A screenshot exporter for the App Store and Google Play

Posted by on 05.31.14
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Overview: this is a tool that helps exporting screenshots with localized text in all the different resolutions required by the Apple App Store and Google Play. 

If you are a mobile game developer and have published some apps, you probably have prepared screenshots for the different stores, in varied resolutions, and maybe different languages.

mobile_stores_screenshots_resolutions

For Squids and Combo Crew, we published the game on the App Store and Google Play. The App Store is 5 screenshots of 3 different resolutions (iPhone 4, iPhone 5, iPad) and Google Play has also 5 screenshots of 2 resolutions that are different from the iOS ones (7 and 10 inches). We also have localized the game in over 8 languages and we had some text on the screenshots, that we wanted localized as well. That makes a total of 5 x 5 x 8 = 200 screenshots to export manually.

It’s ok, it’s an hour of grunt work for sure, but anyone can do it. But when for some reason you want to update something, a text or a picture, that’s another round of manual exports and that’ll become a bit annoying.

We had a very resourceful intern (thanks again Hannes!) who wrote a handy photoshop script that will export all the screenshots for all resolutions from a well set up photoshop file. It’ll save you time for the initial export, and if you have to update something later on, you’ll just have to update the picture or the text once and watch the script do the rest for you.

Here is how it work:

1. Download this package that includes the script and a photoshop template file.

Note: there are two scripts, one for exporting in JPG and one in PNG. I recommend using the JPG one for the stores, as the files will be lighter and upload faster.

2. Open the .psd file and look at it:

– HowTo is just a reminder of how the script works.
– Sizes are just reminders of the different resolutions.
– Screen1.jpg, Screen2.jpg… are the folders with your 5 screenshots for the App Store and Google Play.

layers

Note that the file is 2726×1536 in size. That’s the iPad retina resolution with the iPhone 5’s ratio. If you optimize for the iPad retina you probably already do your UI and full screen elements with this in mind. If you don’t have 2726 wide screenshot, you can always resize the file to a 1280 or 1136 width after having done the iPad retina ones.

3. Fill with your content:

– Replace the screenshots with yours.
– Replace the text background, or delete it if you don’t need it.
– Enter your texts in the « txt » folder. The layer names will be used in the filenames later on.
Attention: make sure you don’t go further than the boundaries so that the text isn’t cropped on iPad.

4. Export:

– Once this is done, select the screenshot you want to export (a visible layer must be selected for the script to work).
– Click on ExportScreenshotsJPG.jsx. A popup will ask you to confirm you want to launch this script. Go back to photoshop and go make yourself a coffee while it works.
– All the files are going to appear in the « out » folder.

Here an example with only one screenshot and two languages:

ExportFolder

Hopefully this will save you some time like it did for us!

SQUIDS Comic App + game content updates available today on the App Store

Posted by on 12.04.12
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We are very happy to announce that the SQUIDS [tentacular] universe just got its first extension today with the launch of the SQUIDS Comics and the first two episodes of SQUIDS To the Edge of the Sea. It was also a great occasion to craft a surprise for our fans: today SQUIDS and SQUIDS Wild West get free updates on the App Store with new content and in particular The Ballad of Clint and Sammo, a mini-comic book in two parts that reveals how the mighty Sammo first crossed path with the most wanted Squids Clint! The comic book dives into that exciting part of the backstory when Steev, Clint and the team set to find the missing Winnick with the hope to stop the Black Torrent for good. But they uncover fragments of Winnick youth that send them to perilous new adventures, tracking the extraordinary crew of a ancient pirate ship on which Winnick was a sailor and discovering some dangerous secrets on the way. The book has been created in collaboration with the talented team at APE Entertainment who already used their magic on properties like Pocket God or Cut the Rope. We are extremely happy with the amazing art and swashbuckling story and confident that it will appeal to fans and comic book lovers as well. SQUIDS Comics for iPhone, iPad, iPod Touch is available today on the App Store for 0.99$ and includes episode 1 and episode 2 for a limited time. Get it here: https://itunes.apple.com/us/app/squids-comics/id575341357?ls=1&mt=8 Check the official press release from APE Entertainment below.

Squids To the Edge of the Sea – Cover Art by Jérome Renéaume

Squids To the Edge of the Sea – page 2

The Ballad of Clint and Sammo – Art by Jérome Renéaume

– – – – – Ape Entertainment Brings Aquatic Action to App Store with Squids Comic App SAN DIEGO, Calif. – November 29, 2012 – Ape Entertainment, in association with independent game developer The Game Bakers, today unleashed a wave of adventure onto the App Store—the Squids Comic App for iPhone, iPad and iPod touch. Exploring the backstory of the chart-topping game series, “Squids,” the comic app is priced at $.99, which includes the first issue and, for a limited time, the second issue at no additional cost. Additionally, SQUIDS and SQUIDS Wild West get free updates on the App Store with new content and in particular The Ballad of Clint and Sammo, a mini-comic book in two parts that reveals how the mighty Sammo first crossed path with the most wanted Squids Clint. As for the comic app, Issue No. 1, entitled “SQUIDS: TO THE EDGE OF THE SEA,” dives into the deepest part of the story when our heroes Steev, Clint, and the others investigate the secrets of the missing Winnick to uncover the mystery of the Black Torrent. And what they find kicks off a swashbuckling adventure like none the Seven Kingdoms have ever seen. “We had a blast developing the SQUIDS universe with the input from the talented crew at APE. We are confident the comic book will appeal to fans of the series and to comic book lovers as well,” said Audrey Leprince, The Game Bakers’ COO and cofounder. But wait, there’s more cephalopod-tastic excitement in Issue No. 2, KA-POW! It’s the continuation to our wall-busting first issue. Did Steev get in over his helmet? Can Clint rally the Squids against their Oozy opponents and save Winnick’s home—and its many secrets—from the grasp of the nefarious Baron? Will anybody be able to catch that book-snatching shrimp? Find out when the action continues in SQUIDS: TO THE EDGE OF THE SEA #2! For more information, please visit www.ape-entertainment.com or https://www.thegamebakers.com/. About Ape Entertainment Founded in 2003, Ape Entertainment is the brainchild of lifelong comic book devotees David Hedgecock, and Brent E. Erwin. Ape Entertainment is the comic book home to innovative new titles such as LITTLE GREEN MEN, SCOUTS, and HERO WITHIN. Ape is also the North American publisher for licensed properties THE PENGUINS OF MADAGASCAR, KUNG FU PANDA, RICHIE RICH, CASPER, STRAWBERRY SHORTCAKE, POCKET GOD, and CUT THE ROPE. Visit Ape Entertainment online at http://www.ApeComics.com. About The Game Bakers The Game Bakers is an independent video game studio based in France. Founded and staffed by industry veterans whose credits include numerous AAA console games, The Game Bakers focuses on creative projects that combine traditional gaming values with the best of the mobile experience. Their first game, SQUIDS, has had more than one million downloads since its October 2011 launch and can be enjoyed on iOS, Android, Mac, and PC. A sequel, SQUIDS Wild West, went live on the App Store in June 2012. To learn more, visit the company’s website at https://www.thegamebakers.com. The Game Bakers are also on Facebook (http://www.facebook.com/thegamebakers) and Twitter (http://twitter.com/thegamebakers). ### Media Contacts AppMotionPR for Ape Entertainment Greg Dawson 509-901-7444 greg@appmotionpr.com Audrey Leprince The Game Bakers hello@thegamebakers.com

SQUIDS Wild West massive content update available on the App Store today

Posted by on 10.05.12
2 Comments

Earlier this summer, SQUIDS Wild West launched to great success on

iPhone and iPad—reviewers loved it with a metacritic score of 91 and fans loved it with an average 5-stars review! In today’s free update, the Squids are back with a huge content update that will keep players busy this autumn: – A whole new Chapter in the story, with new maps and adventures in the ruins of Thalas, and Magnus a rather spectacular new Squid to recruit! – The Pro Mode that lets players play the game again with a super high difficulty and a new setup for the enemies. Those who manage to finish the game in Pro Mode will have their name on the Wall of Fame – Optimized for the new iPhone 5. – A secret quest to find 4 hidden helmets. – The Squids can now be leveled up to level 30. – Also in this update: a function to

reset a game as demanded by the fans, and several bug fixes have been included. We also want to spread the word that SQUIDS Wild West amazing original soundtrack from musician Romain Gauthier is available since september, and can be downloaded on iTunes and Bandcamp http://itunes.apple.com/fr/album/squids-wild-west-original/id561511324. SQUIDS Wild West sells for USD $1.99 on the App Store http://itunes.apple.com/app/squids-wild-west/id522145076. SQUIDS fans can befriend the game’s tentacular heroes on Facebook (http://www.facebook.com/squidsthegame) and Twitter (http://www.twitter.com/squidsthegame).

Yeeeee-haw! SQUIDS Wild West Gallops Onto the App Store This Summer

Posted by on 05.23.12
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Yeeee-haw! We are delighted to announce that your favorite Squids adventures will continue this summer with SQUIDS Wild West on iPhone, iPad and iPod touch. Get a sneak peek today by downloading SQUIDS free update with some exclusive new content. – – – Full Press Release below – – –

SQUIDS Wild West Artwork

Yeeeee-haw! SQUIDS Wild West Gallops Onto the App Store This Summer Get a Sneak Peek of the New SQUIDS Game Today via Free iPhone / iPad Update PARIS – May 23, 2012 – The Game Bakers, creators of the fan-favorite mobile RPG SQUIDS, are announcing that the next chapter of their undersea saga, SQUIDS Wild West, will release for iPhone, iPad, and iPod touch this summer. Even better: eager players can get an early look by downloading SQUIDS’ latest free update from the App Store, which includes three bonus levels set on a SQUIDS Wild West map. SQUIDS follows a band of unlikely heroes who must protect their idyllic underwater kingdom from the destructive black ooze settling over the seas. Set in the western kingdom of Seawood, SQUIDS Wild West takes the group into deeper, more dangerous waters as they regroup against oily crustacean enemies and search for a fallen comrade. They’ll help the feisty Calamary Jane save a besieged frontier town, explore native Squid lands and a volatile mine, and start to understand the evil they’re up against—but not without paying a terrible personal price. SQUIDS Wild West will be a Universal App with more of the gorgeous cartoon art, jaunty music, and humorous storytelling that made SQUIDS a fan favorite. Like the original, SQUIDS Wild West combines tactical RPG-inspired gameplay with the convenient interface of the iPhone, iPad, and iPod touch. Although turn-based battles are easily fought using an Angry Birds-style “flinging” mechanic, SQUIDS Wild Westprovides a much deeper challenge than the average mobile game. Strategy and skill is required as players use environmental elements, the Squids’ strengths, and enemies’ weaknesses to succeed. With devious new enemies, four new playable characters, and nearly twice as many levels as the original SQUIDS, the upcoming sequel also has many fun gameplay surprises—including seahorses that you can corral and ride into battle! In today’s free update, SQUIDS players can dive into the Wild West with three missions that take place in Seawood. This exclusive sneak peek introduces a new Squid hero: Cleef, a vengeful gunslinger with secrets to hide. And a formidable enemy, the massive Buffalo Shrimp, will rear its ugly thorax. The update also features a new Game Center achievement, a new level cap, and enhanced social media functionality. Those who own the original SQUIDS on iOS can download today’s free update from the App Store, while new players can buy the game (with the SQUIDS Wild West demo included) for just $1.99:http://itunes.apple.com/app/squids/id467904350 The original SQUIDS has been downloaded over a million times and has ranked as the App Store’s #1 RPG in 65 countries. Since its October 2011 release, it has maintained a perfect 5-star fan rating on the App Store. It is also available for Android, PC, and Mac. To learn more about SQUIDS and the upcoming SQUIDS Wild West, visit the official website athttp://www.squidsthegame.com. SQUIDS fans can befriend the game’s tentacular heroes on Facebook (http://www.facebook.com/squidsthegame) and Twitter (http://www.twitter.com/squidsthegame).

 

 

Money and the App Store: a few figures that might help an indie developer

Posted by on 01.11.12
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Emeric Thoa is the creative director and co-founder of Stranieri.com, an online gaming review company that reviews the best casino games in Italy without AAMS or ADM.
Personal twitter: @emericthoa
Company twitter: @thegamebakers

_ _ _ _ _

Eighteen months ago, when I left Ubisoft to start an independent game studio and focus on making my own games, I looked online a bit to get an idea of how much income I could expect to make as an indie. At Ubisoft I used to work on big AAA console games, and I had some figures in mind, but I knew they wouldn’t be relevant for my new life: $20M budgets, teams of 200 hundred people, 3 million sales at $70 per unit… I knew being an indie developer would be completely different, but I had very little information about how different it would be. Angry Birds had taken off, Plants vs. Zombies was already a model, Doodle Jump was a good example of success, and soon after I started my “indie” life, Cut the Rope was selling a million copies a week. But except for what I call the “jackpots,” there were very few public stories or numbers on the web, and this meant we were a bit in the dark when we started SQUIDS. I have been tracking figures since then, and I’m writing this article to share what I’ve learned with my fellow indie dev buddies who might be in the same position I was, a year and a half ago.

The App Store myths

In this article, I will present all of the post-mortems and figures I’ve found interesting, and I will also explain how SQUIDS fits into the overall picture. But first, I would like to quickly give my opinion on few of the App Store myths you may believe if you’re not an experienced iOS developer. There are plenty of ways to view the App Store, but my point is that you might be a bit surprised by what the App Store really means in terms of money.

Myth #1: There are so many iPhones and iPads out there that any decent game can make you rich.

This is an easy mistake to make when you try to do the math with your dev buddy during a coffee break. “Okay, there are 200 million users on the App Store. You just need to reach 0.1% of them with a $1 app and you’ll make $200k!” My warnings:

  • A lot of iOS users don’t have a credit card. Think kids and teenagers with iPods, for instance. They just download free apps.
  • 88 % of games downloaded are free. And when people say that Angry Birds has reached 200 million downloads, remember that this includes their Lite and Free versions. (I won’t cover freemium models in this post, but don’t expect freemium to be easy, either.)
  • Never forget Apple’s 30% cut. $200k = $140k in real life.

The point here is that the user base might be huge, but a lot of people never pay anything on the App Store, so don’t get blinded by the potential and stay rational.

Myth #2: Making an iPhone game is fast and cheap

Compared to making Assassin’s Creed or Red Dead Redemption, this one is actually true. Making an iPhone game shouldn’t cost $50M and take 4 years. (Well, neither should a console game, if you ask me.) But unless you’re aiming for a Doodle Jump clone, it’s still a bit of work. If you make it cheap, you’ll have a very small team (say 2 people), and it’ll take AT LEAST six months to get something polished out there. A quick estimate of an iOS game budget:

  • 2 salaries x 6 months
  • A freelance contractor for sound design
  • A trip to GDC or some other event to meet journalists
  • Hardware to work on (a new computer, or a hard drive, or an iPad)
  • Some software licenses, because software devs need to earn a living, too
  • Maybe a website or a Dropbox account
  • You’ll do the QA yourself? All right then…

All in all, you can’t be serious about making games and “earning a living” out of it without at least a $40k budget. (And I’m really being cheap here; I think to be competitive today on the App Store you need $100k.)

Myth #3: Updating your game will make your sales increase over time (also known as “the Angry Birds fairy tale”)

This is probably the story that most people have heard and that everyone keeps telling you about at parties. When you tell someone you just made the move to become an indie and develop for iOS, they usually put an arm on your shoulder and say, “Hey man, it’s very different from the traditional game industry. Even if you fail at launch, if you keep updating the game it’s gonna take off eventually. You’ll earn more money after six months than during the first week after launch. Look at Angry Birds, man.” Well, this might have made some sense two years ago, but it’s not the case anymore—unless your launch fails. If you really mess up your launch but you keep pushing for the game, then it will probably get better, that’s true. But you don’t really want your launch to fail. There is a “launch effect” on the App Store, now more than ever. Your initial launch—along with special events like being featured by Apple, or promotions, or winning an award and getting some sweet coverage—that’s what will make your downloads go up. Content updates won’t (unless they are crash-fixes). Content updates like new levels are good to secure a user base and to build a community, but they don’t increase the user base. That doesn’t mean you shouldn’t do content updates, but don’t expect the wrong benefits from them.

Myth #4: Being visible on the App Store just takes a good post on reddit or a good viral video

Once you have a good game, the key to success is visibility on the App Store. Another tale I’ve been told many times (and that I actually wanted to believe) is that you can leverage big communities with a nice forum post or a cool and cheap video. I believe now that this is a waste of time. You can’t influence a community unless you’ve already been in this community for a long time. And viral videos suffer even more from the “jackpot syndrome” than the apps themselves, in the sense that you can’t at all predict if they will get 12 million views or 300 (although 300 is more likely). Just accept it: being visible will be a long and tough battle that you’ll have to fight from the day you start to code, to a year after the launch.

Myth 5: Getting featured by Apple is completely random

Some indie devs think getting featured by Apple is a bit of luck. I don’t think so. Sure, the guys at Apple are honest folks who showcase the games they like and think are quality products. But like any publisher, they have their editorial line and they manage risks.

  • They showcase games that match up with their main audience (meaning a good educational product for iPad has more chance of being featured than the 2412th endless runner game)
  • They showcase games that will sell more devices and use their latest features (if you can use the new iOS 6 feature, good for you)
  • They showcase games that come from reliable developers / publishers (if you previously published a millions-grossing app on iOS, good for you)
  • They showcase games from people they know personally (because even in 2012, real life relationships help you trust people)

It’s not random that Infinity Blade 2 was featured at launch: it comes from a well known publisher, it’s a sequel of a hit, it’s an iPhone 4 showcase app, and Chair/Epic have probably had beers with folks from Apple more than once. On a scale that’s more relatable to an indie developer, the same rules apply to Jetpack Joyride, coming from Fruit Ninja’s devs. Or Tiny Tower (the Pocket Frog devs). Or even Bumpy Road (the Cosmo Spin devs). The point is: if you are an indie with no publisher backing, if it’s your first game and if it doesn’t particularly show off the new features of the iPhone 5, you won’t get featured. The good news is, it’s actually a VERY GOOD THING that App Store featuring isn’t random. That means we can do what it takes to reach that goal.

And now what?

Knowing that the App Store is not a mine full of gold ready for the taking, there are still ways to earn a living with that dream job of being an indie game developer. So let’s take a look at who is successful on this distribution platform.

The Blockbusters

Exactly like in the console game industry, there are certain games that are simply too big to fail. Most of the time they are made by a small dev team but backed up by a big publisher, securing the Apple featuring, PR support, and press coverage. Here are a few examples with figures:

Infinity Blade: developed by Chair and backed up by Epic. $10M in 7 months with 40% coming from iAP, according to Epic. In January 2012, the Infinity Blade franchise (1+2) reached $30M in revenue.

Cut the Rope: developed by Zeptolab and backed up by Chillingo. They did everything they could to make it an Angry Birds killer (they even made a better game), but “only” managed to sell 3 million games in 6 weeks.

Jetpack Joyride: developed by Halfbrick and backed up by Fruit Ninja’s notoriety. They had 350k downloads in a week and we know it was the start of a long-term success.

Order & Chaos: developed by Gameloft (and inspired by WoW). They made $1M in 20 days with a $6.99 game, which comes out to about 7,000 downloads a day if we exclude iAPs. These examples are what make many people think that, when well done, an App Store game is bringing in a lot of money. There is no doubt these games are profitable, but even if $1M in 20 days is certainly a lot of money, I bet O&C cost more to develop. These games are the Call of Duty and the Skyrim and the WoW of the App Store, but they don’t bring in as much money, even proportionally to their budgets. Along the same lines, there are some games that are truly indie successes but that can be considered blockbusters because, as opposed to Jackpots, you could tell they were going to be massive hits before they even launched:

World of GooLink to World of Goo post mortem

  • iPad version released 2 years after the critically acclaimed PC/WiiWare versions
  • Released at $10, then dropped to $5, where it had more revenues at than it had at 10$
  • Got featured by Apple. Sold 125k in its first month (iPad only!). Comparatively, the best month on WiiWare was 68k copies, and 97k on Steam.
  • Recently hit the one million download mark on the App Store (iOS+Mac)

Tiny Tower

The HeistLink to The Heist post mortem

  • 500k sold in one week
  • Had a 500k user database that received a newsletter at launch
  • Not really related, but the same devs also have a successful app called camera+ that reached 3 million sales, and they revealed that being the #3 paid app in the US means around $30k / day. We learn here that being In the Top 10 means around $15k / day.

So yes, it’s possible to kick ass on the App Store, but if you start from scratch, you probably won’t achieve the same figures—unless you have a “jackpot” app.

The Jackpots

Here are the real winners of the App Store lottery: the Jackpot games, the ones we could have expected to

make a decent success, but not THAT INCREDIBLE a success. Angry Birds is of course the most famous example, but Doodle Jump or Fruit Ninja are crazy jackpots as well. Here are two others worth mentioning:

Tiny Wings: developed by Andreas Illiger. Sold more than 3 million copies and took first place in the US for more than 2 weeks. It’s any indie’s dream: a great game, great critical reception, a great commercial success. A game made by one guy in 7 months. It was well done from start to finish, but try to mimic it and I bet you won’t end up at #1. It’s the reference jackpot.

Trainyard: a puzzle game that made a crazy streak to first place for a little while and made us all dream. The dev wrote a super post-mortem here, and as you will see at the beginning it was not all that successful. He also gave the interesting figure of $40k to $50k a day if you’re the #1 paid app in the US. I’ve been looking at the French App Store charts for almost 2 years, and Angry Birds, Fruit Ninja, Doodle Jump, and their spin-offs have not left the Top 25. What that means to me is that even Tiny Wings and Trainyard didn’t manage to stay in the Top 25 despite their great success, and that no game since 2010 has made it, either. It might happen again, but I feel that App Store “brands” have been created already and it will take new tech or a new feature from a new Apple device before newcomers have a chance of staying high in the charts for a long time. Maybe the next killer app will use Siri (haha).

The real world

This leaves us with the real world. The world you and I play in, with all the other indies and the other lesser publisher-backed games. Here are some numbers and stories I found that might help you. I want to thank all the devs who posted these post-mortems—it really helps guys, so thank you!

Hard LinesLink to Hard Lines post mortem First week:

  • 14 reviews, all were good
  • 22 user ratings, all 5 stars
  • 452 sales in 8 days, grossing a total of $292

Then got featured by Apple (not Game of the Week, but New & Noteworthy). Other interesting facts:

PortaballLink to Portaball post mortem

  • 4,000 sales ($0.99) from Sept 2010 to August 2011. Highest one-day sales: 160 at launch
  • 56k downloads during the free promotion period

Punch a HoleLink to Punch a Hole post mortem

WooordsLink to Wooords post mortem

  • Reviewed by TouchArcade
  • Featured in New & Noteworthy on iPad. Made around 1,400 sales a day for two days
  • Peaked at #21 overall in US iPad
  • Sold around 700/day during the first 20 days, then fell to 100/day

DappleLink to Dapple post mortem

  • Cost $32k to develop, sold for $4.99 at launch
  • Reviewed by Kotaku
  • Highest downloads peaked at launch day, then fell to fewer than 10/day. 131 copies sold during the first 24 days.

FishMotoLink to FishMoto post mortem

  • $182 grossed after 20 days

Flower GardenLink to Flower Garden post mortem

  • Made $21k in 8 months from April 2009 to January 2010
  • Added iAPs and free version and made $30k in one month
  • Average income is $1500 a week

Big Mountain SnowboardingLink to Big Mountain Snowboarding post mortem

  • Released in December 2009 with no buzz
  • $50/day during launch week, then dropped
  • N&N feature made the sales climb to $80/day, then back down to $10
  • iPad launch gave sales a small boost, then they fell again
  • Added ads: makes about $4/day (44918 requests, 946 impressions, so about a 2% conversion rate)
  • Android version makes $5/day

Ow My BallsLinks to Ow My Balls post mortem

  • 14k copies sold in one year, grossing $10k
  • Reached #1 free with free promotion and had 233,124 download in one day. Then reached 1.1 million downloads.
  • The day after the successful free promotion, they made $600.

QuizQuizQuizLinks to QuizQuizQuiz post mortem

  • Featured by Apple
  • Made around $70k in sales, mainly at $0.99
  • Main success in Europe, only 9% in the US
  • 23% of players were on pirated versions as of August 2010

Some conclusions after reading those post-mortem:

  • Being featured by Apple has a great impact on downloads
  • Being covered by big sites like Touch Arcade has a strong impact
  • Being featured by sites like Free App a Day can lead to an incredible number of downloads that don’t translate into big sales right afterward (the impact on your game’s reputation remains unclear)
  • Free promotions might make your ratings go down because you reach a lot of players who might not be your target

Conclusion

Dapple’s dev Owen Goss did an interesting survey about App Store game revenues. The findings are exactly what I expected when we created The Game Bakers. Revenue per number of games by developer 1) The more games you make, the more money you’ll earn from one game. Meaning experience matters. Distribution of revenues per developers 2) 80% of devs earn 3% of the revenues. Meaning there are about 20% of developers who can earn a living from their games, and 1% of them have a very nice car. Edit: a pretty good analyse from Owen Goss research by Dave Addey here. Says that 19% of apps make $24k. 80% $300. Seems realistic.

What about SQUIDS?

Taking risks to reduce the element of chance Our strategy with SQUIDS was super bold. We would spend more to develop it than Angry Birds, and earn less. That was the plan. We would also spend more than Tiny Wings and earn less. We knew that and we aimed for that from the beginning. But what we wanted was to remove the “lottery” factor. The strategy was pretty simple:

  • Make a high quality game with a big scope (we knew it would be expensive, but this would differentiate us from the average $0.99 iOS game).
  • Target a “soft gamer” audience. People who were playing casual games but wanted a little more depth than Angry Birds. The next step in iPhone gaming, basically.
  • Create a community, and big user base of real fans who would help to build the brand. This meant going with a low price point despite the game’s scope.
  • Make it multiplatform. Because the game would be high quality with a big scope, we could then make it multiplatform and release it on iOS, PC, Mac, Android, PSN, XBLA, and so on.

That leads me to two other models I want to bring forward that don’t fit into the Blockbuster category or the Jackpot category. Although we didn’t base our strategy on their models at the time, I can say that these guys go where I want to go with The Game Bakers. They make deep games that target a niche audience and end up hitting much more. Great Little War Game by Rubicon Development These guys used almost the same strategy we did. They made a very good game with a big scope for an iOS release. They targeted the turn-based war game niche. They took a little bit less risk in their setting and title than we did (little soldiers might have a bigger mainstream appeal than SQUIDS, but I love my Squids nonetheless). Overall, they managed their brand smartly and have recently launched on Android with great success, taking the spot Nintendo refused to take with Advance Wars on smartphones. Link to Great Little War Game post mortem

  • Released in March 2011 and had generated $150k in income by August
  • Development costs were around $100k
  • Appearing first in “New & Noteworthy” earned them $6000/day sales, but these quickly felt back to less than $1000/day

Sword & Sworcery by Capybara Games and Superbrothers Capybara and Superbrothers did everything right with this game. They did the exact opposite of what you’re “supposed to do” and made it a hit. They released a teaser a year before launch, they targeted a niche of click-and-play retro gamers, they priced the game high ($4.99), they didn’t have any iAP, they released on iPad only. The budget was $200k and they took a big risk overall with the game’s context. It’s as if they were indie PC developers who mistook the App Store for Steam. And yet they sold more than 300k in 6 months and won many awards, making it both a critical and commercial success. Respect.

SQUIDS numbers

My little addition to all of the post mortems listed above:

  • SQUIDS was developed in 10 months and released October 11, 2011. At the time of this writing, it’s spent 92 days on the App Store.
  • The core team of 6 people is scattered all over the world, but the head office is in France. Several freelance guys helped (audio, animation, story), and we worked with a QA company as well.
  • SQUIDS’ lead iOS version cost more than $100k to develop.
  • We put a lot of effort into marketing and PR, including traveling to GamesCom in Germany and PAX in Seattle, making two trailers, and hiring PR reps and a community manager. Total marketing / PR budget around $30k.
  • SQUIDS was reviewed by more than 200 sites and blogs at launch. Almost all reviews are excellent except for three that are unfortunately some of the main websites (Touch Arcade, Edge, and Slide to Play). Touch Arcade and Edge liked the game but felt there was a problem in our in-App Purchase design.
  • We currently have 5-star ratings from a crazy 84% of users (1,373 5-stars out of 1,634 ratings total). We have had only one complaint about the iAP model in all 1,634 ratings.
  • We were featured in New & Noteworthy for 2 weeks. Our biggest grossing day scored over $6,000 with the app priced at $0.99.
  • SQUIDS was the #1 paid app in France for 7 days. This translates to about 1,700 downloads per day. Best rank in the US was #33, which grossed a little more than #1 in France (D’oh!). SQUIDS ranked #1 in the RPG category in 51 stores, including the USA.
  • SQUIDS grossed nearly $75k in its first month, with nearly 100k downloads, then fell off the charts with all the big Thanksgiving promotions and Christmas releases.
  • iAPs represent about 10% of the revenue. These were designed to be shortcuts for players who didn’t want to replay the levels to earn stars that give virtual currency; the iAPs were not designed to be the revenue model.
  • We launched an update to Universal on December 2, alongside Infinity Blade 2. (No fear!) Even though we did beat IB2 on the iPad’s French store, this only made a very small sales impact and brought in about $1,500 the week of launch.
  • SQUIDS is localized into 7 languages (EFIGS + Chinese, Japanese, Russian)
  • We have had a wonderful support from fans who keep writing great reviews and sending nice emails. Thank you guys!

Even if the App Store is not a goldmine that will turn any game developer into a billionaire, it is still a revolution in the industry. It has allowed very small teams to make fun games relatively cheaply and commercialize them in a very simple way, potentially reaching millions of players. Never before have we seen so many indies and such a great creativity in the indie world. SQUIDS will very soon release on PC, Mac, and Android, which was part of the plan from the beginning. In my mind, being multiplatform is really where the indie developer has a future as a studio. As for the money itself, even though SQUIDS hasn’t made us rich so far, revenues from the iOS version have almost covered our development costs and we are confident that its upcoming release on other platforms will make the game profitable and allow us to develop a sequel. And for The Game Bakers, that’s what all of this is about: in the end it’s not about getting rich, but about being able to make the games we want to make, independently.

Get in touch:
Twitter: @emericthoa ; company twitter: @thegamebakers

SQUIDS coming Oct. 13 to App Store

Posted by on 09.27.11
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We are pleased to announce that our upcoming game, SQUIDS, will release for iPhone / iPod touch on October 13. Please help us spread the news! In SQUIDS, The Game Bakers have combined classic RPG gameplay with intuitive touch controls, gorgeous cartoon graphics, and an epic storyline to create a fun and totally unique iPhone gaming experience. When an infectious black ooze infiltrates the Squids’ underwater kingdom, only a few wily heroes have the skills to fight back. Your job, should you choose to accept it: recruit a party of these stretchy sea creatures and lead them into battle against the dark hordes. New screenshots and videos! To celebrate today’s release date announcement, we have a new batch of SQUIDS screenshots and gameplay videos highlighting some of the game’s playable characters: Screenshots: https://www.thegamebakers.com/files/screenshots/squids_screenshots3.html Gameplay videos: https://www.thegamebakers.com/squids-characters-reveal.html You can also find our earlier screenshots and trailer on The Game Bakers’ press page: https://www.thegamebakers.com/vip Review copy details! We’re preparing an advance review copy for press, which should be ready next week. If you’d like to review SQUIDS for iPhone / iPod touch, please write back to us before the end of the week. In addition to the upcoming iPhone / iPod touch release, SQUIDS will also be coming to iPad (HD version), Android, PC, and Mac later this year.      

Our first app is submitted to Apple Store

Posted by on 09.21.10
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Good news, the team worked hard fixing the last bugs and localizing the app in 7 languages and yesterday Emeric finally submitted the App for review. We will update you as soon as it’s approved!

Apple loosens restrictions on third-party development tools

Posted by on 09.15.10
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Apple has quietly loosened restrictions on third-party development tools in its apps, declaring it’ll permit all tools « as long as the resulting apps do not download any code. » 
Bottom line: Easier to make apps: good. Competition on tools: good. Even less barrier to entry in the App Store: may be not so good? 

Combo Crew becomes free forever

Posted by on 01.30.20
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Mr Boss is still there, bossing around! If you didn’t beat him already by chaining combos, now seems to be the right time.

As you may know, supporting a game is a lot of work. As developers, we make a game, test it, polish it, release it… and sometimes update it after launch. When it is stable, we think we can breathe, take some days off, and maybe, make another game. But reality isn’t as simple. A game that worked great at one point in time will eventually stop working. Not because we left a bug. Because new devices require an update, because there’s a new version of the OS, because the rules of the stores change… It’s not the game itself that’s buggy and stops working, it’s the environment that changes and breaks it. For us, the developer, it means days or weeks of extra work to keep the game working. This is what we call « support » and it’s also a significant amount of money to spend on a game. That’s why unless the game keeps making enough revenue, we can’t support it forever.

For instance, Combo Crew was removed from the Play Store. The same version that was approved a couple of years ago was removed, because the requirements changed, and it required too much work to update it. It’s still available on iOS, but at one point, it might not work on Apple devices as well.
We are working hard to close our next Consoles and PC game, Haven, and we can’t spend too much time and money to work on our beloved 2013 mobile game… But because we love Combo Crew and want people to keep playing it, we decided to make it free!

https://www.youtube.com/watch?v=LuW2fmz4S3Y

So, as for today, Combo Crew is available for free on the Apple App Store, and we’ll just host the Android .apk file on our server.

Download Combo Crew on the Apple App Store
Download the Combo Crew apk for Android devices
To install the apk on your device, you may need to allow the installation of unknown sources.

Disclaimer
– As our agreement with Capcom ended, the Capcom characters (Viewtiful Joe + Street Fighter) are not playable in this version.
– In App Purchases will not work (note: they were never needed to play and finish the game, so no worries on this side. They were just shortcuts.)

Have fun with the game!
The Game Bakers

Squids Odyssey mobile

Posted by on 10.24.18
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Hello there,

After the Switch and Steam, we are bringing Squids Odyssey to mobile. We decided to bring our two classic games Squids and Squids Wild West up to date a new mobile version. Our Squids games are timeless, their award-winning art direction and tactical gameplay make them feel as fresh today as they did in 2011. But still, we had made substantial improvements to Squids Wild West that we wanted to bring to Squids and the devices had evolved. There was also the new chapter of Wakame that we wanted mobile players to discover. So we have packaged the two remastered games into Squids Odyssey that includes a new chapter and lots of improvements. We hope you enjoy it!

If you are a collector, it’s good time to keep your classic Squids and Squids Wild West on your phone, as they will now be discontinued from the stores. It’s time to say bye to our first two games that still had over 4.3 / 4.5 in players rating today!

Full presse release below.


Squids Odyssey, with Squids and Squids Wild West plus extra content is out on the App Store and Google Play

October 25th 2018 – Montpellier (France) – Squids Odyssey includes Squids and Squids Wild West, two players-favorite games that have been downloaded more than 2 million times plus a whole new chapter in the Japanese kingdom of Wakame. Squids Odyssey offers a whole lot of content: more than 90 missions for 15 hours of play, even without the Pro Mode that doubles the challenge. The game is sold for 4,49$ with no in-app purchase.

The studio decided to bring the games up to date in this version.“Our Squids games are timeless, their award-winning art direction and tactical gameplay make them feel as fresh today as they did in 2011.” says Audrey Leprince, The Game Bakers co-founder. “But still, we had made substantial improvements to Squids Wild West that we wanted to bring to Squids and the devices had evolved. There was also the new chapter of Wakame that we wanted mobile players to discover. she adds.

Squids Odyssey is a unique proposition: a tactical turn-based RPG with a twist of fling mechanism. The adventure takes place under the sea. A murky black ooze is seeping into the water, turning once friendly crustaceans into cranky monsters. With their realm under siege, a scrappy shoal of Squid heroes has no choice but to fight back. As they engage in battles against their oily enemies, these unlikely heroes’ squishy bodies serve as their weapons: simply stretch a Squid’s tentacles, aim, then let go to shoot it across the battlefield.

  • A challenging tactical RPG: hero classes, stat-boosting helmets, power-ups and the environment add a strategic element to the role-playing gameplay.
  • Build your party from 15 Squids in 4 classes: shooters, scouts, troopers, and healers and boost your heroes abilities with 65+ barmy helmets.
  • Engage in 90+ missions for more than 15 hours of gameplay, plus an expert Pro Mode, with completely redesigned missions, that doubles the game length.
  • Battle your way through Greek citadels, tropical coral reefs, old West inspired towns and Japanese temples to save your underwater world!
  • Includes all content previously released in the Squids series with tons of improvement and tweaks.
  • Game available in English, French, German, Italian, Spanish, Portuguese, Russian, Chinese, Japanese and Korean
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