it could be possible to re-use the game, create a new game-world and content for it and release like a $1.99 game with it (in fact I already have a funny viking-style game running on the same engine, so who knows).
All those back-log options should be able to at-least  double the game's revenue within a year, so let's say the game does $10.000 in total by March 2018. Set against the 2 month development cycle (and 13 years experience!) that's not a bad deal.
For now I got some breathing room again for working on Ashworld, so follow me on Twitter or Facebook if you want to stay updated on that one!
(Grab Meganoid here for Windows,MacOS, Linux, iOS or Android)
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symbianosgames · 7 years
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The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
Welcome to the Meganoid(2017) post-mortem. This post-mortem goes into the details on the Meganoid figures and stats. Without context the stats are pretty much silly numbers, so please make sure to read all of this because there is more to the numbers than you might think.
So I'll keep this short, if you want to learn more about who I am, please check out my techblog and website. I've been a full-time (indie) developer since 2004. Mostly known for mobile games, but since 2015 also branching to PC games and even some consoles releases here and there (PS Vita and 3DS).  I've never had hit games that made me millions, but I have been doing very decent for many years releasing games that have found a growing fan-base in a niche area.  My biggest titles include the Gunslugs and Heroes of Loot series of games and Space Grunts.
The original Meganoid was released in 2010 on Android and iOS and was a very hard platformer with short levels that sometimes had you screaming if you didn't manage to reach the finish. For me it was a turning point in my games as I finally decided to just build games like that since those are the games I love the most. Luckily I found a niche that works for me and an audience that has been growing alongside me and my games. It also managed to reach close to a million downloads since.
Meganoid(2017) is a reboot of the franchise lifts a lot on the designs behind Spelunky, while still maintaining the difficulty of the original Meganoid game. I named it a "love child of Spelunky and Meat-boy in space", which is a very clear description of what the game is. It's not extremely original, but I'll get to that later on!
Oh, the game was also created in "just" two months, but I'll also get back to that if you keep reading..
So before Meganoid I was working on a game called Ashworld, which is a huge project for a one-man development team (which I am) and it's also an open-world game, a genre that I personally have no experience with because I often quit those games within a few hours of play-time.  Simply put: Ashworld is a huge challenge for me, and I have been working on it since June 2016.
Seeing as my games are actually my livelihood, money needs to come in on a semi-frequent basis. My business is still running fairly well, I have a huge back-log of games and they are all still bringing in money on a monthly base, but to keep it all running I do have some rules on how long game-projects can take.  Ashworld is breaking those rules due to a challenging development phase where I've been learning open-world design and also searching where the actual fun in the game-design is. So the game isn't done, and still needs a few months of work.
Enter the stage: Meganoid.
In January I decided to just do some prototyping with the hopes that I would end up with something playable that could be extended into a game. For this to work, I needed a clear design idea and direction. A game that I could almost create on automatic-mode.
This "automatic-mode" does need some nuance here, I wrote a blog about it a few weeks ago and I think it painted a wrong picture. Some comments and replies I got thrown at me were along the line of "a quick money grab". My bad on writing the article and not being clear about things, so here's to rectifying it:
The game was made in "just 2 months; and 13 years of experience".
The key part being those 13 years experience, factual there are a lot more years of experience, but the 13 years is how long I've been doing this commercially. Meganoid at it's core is a platformer with rogue-like mechanics. I've created close to 60 commercial platform games, and I've been doing rogue-like elements in my last 5-6 games. I know what to expect code-wise, and I know how to program those things without having to think about it.
To put it in some more perspective, my game Heroes of Loot 2 is a huge RPG-adventure/twin-stick shooter, and it was made in little over 4 months. So I normally work really fast and very effective.
Now think what you like about the short-development cycle, I don't plan to change your mind about it, but from a business point of view: this made sense and still delivers a quality game.
To have this game make some profit I needed it to take just a couple of months work so it would be easier to recoup on the costs AND make money on the game.
The development-cycle was pretty short, but since I had some interesting stuff pretty early on I actually showed some screenshots and gifs in the first week of development on twitter,facebook,instagram and a couple of forums. Some of this got picked up pretty early by mobile-game sites, and Toucharcade showed the first couple of video's I released in the weeks after.
I started using reddit a bit more, and finally managed to post something there without it being taken down (actually on second try, the first did get taken down because I didn't disclose that the "pre-order discounts" was on a game I made, which obviously makes a big difference../sarcasm).
The two or so weeks before the launch I already had various mobile sites mailing me for some promocodes, which is the up-side of being "known" in a market. In contrast to that there is the PC scene, where I'm basically unknown and nobody talks about my games.
The launch week I started looking at youtube streamers for the PC version, so I basically searched for big youtubers that covered games like: Spelunky, Meat boy, and a few other more recent pixel-art indie games that fit the same category as Meganoid.
I mailed all of them, close to a 100, which at least one steam-key included (for some group-youtubers I included up to 5 keys) and this all resulted in an awesome 0 streams.  I did a follow up email to a large portion of them a week later, and this resulted in 1 Streamer playing it,  yay results!
It's still possible some streamers will pick up the game later, having full inboxes, managers that handle emails slowly, or just large backlogs of video's. But I don't hold my breath for any of it.  Same goes for PC game-site reviews, so even tho I did everything "right" it basically ended up with fairly little returns on it.  The emails were short, to the point, showed a GIF of the game, bullet points, youtube trailer, quick-links and a steam-key included with a link to the website/presskit for more info. All according to the average marketing-advise.
Basically, in my opinion and experience, you need to know people to get things done. But reaching out never hurts and is also the way to get to know more people, so yeah.
Okay, okay! that's what you guys came for, I get it!
Google Play's "Best new seller" list charting
Let me first start with this, Meganoid was so far:
Featured on App-store under "New games we loved" - worldwide
Featured on Google Play "Early Access"
Featured on Google Play "New and Updated"
Top-charted (top 25) in Google Play "Best new sellers" list
Game of the Week - on TouchArcade
"Best games of the week for iOS and Android"  - Pocketgamer
Now, back to reality, for those who don't know, making money on games is HARD, on any given day there are 100-500 games released on various platforms. That's EVERY DAY! Standing out from those games is extremely hard, most games you will never see and they get like 5-10 downloads (depending on how many friends the developer has).
With my experience of doing this business for a long time, I set a fairly low but do-able goal for Meganoid: $6500 during the launch-period. I know it's a not a huge game, and it had fairly short marketing-visibility before release due to the fast development cycle.
For me a launch-period is the first month or so after releasing it. My goals is usually to make 80%-100%  of the development costs back in this first period. I calculate development costs fairly rough by multiplying each development-month with $2000 and then add any outsourced work costs. Since I do code+design+game graphics that often leaves out-source costs to music and high-res marketing art.
The $2000 is very low-end of what my cost-of-living is each month (in the Netherlands, with mortgage, girlfriend and pets). It doesn't take into account taxes and extra cash-flow for "the future". But we're talking about launch-period here, so a game will live on for a few more years and with future sales and discounts you can often double the money a game made on launch.
So for this game I had 2 months of work, that's $4000 and since there was such a short dev-cycle and I used ambient sounds from my sound-libraries, there was no music cost and just a few hundred dollars for the awesome marketing art. So let's round it to $4500.
Now the point is to get extra cashflow to cover the longer development-cycle of Ashworld and we get to a $6500 minimum revenue that I was aiming for with Meganoid.  Again this is all launch-period revenue, because obviously it's a low amount especially if Ashworld development still needs 2 or 3 months time. So I'll get to that in a few paragraphs below.
I released Meganoid on March 30 on iOS, Android and PC (steam/humble/itch, windows/osx/linux) and we're now at three weeks into the release and currently the revenue is just a little shy of the target at $6200. Which is not bad at all!
So let's dig into this $6200 launch-period amount. Where did most of it come from, and why! The biggest bulk of this comes from the iOS version, actually close to 50% of it: $3580.  On iOS the game was priced $4.99 with a launch-discount the first week making the game $3.99. Meganoid was made Game of the week at Toucharcade which most certainly helped, one of the weeks best games for iOS and Android on Pocketgamer, but sadly it had no "games we play" feature for the first weekend.
For some reason the game only showed up in the "Games we play" on Monday/Tuesday for the USA App-store, at which point it spiked to slightly below the launch spike so effectively doubling the sales in the 3/4 days it had that front page feature.  I'm pretty sure it would have done better if it did have that feature in the first-weekend (during the sale) but those things are pretty much out of my control and I'm glad it eventually did get a feature after-all (something I kind had planned for in setting my revenue targets).
Apple loved it - all over the world!
Second biggest seller was Android, now this was done a little different. I tried some beta stages on Android and this put my game into "Early Access" on Google Play a week before the launch at a $2.99 price. This price was mostly because I believe that the brave people who try out a beta shouldn't pay full price.  The game got a nice Google feature in their "Early Access" list, which only has about 20 games listed, so that's a pretty good list to be in.
The possible down-side of this is that a lot of people don't seem to be clear of understanding what "Early access" means on Google Play, so there was a lot more buying going on than I had planned for, and that means I was pushing updates daily to work out some "obviously-beta" features. Early-access users can't leave reviews during that phase, so that might have been a positive thing, the down-side of that is that many people forget to leave a review once the game was released.. so not as many reviews as I normally have during the launch-period. Not sure if I would do that again on Android, but it's been an interesting experiment.
Finally we come to the PC revenue, in total that's $900 which is split over Steam, Itch and Humble. This is also my biggest pain-in-the-butt, obviously my games still don't make much waves amongst PC gamers. Especially since about 50% of that money comes through Itch.io where I ran a pre-order with 20% discount in the two weeks leading up to the launch. So these buyers are mostly people from my own social-circles and mailing-lists, people who in many cases also buy the mobile version and in a lot of cases people who tipped up to $10 (even tho the pre-order price was $3.99!)  (THANKS!).
The humble-store sales were about 10% of that, so the rest is up to you to calculate :p
Side note:  Besides this launch-period revenue, there is also the added advantage of extra money made on back-log sales. New gamers that see Meganoid will check out my other games and in some cases end up buying a few more of my games. On top of that a lot of subscriptions to my social-circles and mailing list have happened during and after the development of Meganoid, which are all potentially future fans of my next games.
Another important thing to read about, how are the ratings? Because let's face it, making a game in two months isn't interesting if it's a crappy game. On iOS the game has a strong 4/5 star rating from gamers, and on Android it's at 4.8/5 star rating. I'd say those are pretty good ratings (most of my games are around the 4.0 - 4.5 ratings)
On Steam there are only about 4 ratings of which only 2 ratings count since they bought the game on Steam and not through my website/Itch.io or Humble. But I think "all of them" are fairly positive!
Game-site wise, well that's a mixed bag of thingies. As mentioned before, the game was made "game of the week" on Toucharcade, and it was part of the "best games for iOS and Android" that week on Pocketgamer. On the other side Toucharcade's review gave it just a 3.5/5 rating, and Pocketgamer managed to give it a 7/10.  So that's the same two websites already making for mixed-reviews.  Not sure what to think about it, and it's mostly the reason I focus on the average user-rating on app-stores since those people play the game even after a review.
PC game sites pretty much ignored the game completely, except for a few news-posts on one or two sites. But the whole game-review-site business is something for another topic. In short, those sites only talk about your game if people are already talking about your game, or if there's something controversial to be found, because that brings in readers and thus advertising-money.
Now there's always a part in a post mortem where people go say things that went right or wrong and how things could have gone different. BUT!  Meganoid was just as much an experiment as it was a way to earn some extra cash.
For one, the price: $4.99. For a PC game that's a fairly cheap price-point, and it was something I wanted to try out. Normally my newly released PC games go between $7-$10 in the launch period because I honestly think that's what my games are worth for the amount of playtime and enjoyment you get. However, a game like Meganoid is perfect to try out new stuff and I've been wondering if maybe my games would sell better at $4.99.  Haven't really compared it yet with my previous games, but my gut-feeling says I sell about as much copies at this price as I do at a more normal price of $7.99.
On mobile the $4.99 is actually on the high-end of things! More experimenting, normally I'm at max at $3.99 and often in the launch week it's at $2.99. I do believe this game could have done better at a $3.99 or $2.99. Possibly sold much more copies with the result being more revenue. Some people hinted I should have lowered the price when I got the iOS feature, but my golden rule is to not punish the instant-buying fans, which I would have done had I suddenly lowered the price within a week of it's release.
In general the gamers liked the game, which is the most important thing. One guy complained that he couldn't get past the first level so it was way to hard, another guy complained that the sound-effects sounded generic (he was a sound-designer offering to do sound effects.. that's business!). One mobile-game reviewer had a lot of problems with the touch-controls, which is ironic for a mobile-game reviewer in my opinion.
I've been pushing regular updates to Meganoid since the release, and I still have one bigger update planned. After that it will mostly complete the work on this game minus any required fixes or OS-updates.
I never create games as a service, all my games receive two or three bigger updates and then I move on. That's my business-model and that's how I stay in business.
As for the game itself, it now becomes a "back-log game". This means I'll be able to do sales and discounts with the game in the next few years. It's also possible to perhaps get it ported and released on consoles or other gadgets, and there are alternate sales-routes the game can take on platforms like Android or PC (different markets, bundles, etc).
On top of that the game engine is fairly straight-forward and easy to repurpose. So it could be possible to re-use the game, create a new game-world and content for it and release like a $1.99 game with it (in fact I already have a funny viking-style game running on the same engine, so who knows).
All those back-log options should be able to at-least  double the game's revenue within a year, so let's say the game does $10.000 in total by March 2018. Set against the 2 month development cycle (and 13 years experience!) that's not a bad deal.
For now I got some breathing room again for working on Ashworld, so follow me on Twitter or Facebook if you want to stay updated on that one!
(Grab Meganoid here for Windows,MacOS, Linux, iOS or Android)
0 notes