Melvin's digital garden

IGDA x AWS BYOG

[2016-01-20 Wed 19:41] ** Slashy Hero speaker: Desmond, gentlebros

  • fresh idea caught the eye of news sites and publisher, Kongregate,
  • planned six months for marketing
  • based on Halloween theme, did not get Halloween feature and hard to attract users outside of the Halloween season
  • weak monitization at first ** Stifled speaker: Justin, Gattai Games team of six
  • sound based horror
  • use sound to see but enemies will be able to detect you
  • based on Lurking, project for digipen made in six months using Unity
  • spent more time than expected on Stifled due to high expectations ** The Healing Doll speaker: Min, psychology student
  • telling stories to raise awareness of intimate partner violence ** I wanna be a Hero speaker: Howard, 4EVA Studios
  • team of 5 full times and 1 intern
  • focus, game was done in 4 months
  • dare to scope down, no time to redo
  • know your target audience, build your game for them
  • not enough time to create the content
  • can’t start marketing when there is no content ** Rule systems as game mechanics approach speaker: Takemura Ori
  • benefits of a deep rule system
    • sense of meaningful progress
    • provides constant state of flow
    • reward is learning new things
  • figuring how the game works is its own reward, no textual explanation
  • base game is sliding blocks
  • add cognitive challenge with new block types, such as magnetic blocks
  • influence fragmentation, prevent the player from taking certain actions
  • reversal of rules
  • perceived reality, force the player to confront their assumptions ** Valiant Force speaker: Chris Ng, XII Braves team of 21, game is 8 months in development
  • mobile card battle game, tactical combat
  • target midcore to hardcore players, can afford to pay
  • costs 3-5USD to acquire a user in SG, compared to 1USD in PH
  • core game loop
    • card growth
    • card battles
    • card/treasure collection
  • balance between hardcore players and new players
  • monetization: VIP system, early bird promo, smart sales targeting
  • only a very small percentage will pay to play, eg 3
  • multiple heros, tamagotchi effect
  • sand box, randomly provide unique content to players

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