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