Browsing the archives for the JoyJoy category

XBLIG Sales Report, July 2010 Edition

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Crossfire, JoyJoy

Warning: This is a long, data-heavy post covering sales and related areas.

Before I get to the actual sales numbers for JoyJoy and Crossfire, I want to start with some supplementary graphs of visitors to this website and the soundtrack hosting website.  First the “Soundtrack Buzz”:

You’ll notice the timeframe only covers the launch of Crossfire (July 7th) and beyond.  That’s because of the ~1,200 visits the soundtrack pages have had, over 95% of them came after Crossfire launched.  With JoyJoy I sent out a separate release about the soundtrack being available, and it wasn’t free.  For Crossfire the soundtracks were made free to download and the announcement was included with the “Crossfire is out” announcements. 

The highest day was July 8th with 319 visitors, while July 11th also saw a big spike.  The July 8th spike was a combination of many websites including this one, though an article from The Examiner was the biggest referrer.  July 11th was mostly from a website called mysavings.com where both games’ soundtracks were listed because they’re free.  I don’t think the soundtrack site has any significant impact on sales, but perhaps over the long-term it’ll have a small positive impact due to multiple impressions of seeing Radiangames.

Here we have slightly more interesting data, aka unique daily visitors to this website since the beginning of the year.  I’ve noted the spikes in visitors with numbers.  #1 is the initial announcement of radiangames and JoyJoy.  #2 is a little less certain, but I believe it’s being linked by the creator of Monaco on his twitter feed shortly after he won the Independent Games Festival grand prize (I mentioned Monaco in a post-GDC recap).  #3 is a collection of smaller spikes marking the launch of JoyJoy.  #4 is the announcement of Crossfire, and #5 is the launch of Crossfire.

I think it’s a positive sign the spikes are now getting bigger and more sustained, along with the lower dips being higher as well.  It’s pretty much impossible to measure or detect an effect on sales since Xbox 360 browsing and web browsing are fairly exclusive, but I wouldn’t be surprised if my future releases have an advantage over similar games from new developers.

I don’t have graphs of Twitter followers and Facebook fans, but they’ve both been increasing at a steady but very slow rate.  On Twitter Radiangames has 60 followers, while on Facebook there are 135 fans of Radiangames.  While I mention both in my press releases, I don’t have them linked from this site, and I pretty much only use them to redirect people back to this site when I post a new entry.

Now onto the sales data, starting with JoyJoy’s long-term report:

* Click on sales charts to see slightly bigger, unsquished versions

This chart shows a typical sales curve for Xbox Live Indie Games: A large spike at the beginning, followed by a much steadier and lower amount of sales over a long period of time.  Nothing too surprising, but when we eliminate the early spike (cut out the first 4 days of sales), other patterns emerge that can be analyzed further:

Now it’s much easier to see the effect of events outside of the launch window.  The most significant event was getting selected for IGN Top Picks (in the 4th slot) for 3 weeks.  During this time, JoyJoy was easily visible in a location that required less work to find than its normal locations.  The rest of the time, JoyJoy was on the Top Rated charts and Contest Finalists list, but only in slots #11 and below (it moved around on Top Rated for a while).  Right now it’s currently located in slot #12 for both lists in the US (the US accounts for most sales/downloads).

For Crossfire, there are 12 days worth of data now:

It’s difficult to get any new information out of this graph compared to JoyJoy.  Crossfire launched towards the end of one sales report day (2:30PM CST), so the first day is only a fraction of one day.  If we compare numbers of JoyJoy and Crossfire, it’s a bit easier to see what has happened:

We can see again that shortly after Crossfire launched, JoyJoy experienced a small surge in downloads and sales.  Things have now evened out somewhat, with Crossfire on one main list (Top Rated #17 in the US) and JoyJoy on two.  Aside from Canada, JoyJoy is generally rated a little higher than Crossfire (the UK is the only significant territory where neither is in the Top 20).

Comparing the launch windows:

The first twelve days for both games show a sharp decline before leveling out a little above 100 downloads per day.  Crossfire had more initial downloads, but fewer daily sales due to a price of $3 instead of $1.  Crossfire’s user rating has steadied out around #17 in the US (sometimes going to #16 briefly) so far, so it will likely have fewer long-term downloads.  I’m slightly inclined to believe that Crossfire’s higher price has had a slightly negative effect on it’s user rating compared to JoyJoy, but it’s impossible to know that for sure.  The other likely explanation is the lack of online leaderboards being more noticeable in Crossfire (due to the nature of the game).

 Despite the outlook of JoyJoy’s downloads looking slightly better, it still appears that Crossfire will surpass JoyJoy in total revenue in a couple months.  Here’s a comparison of the totals so far:

JoyJoy (5/16 – 7/18)

Trials: 11,929

Purchases: 3,595

Conversion Ratio: 30.14 %

Gross Revenue: $3,595

Est. Actual Revenue: $2,445*

Crossfire (7/7-7/18)

Trials: 6,251

Purchases: 767

Conversion Ratio: 12.27 %

Gross Revenue: $2,301

Est. Actual Revenue: $1,565*

*Note: XBLIG Developers get 70% of the revenue from MS, though it comes out to around 68% due to how Microsoft Points are processed.

Given the data so far and data from previous games on XBLIG, the conversion ratio for Crossfire will continue to climb, probably approaching 20% by the end of this year, while JoyJoy’s conversion ratio is unlikely to break 35% by then.  Assuming both continue to get downloads relative to their chart placement, and the chart placement doesn’t change too much, JoyJoy will have more downloads and sales than Crossfire, but Crossfire will make more money.  But any number of variables could change that, the most worrying being if Crossfire gets pushed off the Top Rated charts in the US.

What Does It All Mean

It’s difficult to make definitive statements about what will or won’t sell on XBLIG.  Crossfire has definitely gotten better early buzz and online presence than JoyJoy did, but the amount of downloads wasn’t as significantly higher as I expected based on that, and long-term JoyJoy will likely have more downloads despite a better start for Crossfire.

Even though the data isn’t conclusive, it does appear that Crossfire had a small positive effect on JoyJoy, and it’s possible they’ll continue to help each other.  I’m less certain the naming convention is helping (“radiangames Crossfire” instead of “Crossfire”), and in fact it could be hurting the games (heard about issues with people finding both games).  If I had it to do over again, I’d likely drop the “radiangames” portion since the box art conveys the connection just as well and in a much more graceful way.  I’ll probably continue to use the convention for XBLIG since it’s already out there and it’s possible it’ll have a positive long-term effect, but for other platforms ”radiangames” will not be in the name.

Moving on to things that are more certain: It’s been said before by other developers, but the most important factor to downloads and sales on XBLIG is visibility on the Xbox 360 Games Marketplace.  There are other factors, with box art being the next most important because it’s the first thing most people will see about your game, but the easier it is to find your game, the more people will download it, and the more sales you’ll get.

Unfortunately, XBLIG developers have little control over visibility. 

Getting onto the Top Rated charts is difficult and continues to become more difficult as more games are released.  Whereas a 4.25 out of 5 user rating was a guaranteed spot in the Top 15 in the US just a few months ago, it’s no longer a guaranteed spot in the Top 20.  And since I’m discussing ratings, I wanted to show one more chart:

I’ve cut off any ranking above 30 to get a better sense of the actual trends.  The data mostly shows that the rating (stars out of 5) generally goes up, while the ranking (within all Indie Games), which is shown above, goes down over time, with the first ratings usually being especially harsh.

It’s important to note that JoyJoy had a rating of 3.5 out of 5 after 17 ratings, and first reached a 4.25 (which it still has today) after 128 ratings, whereas Crossfire had a rating of 4.0 out of 5 after 32 ratings, and a 4.25 by the time it had 40 ratings.  Why Crossfire’s ranking flattened out so much quicker than JoyJoy’s is something of a mystery, though one theory is that JoyJoy experienced some twin-stick shooter backlash initially, and another is that JoyJoy has a deeper set of player-friendly options that have taken longer to discover.  The continued downward trend for JoyJoy also happened to correspond somewhat to being chosen for the IGN Top Picks list.

Returning to the other charts, the Top Download chart is difficult to stay on for long periods of time without being highly-ranked on other charts or featuring Avatars.  Avatar games are featured elsewhere on the dashboard and have an advantage over other Indie Games, and games on the Top Download charts are the most visible, leading to a positive feedback loop for those who get into the top slots (particularly the first 5).  Occasionally other types of games are featured outside of the Indie Games channel (such as during the 30 Days of Undead promotion), but relying on such things is not recommended.

What’s Next?

If someone were to ask me whether I’d recommend they use the same strategy of creating lots of small, high-quality games for XBLIG, I’d have to say no given the data I have so far. 

At the same time, I’ll continue doing just that, at least for a couple more games.  I have the advantage of more experience than a new developer and having 2 highly-rated games on the service (and the name recognition that goes with it), and stopping now without seeing if the whole “radiangames” branding concept works or not seems like a wasted opportunity.

Also, XBLIG is still the only way to get make console games that doesn’t require any concept approval, which is important since most of the games I want to make work better on a console, but won’t all necessarily be appealing to those approving the ideas.

Back for More

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Blaze, Crossfire, JoyJoy

Crossfire is back in Peer Review on the XNA community website.  I fixed the offending issue from last week, another minor issue that showed the wrong controller in certain cases, and made the scoreboard highlight multiple scores from the same session.  And of course did quite a bit more testing.  But nothing’s every 100% certain when it comes to testing video games, so now I just hope for the best.  And peer review other people’s games while I’m waiting.

Last week I also put together the launch trailer (featuring some insane co-op action), uploaded the soundtrack, got the press releases ready, put together some press packages, and updated the website.  I’m not totally happy with the website update, but I think it’s good enough and the games are much more of a focus now.

Thursday also marked my official day working on Blaze, which will likely be the next game released, hopefully in August.  It’s not a shooter, but like Crossfire and Fluid it has roots in a very popular classic game, though it’s a classic that’s a little less than 20 years old.  The controls and camera already feel pretty good, but I’m still working on a new way to create ideal levels for the intended gameplay goals.

Finally, JoyJoy passed a nice milestone in reaching 10,000 trial downloads recently.  Getting onto the IGN.com Picks definitely helped as daily downloads approximately doubled in the US, but that good fortune is done, as the list changed again over the weekend.  I’ll have more details and charts after Crossfire’s been out for about a week.

Attention Diverted and Divided

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Crossfire, Fluid, JoyJoy, pax10

I’ve been back at work after last week’s vacation the last couple days.  I don’t know if you knew this, but both the World Cup and E3 are happening this week (World Cup for longer obviously), making it a terrible time to release a game.  So Crossfire won’t be out ’til next week at the earliest (could slip to the week after).

In the meantime I just finished submitting both Crossfire and Fluid into the PAX10.  I won’t know whether I actually got in until around July 15th, which is a pretty quick turnaround for a thing like this.

I’ll submit to Indiecade tomorrow, but after that it’s all about finishing Crossfire, and probably taking a little time to spice up this website to make it more friendly to people more interested in my games than what I have to say.

Back in JoyJoy land, sales slowed quite a bit last week in countries other than the US right as the World Cup started.  On the upside, yesterday IGN.com updated their IGN Picks section on the Xbox 360 Marketplace, and JoyJoy is the 4th game listed, so you can clearly see it without scrolling.  And JoyJoy seems to have snuck up on the Top Rated charts in the US and is now fighting with a Lacrosse game for lucky #13.

I don’t think the Top Rated thing matters to sales short-term, but long-term it seems like it’ll be on there for a while, and IGN Picks could have a large effect.  Around the two month mark of it’s release (mid-July), I”ll post updated sales numbers with some pretty charts.

Phase 2, Modified

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Crossfire, Fluid, JoyJoy

Above is a small portion of a screenshot from Crossfire. If all goes as planned, I’ll have a reveal video and press release to send out on Friday along with some nice screenshots that actually show gameplay.

Both Fluid (game #2) and Crossfire (game #3) have made good progress lately, as I’ve been getting them ready for entry into the Penny Arcade Expo’s PAX10 showcase.  PAX10’s deadline for entry is June 15th.  I wasn’t planning on entering them into Indiecade, another independent game showcase with murkier benefits, but now that the deadline for entering Indiecade has been extended to June 20th, it seems I’ll enter at least Fluid into that.

I’ll talk more about Crossfire on Friday, but I also wanted to let everyone know that JoyJoy has been updated on Xbox Live and you can download the update now.  Just start the game and press X when it asks you to download the updated version.  You’ll then have to restart the game from the dashboard.  If you’re just downloading JoyJoy for the first time, you don’t have to do anything to get the updated version.

The two updates are a fix to Challenge Mode (you respawn with the correct load out), and removing the locks on all modifiers.  I’ve heard differing opinions on the modifier issue, but JoyJoy leans towards player-friendly options, and this just pushes it even further in that direction.

A Joyous Week of Sales?

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JoyJoy

The short answer is no.  Here are the totals for the first 8 days:

Trials: 4,363

Purchases: 983

Conversion Ratio: 22.53%

Trials and purchases have yet to level off (go up from one day to the next), as yesterday was the low of 112 trials and 28 purchases.  The high was the first day (last Sunday) at 1,459 trials and 254 purchases.

I expect continued sales of around yesterday’s level for many months to come, based on others’ experiences and chart placement on Top Rated in the US, UK, and Japan.  There could be an increase again when future games are released, but I’m not counting on it.

Though I wouldn’t call the game a failure, if all my games were to sell at this level, I’d have to look for a new job next year.  That’s not something I’d like to do, so let’s analyze what went wrong (in no particular order):

1. Twin-Stick Fatigue

JoyJoy is a good twin-stick shooter, but aside from a unique art style, the game isn’t differentiated enough from the hundreds of other twin-stick shooters.  The quality is there, but there are many other quality twin-stick shooters already available, and JoyJoy has no gameplay hook to draw attention to it.  No large game websites would pay attention to the game after the initial announcement, leading to the next problem.

2. Weak Launch

Compared to other more-successful shooters on the service, JoyJoy never got the momentum it needed to accumulate better sales.  It never reached the upper half of the Top Rated (sitting at #16 in the US) or Top Downloads (peaking at #13) on the charts.  It also got listed as #11 of 15 on the Contest Finalist list (because it starts with “r” as in radiangames JoyJoy).  Launching on the weekend certainly didn’t help either.

3. Dream.Build.Flop

Waiting for the Dream.Build.Play winners announcement ended up being pointless.  The game was out of the Top 4, and therefore got basically no mention as one of the finalists.  Combined with the placement on the Contest Finalist list, entering the contest had basically no benefit.  So close, but so far.

4. Lack of Focus

JoyJoy has a lot of options.  There are 7 difficulty levels, 6 modifiers, 6 extra challenges, and used to have 30 waves.  Throw in 20+ enemy types and 6 player weapons, some of which are difficult to differentiate, and that’s a lot of stuff to work on.  All those options and features add up to slow down development and take away from crafting a core experience that’s unique and memorable.

5. Quality vs. Value

This is the one I’ve been mulling over the most.  I think I should have charged $3 or $5 for JoyJoy instead of $1.  Take a look at this and this.  Two other things, the first of which is petty: I occasionally buy a snack from a vending machine for 80 cents.  Every time I do, I think about how I get less money than that per game sold (I get 70% of the sale price) and it hurts.  The second more reasonable argument: Everyone’s time is valuable.  If they want to spend it playing a high-quality game, the difference for them paying $1 or $5 isn’t really that large.  It’s not like they buy 5 pretty good $1 games and get the same enjoyment as playing 1 very good $5 game.  Ok, some people do that, but by pricing JoyJoy at $1, I’m basically saying the game is only worth $1, when I really think it’s worth more.

The Next Step

Right now I’m working on getting Fluid (game #2) ready for entry into PAX10 and using the same build to gauge publisher interest.  I’ll probably enter Crossfire in PAX10 as well, but I’ll be releasing Crossfire in mid-June on Xbox Indie Games either way.  It’ll very likely be $5, but it’s well worth it.  The gameplay is unique and satisfying, plus it looks very, very pretty (in a different way than JoyJoy).  Did I mention it’s not a twin-stick shooter :)

Big in Japan!

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JoyJoy

What you see above is the chart for the Top-Rated Indie games in Japan.  Not only is it great to see JoyJoy at #3, but my friends at Xona Games and Mommy’s Best Games are #2 and #4.  In other worldwide charts, JoyJoy is #16 in the US and #11 in the UK.  Canada and France aren’t big fans though.

I also found out today that JoyJoy was the 1000th game released for Xbox Indie Games.  Of course there aren’t 1000 games listed because some of them have been pulled, but I may send an email to MS to see if they want to make some noise about 1000+ Indie Games released.

While JoyJoy’s sales haven’t been what I’d call great, the game should continue to sell more than a few copies a day thanks to being on the charts in those 3 countries.  I’ll give more details next week, but a fairly close comparison in terms of numbers and expected long-term prospects is actually this report on Gerbil Physics.

While JoyJoy hasn’t stirred up enough excitement to get mentioned on the really big game sites (more on why next week), here’s some quotes and links to some of the attention JoyJoy has received this week:

GameTrailers.com (comments):

“This game is seriously awesome.”

“One of the best 80 point games I have purchased…”

“Looks pretty cool I will get it and I will play it while I’m high.” (Score!)

NeoGaf.com XNA Indie Games thread:

“Radiangames JoyJoy is really good!  …it is drawn like a fractal design painter painting. The weapons are really satisfying. Just 80MSP!”

“JoyJoy is also an awesome game, I really like it.”

“I thought the weapons were a neat mechanic, especially when combined with co-op. The quality with respect to the price makes JoyJoy easy to recommend.”

GamerBytes mention:

“If you’ve got an itch for a quality shooter, this will be right up your alley.”

GayGamer.net Xbox Indie Roundup:

“JoyJoy is a fitting name for this twin-stick shooter, seeing as that is precisely the emotion I felt while playing.”

Gamergeddon.com Xbox Indie Games Roundup:

“The presentation is done very well and the graphics look great, very fluid looking and goes well with the design.”

Two Fedoras XBLIG Update:

“Seriously, it’s my new favorite XBLIG twin-stick shooter.”

Headset and Undies Indie Focus:

“The imagery is minimal and clever, the soundtrack is upbeat and well-produced; also notable is the game’s customizable nature that can make it easy to enjoy for a casual player or twitchy and difficult for more advanced gamers.”

Gamers with Casts Review

“JoyJoy…sets itself apart with a unique visual style, rock solid gameplay and a killer price.”

XBLARatings.com Review

“10/10″

XnPlay.co.uk Review

“JoyJoy is a good game but not an excellent game.” (Ouch!  But he has some legitimate gripes in his review)

So again, look for JoyJoy sales data early next week.  And yes, I’m dying to talk more about Crossfire, but it’ll have to wait a little longer.

Surprise! JoyJoy is out!

5 Comments
JoyJoy

Saturday night I was on a long drive home after visiting family when it hit me: One more Peer Review and JoyJoy would be approved.  Then a second realization hit me: I’ve been assuming the game would come out on Monday morning if it was approved over the weekend, but what if I was wrong about that and it came out the moment it was approved?

I got home, shuffled my sleeping daughter into bed, and looked up JoyJoy’s page on the XNA site.  There it was with “Approved”, and a link to download the game to my Xbox 360 (more or less).  Turn on my Xbox and the 2nd box in the New Releases section of Indie Games is the same one you see above.  Oh.

Less than 36 hours later, I’ve calmed down a little bit.  But I didn’t really sleep on Saturday night even though I laid in bed for 6 or so hours.  Not only did I accidentally slip in a not-very-awesome bug while trying to fix something else (luckily not another crash and easy to work around), but JoyJoy wasn’t rating as high as it needed to in order to get on the Top Rated list (where long-term sales are really made for my types of games).

Sunday I spent more than a couple hours sending emails and download codes to try to promote JoyJoy while trying to not freak out.  What really helped me calm down was charting the rating of JoyJoy as more user ratings came in.

I’ll be sharing exact sales and rating numbers once I have a week or so of data, but JoyJoy has now creeped up to a 4-star rating and will probably hit 4.25 very soon, meaning it’s on the Top Rated list at #19 last time I checked.  I’m guessing it’ll level out around #12-15, which is terrific.

Though it looks like everything will work out just fine, I have to say I’ll be trying to avoid a weekend launch in the future.

Finally: I’ll share more press and reviews over the coming week, but for now, I’m very glad JoyJoy is part of Xbox Live Indie Games 10 Titles for 2010.

Rejected and Refocused

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Crossfire, JoyJoy

As mentioned in my last post, I submitted JoyJoy to the Peer Review process last Wednesday.  The results didn’t take as long as I expected, as the first person to test found a crash bug, and it was a fairly easy crash to reproduce, so after a second person repeated the same bug, JoyJoy was rejected.

The good thing about easy-to-reproduce bugs is they are usually easy to fix, and this one was no exception.  There was a second non-crashing but undesirable bug lurking as well (had it not crashed), so I fixed that as well, and protected against a similar crash possibly happening elsewhere.  In any case, it was a bug I should have found before submission, and I’m glad that submission didn’t get on Xbox Live Indie Games.

So JoyJoy is ready to re-submit, but I have to wait a week from the rejection to do so (part of the rules of XBLIG, and one I completely agree with).

In the meantime, real work commenced on Crossfire.  It was definitely a struggle at first, as I wasn’t sure I liked the game.  It has strong similarities to a very old and popular arcade game, but with a significant twist.  The thing is I’ve never played a version or clone of that arcade game that I’ve really enjoyed all that much.  But I forged on anyway, and once I got most of the fundamentals in place and a little bit of the intended graphical style, I knew the twist and style and other slight changes to the formula would work out well.

After this post, I’ll be going back into blackout until JoyJoy is approved or released (or both).  I hope to have an announcement trailer for Crossfire shortly after that as well, when what I said in the paragraph above will make a lot more sense.  Now to put my head down and see how fast I can really get a game done.

Review Time

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JoyJoy

With Xbox Indie Games, the XNA community reviews and approves the games before they are released to the public.  The process is called Peer Review.  I put JoyJoy into Peer Review this morning.  Above is a screen capture of what community members see when looking for a game to review.

This means JoyJoy could release this Friday at the earliest, or more likely next week.  The launch trailer is ready, and I’ll be doing a huge amount of emailing when the game is available.  There’s still a chance I could fail Peer Review and have to fix some issues, then resubmit next week, so I’ll just have to wait and see what happens.

6 Awesome Games

4 Comments
JoyJoy

While JoyJoy may have only been the 6th Awesomest of the 2010 Dream.Build.Play winners, there were lots of awesome games in this year’s competition.  Though it’s a little disappointing after the anticipation of the last couple weeks, doing so well with an incomplete build of the game is a great honor.

Congratulations to the other finalists!

1st place: Lumi

2nd place: A.R.E.S.

3rd place: Prismatic Solid

4th place: Beat Hazard

5th place: Duality ZF