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This Could Hurt by Orange Agenda - Finally available on the Appstore.

Discussion in 'Made With Unity' started by Enzign, May 10, 2012.

  1. Enzign

    Enzign

    Joined:
    Aug 20, 2010
    Posts:
    169
    Good morning everyone.

    Our second game just went live on the Appstore, published by Chillingo. If you think you might like it we would really appreciate a score for it on the Appstore. Thanks!




    Features:
    • Four diverse worlds, from a snow-covered land to eerie ruins, add both visual and gameplay variety.
    • Easy, one-touch controls let players of all ages and skill levels take part in the adventure.
    • Beautiful 3D graphics and a unique isometric point of view make this game stand out from the rest.
    • Well-designed levels offer the perfect amount of difficulty, and make each level both fun and suspenseful.
    • Universal app that plays on both your iPad and iPhone.

    Screenshots:











     
  2. SteveJ

    SteveJ

    Joined:
    Mar 26, 2010
    Posts:
    3,066
    That looks absolutely gorgeous! Love the graphics, and the gameplay looks really neat. Well done! :)
     
  3. TBYG

    TBYG

    Joined:
    Sep 29, 2011
    Posts:
    158
    Very nice graphics. The gameplay looks great too! I will pick this up tonight just because I like to support my indie friends :)
     
  4. _Petroz

    _Petroz

    Joined:
    May 13, 2010
    Posts:
    730
    Nice work congrats!
     
  5. Enzign

    Enzign

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    Aug 20, 2010
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    Thanks! Let's hope it brings in enough so we can release our next title. It's not easy being a small game development company. :)
     
  6. I am da bawss

    I am da bawss

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    2,574
    This just looks too delicious to pass up! BOUGHT!
     
  7. rhasami

    rhasami

    Joined:
    Apr 30, 2012
    Posts:
    72
    Very nice art style, and very cheap. Did you decide the price or chilingo?
     
  8. Enzign

    Enzign

    Joined:
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    It was a joint venture with the pricing. We also tried to have the IAP's in there only to people who found the game very hard, or wanted to cruise through it. I think the balance is just right. If you like a challenge you don't need any IAP's. You should never feel like you will have to buy any IAP's to be able to finish the game.
     
  9. rextr09

    rextr09

    Joined:
    Dec 22, 2011
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    416
    Nice work. What is the pros and cons when your game is published by another company? Can I also make my game published by Chillingo?
     
  10. Enzign

    Enzign

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    Thanks rextr09. The cons are obviously that they take some of the revenue.
    In my experience and opinion, what happens when you have a publisher you raise the minimum revenue and you reduce the maximum revenue. Until we are a well known company we will be going with a publisher for our future games. Without a publisher or a known company it is very, very risky to release a game unless you have a good marketing budget and a good product. With a publisher you don't have to have a marketing budget (depending on the publisher of course).
    You can certainly contact Chillingo and show them your game and ask if they want to publish it. If you think you have a good product you could contact several publishers, but if you don't have some gameplay to show them they will probably not do anything. So make sure you have at least a playable level that is fairly polished before contacting a publisher.
     
  11. rextr09

    rextr09

    Joined:
    Dec 22, 2011
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    416
    wow, too much to know about marketing :(. Thanks for the info.
    Btw, what percentage of the revenue left to you?
     
  12. marto1914

    marto1914

    Joined:
    Jan 7, 2011
    Posts:
    13
    Can you describe somеthing more about chillingo. How you contact them? Do you send your source code? I'm interested in the whole process about contacting with them and submitting the app. :)
     
  13. Enzign

    Enzign

    Joined:
    Aug 20, 2010
    Posts:
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    I'm not sure if i can say the percentage, and that might differ from time to time and it definitely differs from publisher to publisher.

    As for the workflow. We had made a level of This Could Hurt and we sent an email to Chillingo asking them if they would like to try it out and see if they would like to publish. We ended up sending them an iPhone version with TestFlight, and they liked it. So they sent us a contract that we signed. By then we probably had about 6 months left before the game was finished, so we worked for a few months and sent them a copy to check out and give us feedback on. They gave us suggestions for improvements. So at the end it was a lot of polishing with their help. Then we gave them an ipa-file and they took care of everything after that. We also created promo graphics, the graphics for the Appstore and a trailer.
     
  14. marto1914

    marto1914

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    Thank you. That helped me a lot.
     
  15. I am da bawss

    I am da bawss

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    EDIT: I just read up. Thanks for clearing it up.
     
    Last edited: May 13, 2012
  16. hippocoder

    hippocoder

    Digital Ape Moderator

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    You got that right. Good luck with this one :)
     
  17. Enzign

    Enzign

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    Aug 20, 2010
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    169
  18. yavadoo

    yavadoo

    Joined:
    Mar 24, 2012
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    Hi joakim,

    I just bought your game. I am in level 6 now (not far I know ) and would like to give you some feedback.

    The game is really great, I like it. The controls are awsame, playing it with one hand makes it possible to play it easily in the subway or in a bus where you need your other hand to keep yourself steady.
    Graphics are also very good.

    Sometimes this little guy disappears behind a tree or other level geometry just for a short moment. But in this moments I got the feeling I am not able to control it anymore. I would like to see him all the time very clear.
    But this is really the only point I found and just a subjective opinion.

    You (you are two guys right?) made a very nice game and published it by chillingo. Thats a real success story.
    Congratulation!!!

    Keep us updated about your work.
     
  19. ppan

    ppan

    Joined:
    May 11, 2012
    Posts:
    53
    Bought this also. I am in level 12 hehe.

    Congratulation also from my side. You've got something done and your game is featured by apple. Deepest respect.

    Do you have a blog about it? I know you are on facebook. I would like to know more about your "way of development". Where did you struggle, were you close to give up... the more personal things then I can find in facebook. Sure only if you would like to share that.
    But I am sure people here would love to read it. Maybe blog it on gamasutra or so.

    Give us more games like that!!!
     
  20. Enzign

    Enzign

    Joined:
    Aug 20, 2010
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    Hi yavadoo,

    Thank you very much for giving some honest feedback. That is always very appreciated. And i'm glad you like it. We really did try to minimize the time the character spends behind objects, but to make interesting levels we found this to be a great challenge. So we did that tradeoff in some places. Maybe we should have put even more effort into it.
    Yes we are only two people, but the music is made by two other people. And i'm hoping it will be a success story, but it really needs to sell a lot for us to break even. As the above link describes, to make a polished iOS game that stand a chance in the competition will probably require a budget of almost $100.000. Of course games with lesser budgets can make it as well, but the chances are very slim. I really don't want do discourage anyone, but rather encourage to thing things through before getting started.
    Good luck to all the indies out there!
     
  21. Enzign

    Enzign

    Joined:
    Aug 20, 2010
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    Thank you for your support ppan.

    Well we were never really close to giving up at any point. We were very determined to see this through. And not finishing has never been an option for us really. It's not really an advanced game so i don't really feel that we did have to struggle a lot. Of course we didn't move forward at full speed at all times. As a programmer i sometimes struggled to get everything working like it should at times obviously, and the graphics were changed many times. But i think a key thing is that if you feel that you aren't completely happy with some part of the game, functionality or graphics or something else, put the effort into making it better. Because that's what everyone else will think as well most likely.
    We had a few things we thought before releasing the game that maybe we should have changed, and those are the exact things that people are commenting on. So unless it's a complete remake of the game, it's usually worth the extra effort. :)
    We probably didn't work very traditionally when developing the game. We didn't have all the details worked out when we started, but tweaked things as we moved along. We did have the core gameplay and general ideas in place, but not much more than that. This is only our second game (which is way better than our first imho), so we are still learning how to be effective and what works and what doesn't.
     
  22. ppan

    ppan

    Joined:
    May 11, 2012
    Posts:
    53
    Thanks a lot for sharing this. I really appreciate.

    Many sales.