50 days ago we released: Red Storm.

Besides it`s definitely awesome game, shiny and polished, in the best tradition of BattleTech/MechWarrior. I`d like to tell you more about development and benefit from it.
Follow up:
Red Storm was developed by 3 people. This is our first project together, we was in a hurry for participating in HeyZap contest. We was succeeded getting into contest, but we took only second place. But Agony was lost to : The Portal - instant hit, so no chances to do better than they have done.
History: After shut-downing few projects in one game-development studio, few great people stayed behind - and I finally have convinced them to try being Indie. We did small research(playing flash games while drinking beer) - and discovered that there is one game in a very cool genre. Yes, we found Robokill - great quality game without competition. Right - no competition! that can be our chance expand this genre, and made new IP. Since 'Campaign'(room-by-room) mode was the easierst to develop - we decided to start from it.
Development: In total we spend 20 days(straight, no weekends day or whatever) to build Red Storm and to released it. Team of 3 people, all of them have great skills in different areas: 1 - Coding, Producing, Distribution; 2 - Gamedesign, Music, 3D Art; 3 - 2D art, textures, post-editing.
By this date Red Storm had been translated into 10 languages - that is 684 symbols in 120kb =) I`d like to say big Thanks once again for people who helped me with it, i`m in your debt and your names are forever in credits for Red Storm Series =).
Tech: In initial release was: 6 mishs, comix for intro and outro, 38 guns, 20 upgrades, 3 Mechs, 10 rewards. Our Rewards are the very best in the world! - they are not just decoration, but they give some boost to player Mech. Our backgrounds are takes all explosions and even if you returned back to cleared room - the floor will be still damaged. Red Storm Engine support scrolling and rooms bigger than screen - but we decided not to add them, since some of rooms are really hard for modern CPU to handle =(
There were just 18 enemies. For the first time I have used new technic - the same model, different color changed by Hue Filter. What is more important - Angle for Hue can be edited by gamedesigner in external file - that greatly increased our production time.
At this moment Red Storm Engine support 3 modes - Survival, Campaign and Secret one. In the first release ("Red Storm") only one mode was available - Campaign. Second one - Survival, along with new Campaign is waiting for right sponsor at FGL.
Bottom Line: In total the game was played few million times during first 50 days, which is NOT cool for game that was developed in 60 days/person, imho. But in money it was quite good - 5300$.
If we will split income in categories - we will get smth like this: 1500$ from ads(CPMStar, Mochiads), 800$ from MTX, 1000$ from HeyZap contest, 2000$ from selling non-exclusives.
Constructive feedback always welcome!
About MTX experience with the game that specifically aimed to be f2p:
First of all - the game was released with CPMStar(ads)+HeyZap(mtx) as primary. HeyZap was chosen for contest.
After a month, I applied Red Storm for MochiCoins premium - but I was turned down because (very very careful read next) - the game is similar to Robokill. Not cool at all, if you will ask me. So game went as 'normal' game to distribution feed, along being featured. That added around 1% in total gameplays. So, if you`re developing game with MTX, and you haven`t domains nitrome or ninjakiwi - keep in mind - your game have to be top-hit like 'Agony' or 'Shadez'. Or you will regret about your decision.
some other conclusion:
1) HeyZap and Mochicoins have same eCPM. It`s around $2.00 (if we will count only gameplays on portals where MTX are allowed), or $0.30 if in total.(but that is veeeeery inaccurate calculation, but average and honest. if you will play with numbers you can calculate $0.10 or $10.00 very easily(but real money is not a toy(c) =))).
2) There are no Auto-Distribution at all for MTX games - only old school - NG/K frontpage, submissions forms, email.
3) Distribution MTX game - is a pain in the ass, but i think it`s worth it. At least in 'Red Storm' perspective.
I hope this text cheers you up =) And, if you have a medium or big portal, and you`d like to have very special version of Red Storm - feel free to contact me with your domain and your condition under which you will take it. I`m very democratic about it =)
PS stats calculated at 40th day after release - took some time to translate this post into English.
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