today I just wanted to write a bit about the latest release of Timbertales. Yeah! We left “Early Access” and we are live by now! Thank you all for your support, questions and money on all different Platforms like Twitter, Facebook, Instagram and Patreon.
I want to give you a small overview about the latest update of Timbertales:
Steam Achievements I think I don’t have to tell you much here. I added 30 achievements with their own pictures and challenges. There are also some hidden achievements, so good luck achieving them all!
Improvements to the game I increased the game speed a bit, so everything should feel a bit more fast paced. The attack animations should close the distance to your opponent and making the combat feeling more enjoyable. I spend also a lot of time into bug fixing, which includes problems with fullscreen mode, crashes in missions or wrong counting map objectives.
Idle Animations All units should feel more alive by now. I added new idle animations for every unit to make the game more lively.
Sound improvements There were a lot of sound effects, which were annoying or not matching at all. I made a lot of changes to the sound effects and I hope you like them.
Of course there were also a lot of code changes and cleanup overall. I wish you a lot of fun while playing Timbertales and feel free to share your thoughts!
Future of Timbertales I want to be open and share some insights with you. Unfortunately Timbertales didn’t sale very well and I didn’t received so much feedback I would have hoped for! Nevertheless there are some fans and I am still willing to invest time into the game. My backlog is full of cool features and updates, but how to say the game needs to pay off a bit first. I don’t want to earn a million bugs that said, but I can’t invest full time into a game, when I have less than two sales / week. So summarised if there is good feedback and the game performs quite well in future. I will invest more time 🙂
Rainware Bundle on Steam There are also some other news. I added a “Rainware Bundle” on Steam which includes both Steam games FlatFatCat and Timbertales with a discount of 30%. So if you aren’t own the games yet, make sure to take this chance 🙂
Future projects and some numbers You may ask what is the plan for the future of Rainware. So since I am still working as freelancer, for at least three more months, there isn’t something special or big upcoming within the next weeks. I actually have two game concepts which should work out quite well and I would love to introduce them to you within the next blog posts. I also have one open project related to localisation, also here I would love to introduce it. As far as Timbertales is released now and FlatFatCat is running quite a while I will take a break into the development of both games. The reason for that is simple as I stated before: These projects actually haven’t paid off for me yet.
I made a screenshot for you of revenues total (I like the numbers):
I am fine with it and every sale is a huge compliment for myself! For being economically its far behind expectation. Just to leave it here unstated both projects costs me around: 10.000-15.000$ So I am not willing to speak of a success yet 🙂 Also 666$ for about two years of being independent couldn’t make my living, if I would have this amount per month it would go into the right direction.
Thank you all so far for your support and stay tuned for news. I won’t give up yet and fill my pocket with some paid work. There will be huge projects following after the freelance time is finished. I promise that!
for about 2 weeks I am now working for AboutYou in Hamburg / Germany. Who not knows this company it is a fashion web store, which is quite popular in Germany. The workspaces are very modern, the team and its structure is really nice. Unfortunately it hasn’t that much to do with games, but anyhow it is a paid project job for at least 3 months and it allows me to get some distance from my projects. The income will help a lot to push my projects further and having more options such as paid artists etc. The downside is of course, that within the next three months I can’t update very much, since I am working as a full time freelancer.
Rainware – How does it continue?
Nevertheless, today I would love to share at least some ideas I came up with. So even if I can’t spend much time on my projects I have the possibility to rethink and plan the further course of Rainware. First of all I want to continue making games for at least one more project. With all the gathered experience within the last two years I need to make another one. The question is what kind of project will be the next one and when I can start with it.
New game project idea
A 3D remake of the game “Mega lo mania” or “Tyrants“, which was the game name in the US. It was actual the first strategy game I ever played, even before hits like Dune II completely got me, and for me it was the game, which made me loving RTS games. As a tribute and of course because the game was fucking awesome I would like to make a newer version out of it. As a challenge and personal improvement I want to enter a new area: “3D”. I will stick to Unity as engine as far as I can tell you for now. The modelling will be done in Maya by myself. It won’t be an easy task at all, but I am very motivated and can’t wait to get started and keep you informed about the progress.
But first things first I have to finish the freelance job to refocus completely on game development. This sets the start date for development to May, but there is actually already some work in progress. I am preparing the GDD and analyse the market, technologies etc. I will come up with more informations within the next blog post, which will focus around the new game project / idea.
today I want to write a bit about my mistakes in the last two years. Some things I know better today other things were known, but I ignored them somehow. At least I got a lot of experience in two years and I will try to improve in the future. So let’s start with my 5 biggest mistakes “by now”.
1. Timbertales was a way too big project to start with as Indie game developer
This one is very special. In general you will often read don’t start too big etc. I also read those lists before I started to become an Indie developer. Nevertheless my first project was too big. The reason for this is simple. I already had written the backend for Timbertales years ago. With those pieces of code and a whole working server my thoughts were “More than half of the project is already done” – It wasn’t. I didn’t even do proper project planing on my first title or estimations, because I wanted to start programming as soon as possible. Lots of the features were implemented while programming and without any planing. So today I would advice to everyone -> Do proper planing, have a game design document with all your features and stay focused!
2. I wanted to reach out for a too big audience
My reason to develop games with libGDX was to distribute my releases cross platform. Thats not a problem at all, but you should have in mind, that mobile players are different from pc gamers and the chances are very low, that you will create a game, which perfectly fits on both platforms. Also you shouldn’t underestimate the maintenance time for different versions, even if you are using cross platform frameworks. Especially things like Facebook Login or In App purchases working different on different platforms and you will have to implement them native or with a 3rd party lib. Then you have to build various release versions and maintain different store entries etc. I think you get the point as a single indie developer time is always a matter and waiting for reviews or upload 25 different screenshots with different resolutions (iPhone, iPad, android tablet 7″, 10″etc) will just cost you time without anything in return. For example on Timbertales I uploaded it to itch, Steam, Android, iOS and Amazon. I should have focused on 1 or 2 platforms, since the download numbers weren’t any good at Amazon for example.
3. Creating games with revenue in mind
After I realised Timbertales will not cover my development costs. I had the problem, that I will run out of money within the next months. So I came up with FlatFatCat. The problem with the concept of FlatFatCat was, that it was created with revenue in mind. I wanted to create a game, which would cover my development costs and so I lost the biggest motivation for us Indies – Passion. An Indie game without passion can’t be successful at all, thats what indie game stands for!
4. Shifting to a platform without the knowledge to market your game
Somehow with FlatFatCat and Space Unicorns I targeted the mobile market, but I am not at home at the mobile market. I dislike to play on my smartphone in my spare time. I am a core pc and console gamer. Unfortunately FlatFatCat and Space Unicorns directed into a wrong direction and to a market, where I don’t have much knowledge and experience. I liked the development for mobile, but thats not enough to market a game successful. As a pc core gamer I should have sticked to the pc / console market, since you are your best customer! If you wouldn’t buy your game, why should anyone else do it?
5. A way to generell marketing without reaching the right audience
My approach here was to reach out for the biggest audience possible without making any thoughts about, who would play my games. I just went for the masses, but what I missed was: There are a lot of other games, which will do better than mine and you can’t compete with them. So try to place yourself in a niche and do the best marketing there. Marketing is always a hassle for me, but I think it is a lot better to hype your product in the right audiences instead of trying to reach to big presses or reviewers, which will just ignore you.
Thank you for reading! I am looking forward to your comments, questions and feedback. I hope you can avoid some of the mistakes, but I also think that mistakes are needed for improvement.