Paradox Exit is now out on Windows Phone Marketplace! This is my latest and greatest game, as well as being the most ambitious from me. Enjoy!
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Twitter: mechaghost
email: mechaghost-at-gmail.comGames
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Paradox Exit is now out on Windows Phone Marketplace! This is my latest and greatest game, as well as being the most ambitious from me. Enjoy!
1 million is such a magic number! A little more than a year ago I was very unsure how Windows phone would go especially with iPhone and Android had a unshakable grip on the market. I had little idea how much 1 year can do to someone who bets big on a new kid on the block. But looks like my bet is starting to payoff and the odds are getting better everyday. Let’s see the breakdown of game downloads since I launched till January 14, 2012
| App | Downloads |
|---|---|
| Blackboard Gems | 17,233 |
| Quadra Pro | 6 |
| Nom Nom Worm | 90,450 |
| Microchip Rush | 7,639 |
| Impossible Shoota | 156,267 |
| Fishing Girl | 47,576 |
| Quadra | 101,669 |
| Mafia Pizza Car | 13,216 |
| Air Dagger | 46,916 |
| Armored Drive | 224,875 |
| Traffic Cop | 93,986 |
| Steam Castle | 79,137 |
| Scribble Defense+ | 82,829 |
| Zombidemix+ | 32,619 |
| Scribble Defense | 1,551 |
| Zombidemix | 1,404 |
| Word Punk | 5,286 |
As you can see the success of my games are very polar, not every game is a success and not every game is a failure. Also my revenue is dependent on user stickiness not number of downloads, but having a large download number ultimately helps that. My most profitable game represents a good mix of content and infinite replayability. Also if you can see the disparity between Zombidemix, Scribble Defense, and Quadra’s paid and free downloads. The free games have astronomically more downloads that the paid versions.
I just started up a cafe press store with my popular games as shirts. If you like my games and want to support me directly, feel free to buy yourself a shirt or two! If more than enough people buy I will lower the price and include more products up for sale.
You can visit the store from the “store” link above or directly from http://www.occasionalgamer.com/store/
2011 is a special year for me because this is the year I gained independence and freedom. 2011 became the year that I was ultimately in charge of all my successes and failure. I learned many things from that year. Here is a quick run down of what they were
2011 has been a good year for me with lots of ups and downs as you can see from the revenue chart above. But it was my breakout year and I hope to keep my momentum going forward into 2012 with better games and higher revenue!
Keep gaming!
Updated: I added a estimate on how much I spent on expenses on the game as well as a monthly breakdown of ecpms and number of impressions.
I’ve decided to slow down development of my games a little bit. I want to be known as a developer of great quality games and not some kinda okay games. So I’ve decided to make sure to give enough time on my next game which is a terraria/minecraft inspired game. Obviously this type of game is a bigger undertaking and I want to make sure it gets the time and attention it deserves. This is also due to me being a little bit drained from releasing game after game, after game. It takes a toll on my creative mind and my passion for making games. I’m sure the flame will regain back to what made my games so fun and addictive.
Also I wanted to show you guys the current status of the game I am working on at the moment. Right now I have 5 levels that are at 100×100 big with different tilesets per level. My goal is to have 10 different levels that the player can traverse to and explore.
On another note I have reached 900,000+ installs across all my games. I’m just a month or so away from the magic 1 million! woot
This is the current state of my downloads across 13 games, with the green line being daily downloads and the orange line the over all downloads. As you can see I have download spikes every time I release a successful game. Nom Nom Worm got released during the january spike, Armored Drive was released during the June spike, and Air Dagger during the September spike. It looks like I get around 100k downloads a month across all my games but that has gotten a bit slower since my release dates have been stretched apart more. Anyways, don’t take this as doom and gloom as games hit the long tail pretty fast and have a steady decline after the initial wave. I’ll eventually hit that magic 1 million downloads number soon, maybe even faster when Mango launches.
I’ll revisit the graph again a few months after Mango releases and see if that changed anything for me
It’s been 4 months since I started doing WP7 games full time from the comforts of my home. Thankfully I can still say that it is still viable for me to keep doing what I love. I have taken extra side projects to help keep the coffers full, which somewhat slowed down the cadence of which I release my games. My strategy for making games has not changed, but I have become more open minded about taking on work for other people as long as it has something to do with WP7 or games. Income wise I am also doing good, as last month was really good for me thanks to the successful release and continued play on Armored Drive. But of course that success has started to wind down due to the game being saturated out on the marketplace. Anyways, I am still happy with what I am doing and will keep doing it for the months and hopefully years to come!
On to my ramblings about being full time indie.
I attended casual connect this year in Seattle. It is basically 3 day of social + mobile game companies sharing information and stats about the industry. Everyone had 1 very clear message, casual mobile is the next big thing after Facebook games. The sad part is the projections and hurrahs are only centered on iPhone and Android, WP7 is still under consideration. Granted WP7 does not have the big user installed base like iPhone and Android has. However given that Microsoft is a giant company with lots of money it has the power to make sure that WP7 is going to be in this next big wave.
Games on mobile phones is big business, and I want Microsoft to be part of that piece of pie because they have the best developer environment. Also I want competition, I want choice of what marketplace I want to put my games on. Competition is good, as it becomes a win-win for the developers and consumers.