Closed beta up and running!

[:en]

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Summary last week

Since 21st of June closed beta is now running! I faced a lot of expected and unexpected problems the last week 😀 My biggest learning was that apple takes several days to apply a beta build if its the first reviewed build :/ Because of this the iOS-Version was a bit later than expected, but in the end everything gone well and apple approved the build.

One major problem the last week was the stability of the server, there were some actions which caused the server to death. I was able to manage those bugs and we now got a much more stable server, but its still not bullet proof.
At this point i want to thank all the testers for reports and i hope you enjoy the game so far! Otherwise don’t hesitate to inform me 🙂

Actual untested areas or blocking content

At the moment there are several walls in game:

  •  After completing the tutorial, there is also a prolog. You have to click on the right arrow to get to the prolog. I think its not present enough so many player haven’t seen it and just thought oh thats all and quit the game here :/
  •  Since you are not able earn acorn points yet many players haven’t checked out challenge mode. You can pay the “Eur” price since we are in beta iOS will not charge anything. On Android i had to add all emails, so all emails i added will not be charged. If you click on the buy popup it should say “its a test buy and will not be charged” if not so please inform me! I also try to give everyone enough acorn points to test things!
  •  Multiplayer this is the biggest untested area right now. We are not that many players in the beta right now, so i think its very difficult to get players for multiplayer or maybe nobody is interested right now in multiplayer?.

Upcoming changes

With all the gathered feedback i want to implement some new features in the next weeks:

  • Portraits (The reward exists but you cannot actual change your portrait) – This feature was still on my list and i was unable to finish it before beta start.
  • Profile Window (Same as portraits it is planned but i set the priority relative low)
  • Arena (Was also a feature i wanted to implement before beta start, but time wasn’t enough)
  • Campaigns for Sylvans and Vermin – Since everybody played through the tutorial and cleared out the prolog i think the campaigns are needed for more content
  • Crafting – There will be a feature to salvage units if you have more than 3 of a kind. For the salvage you will get acorn points, which can be spend into new units. To get the whole system work, the units will get new categories and different prices. Of course you can also spend the points in arena, campaigns or challenge mode.
  • Collectable Items – To get the combats / maps a bit more exciting i plan to give any unit a chance to drop an item on death. This items can be a healing sphere, criting /damage sphere or acorn points. To collect those items you will have to move on the field where they dropped. Healing sphere will heal your unit, criting / damage sphere will increase your units damage or crit chance.
  • Rewarding – The last point on my list is the rewarding in the game. This means it should be more fun to play the game and to achieve this its always cool to receive cool rewards. They have to be more present and should generate a “want to have” feeling 🙂

Future prospects

I will try to implement the features written above in the next weeks and get every bug fixed which pops up in the server / android or iOS console. What’s then? Simple! We will extend the beta to open Beta and get more players to play with us, finding more bugs and getting more feedback. After that we have another look at the game state and can consider to release the game to actually earn some money :D. If the release is in preparation i also try to extend the game to steam and amazon underground as next step.

Feel free to comment![:de]

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Summary last week

Since 21st of June closed beta is now running! I faced a lot of expected and unexpected problems the last week 😀 My biggest learning was that apple takes several days to apply a beta build if its the first reviewed build :/ Because of this the iOS-Version was a bit later than expected, but in the end everything gone well and apple approved the build.

One major problem the last week was the stability of the server, there were some actions which caused the server to death. I was able to manage those bugs and we now got a much more stable server, but its still not bullet proof.
At this point i want to thank all the testers for reports and i hope you enjoy the game so far! Otherwise don’t hesitate to inform me 🙂

Actual untested areas or blocking content

At the moment there are several walls in game:

  •  After completing the tutorial, there is also a prolog. You have to click on the right arrow to get to the prolog. I think its not present enough so many player haven’t seen it and just thought oh thats all and quit the game here :/
  •  Since you are not able earn acorn points yet many players haven’t checked out challenge mode. You can pay the “Eur” price since we are in beta iOS will not charge anything. On Android i had to add all emails, so all emails i added will not be charged. If you click on the buy popup it should say “its a test buy and will not be charged” if not so please inform me! I also try to give everyone enough acorn points to test things!
  •  Multiplayer this is the biggest untested area right now. We are not that many players in the beta right now, so i think its very difficult to get players for multiplayer or maybe nobody is interested right now in multiplayer?.

Upcoming changes

With all the gathered feedback i want to implement some new features in the next weeks:

  • Portraits (The reward exists but you cannot actual change your portrait) – This feature was still on my list and i was unable to finish it before beta start.
  • Profile Window (Same as portraits it is planned but i set the priority relative low)
  • Arena (Was also a feature i wanted to implement before beta start, but time wasn’t enough)
  • Campaigns for Sylvans and Vermin – Since everybody played through the tutorial and cleared out the prolog i think the campaigns are needed for more content
  • Crafting – There will be a feature to salvage units if you have more than 3 of a kind. For the salvage you will get acorn points, which can be spend into new units. To get the whole system work, the units will get new categories and different prices. Of course you can also spend the points in arena, campaigns or challenge mode.
  • Collectable Items – To get the combats / maps a bit more exciting i plan to give any unit a chance to drop an item on death. This items can be a healing sphere, criting /damage sphere or acorn points. To collect those items you will have to move on the field where they dropped. Healing sphere will heal your unit, criting / damage sphere will increase your units damage or crit chance.
  • Rewarding – The last point on my list is the rewarding in the game. This means it should be more fun to play the game and to achieve this its always cool to receive cool rewards. They have to be more present and should generate a “want to have” feeling 🙂

Future prospects

I will try to implement the features written above in the next weeks and get every bug fixed which pops up in the server / android or iOS console. What’s then? Simple! We will extend the beta to open Beta and get more players to play with us, finding more bugs and getting more feedback. After that we have another look at the game state and can consider to release the game to actually earn some money :D. If the release is in preparation i also try to extend the game to steam and amazon underground as next step.

Feel free to comment![:]

Some beta preparation insights and roadmap

Beta preparations

At the moment i have a lot of stuff to create and fix a lot of bugs to get the closed beta up. I hoped the beta would start a little bit smoother, but as always the time is different for a developer. As always you think this is just a small thing and thats easy and in the end it takes a lot of time 😀
I looking forward to start the closed in the next week thats the good news. Of course there will be parts which are not done yet and also fancy animations missing all over the place. First things first the most important thing for me is to get your feedback, i need to know in which direction the development should go. For now i created everything like i wanted to, but i reached a point where i need feedback and opinions of actual players.

So closed beta will start next week, whats then?

For now i am really focused to get the beta rolling, but of course the are plans made for the near future. As mentioned i wait for feedback to set the development in the right direction, hopefully there is a direction if the feedback is really evil i can’t do that much with the short time and money left. The beta can be tested on android and ios devices. After a successful beta and hopefully a release short after, i plan to apply the game for steam greenlight so we also have a desktop version. I already have desktop version for development which i mainly use, but the problem are the “in-app-purchases” since android works with google play and ios with appstore. My idea is to release the desktop version to steam and connect the steam purchase library otherwise i could of course design something by myself. The other thought is to release Timbertales in amazon underground, the development for amazon will start after the beta is tested successfully.

 

I have to go back to work and prepare the closed for next week, i just wanted to write some words to do something different :p and let you guys know about the actual state of development and near future.

Free to Play, Pay to win and other disputable stuff

My opinion on free to play

I want to use this blog to give you a little more inside about myself so today i write about a more tender subject. Let me state my point of view: I absolutely hate Paywalls, pay to win games and its even more worse that those games call theirselves free to play. The problem with free to play games is, you never know if a game is a really good free to play game with a good concept behind it like League of Legends, Heroes of the Storm where you can really play for free and don’t have any disadvantage against any paying user or you have a free to play game which you can play for free, but if you want to be on the same level as other players you have to pay for these games: “if you pay now your building is completed otherwise wait 50 more minutes” i mean what the actually fuck is this about?

I couldn’t and i will never understand why people will spend even a cent in a gaming mechanic like that. Sometimes i have the feeling I am one of a dying breed who loves to pay for a game in a store or steam and have the whole game to play. Of course this means you have to actually spend before playing, but you can inform yourself about the game before you buy it.

disgusting Pay to win

The trick behind most of the pay 2 win games is to let you play a while and you get some emotional binding with your character or city you have build up and then suddenly you must pay for something, at that point i can at least understand why someone may want to pay. I have never done that and i think i will never do this. Of course i spend a lot of money in games, but when i pay then i usually do it because i like the game and want to support its development. This is one point why i like games where you can buy visual things they don’t change the gameplay but you gain some visual effects and you are able to support the development without harming anyone or creating unfair game situations. In my opinion the game experience should always be on top of everything and money should not have any part in the game mechanics

My way to deal with payments

So lets get into it and talk a little bit about Timbertales. As an indie developer with nearly no resources left, i have to survive somehow and the development can’t continue without creating some income in nearly future. But on the other hand i want to create that income with a fair and honest strategy thats one reason why i write this post 🙂 Timbertales will be “free to play” but as i said i hate the image of free to play, because what i meant is truly free to play 😀 You won’t have any disadvantage if you play for free and almost everything in the game can be unlocked by playing which will take some time of course. (Skins can’t be unlocked by playing, but i think this is a well established concept as you can refer from the games i named before).

Shortly i informed a little bit about the amazon underground apps and have to say i like this concept. Timbertales will be released as amazon underground app as soon as the requirements are fulfilled.

Offering

So let me give you a small overview about the planed in game purchases available:

  • Random unit, can be unlocked by in game currency and money
  • Campaign can be unlocked by in game currency and money
  • Arena entrance can be unlocked by in game currency and money
  • Challenge entrance can be unlocked by in game currency and money
  • Skins will only be available for money

 

Feel free to discuss or leave your opinion