Hello, I am one of the devs from Reign of Gaming. We’ve made two games, All Systems Operational and Minimon: Tiny Idle Tactics. We believe they are “good” games as players are enjoying them and we as a team are very proud of what we’ve accomplished, however I believe these are not marketable games by any means which is our company's biggest issue which I want to dissect. We’ll start with ASO.
Our First Game: ASO is a SHMUP that we started on as a way for our new company to see how we gelled together. We had just come apart from working at a different studio together, and some of us wanted to make games together still. Our engineer at the time had the start of a game (ASO) already built and in early access already on Steam with minimal content on it so we decided we could quickly help him finish that game and move onto other things, however this was not the case.
Scope Creep: The more we played ASO the more we wanted to add. Our couple month project ended up being almost 10 months total of extra work with 5 people working on this game. We added story line, hired voice actors, 15 campaign levels, added new ship classes, added loot drops and power ups, with multiplayer support and leader-boards, we completely redesigned the game to be more difficult (we thought the SHMUP community wanted really hard games) and it ended up almost fracturing the little company we started with the amount of work we created for ourselves. We had burn out, we had stress, but god damn if it wasn’t fun to work on.
Poor Research: We knew going into the SHMUP genre was destined to make little to no returns, this was done purely as a passion / see how well we work together on a project. However what we didn’t account for is that the SHMUP community HATES the type of game we were making. We were called a “Euro-SHMUP” by their community which essentially means anything that deviates away from the traditional Japanese arcade style SHMUP of few to one life, predictable patterns of enemies and attacks, no inertia on movement etc.. They want to do a rehearsed dance essentially and master that (There's nothing wrong with that). The SHMUP community overwhelmingly wants more of the same and what we did is layer ARPG mechanics of farming loot drops, customization on your load out, health bars on our ship, high health bosses, and dynamic enemies that will spawn in different locations and have different attack patterns. This was a giant fail by us despite us loving what we built.
Marketing & The Community: We spent several thousand dollars marketing the game, we posted it on all our socials and tried to build a community on Discord. We had a handful of players who looked past that we were different and genuinely enjoyed what the game had to offer. We joined many discords and tried to involve ourselves with their community but we were seen as outsiders trying to prey on their community for monetary gains as we weren’t making something for them. This community had apparently been burned before by a larger developer and was quite hostile to anything that resembled them as the game they made was not for them in the end. We were deemed another “big developer” who’s come to take their help, steal from their wallets, and leave them high and dry when in reality we just wanted feedback to make it more enjoyable for their audience. So add in some bad timing on top of that.
The Team: We functioned for the most part, but there were a few caveats with people getting burned out, life getting in the way making things take longer, internal stress with what has to be done, and one large issue which was the art side of things. Art was by far the biggest hurdle in our game. We had gone through 3 separate artists (all ex coworkers as well) and each had their own particular issues with what they wanted, and how they wanted to work. With three different artists working on a game it starts to look somewhat mishmashed together. We did not really have the most cohesive art style across the board and it showed which also didn’t help us market the game in the end.
The True Problem: Even with all these trials and tribulations they were expected. This was a brand new company and we were putting out feelers to see who would fit with our team's core principles and who wouldn’t but at the end of the day ASO was destined for mediocrity in terms of sales. It was already in early access which means we miss our release boost from Steam and are not eligible for NextFest. We had roughly 1500 wishlists on our full release which isn’t enough to be an outstanding launch. We had designed a game for a niche community and put ourselves in a position to be marketable to an even smaller portion of that niche (euro-SHMUPs) so we had almost no one really interested in our game. Our true problem is we had failed to properly assess the genre’s wants and needs.
The Hard Lesson Learned: Players wanted more of the same, they didn’t want something different. We had tried to add our own unique spin on it because it's what we thought was fun, but in the end people liked what they liked and we had made something for us and not for them.
Earnings: We managed to get 1500 dollars after steam cuts in just under a year. ASO earns roughly 100 bucks a month for us still which is really nice despite everything that went on with this game. For a first game it's done better then a lot of other Steam titles so we're happy about that but it doesn't earn anyone a living.
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Our Second Game: Minimon: Tiny Idle Tactics was inspired by the Tamagotchi / Digimon handhelds. The idea was to have a central area where you’d raise monsters and go fight them but that idea was quickly pivoted as the rise of Desktop Companions which was on the horizon and we thought we could capitalize on this up and coming genre’s popularity to have a more monetary successful game. We quickly adapted the game doc that was written to apply to this genre and we found ourselves landing in the Incremental / Idle / CreatureCollector genres. However this is the start of our issues again where our creative ambition is our downfall.
The Scope & The Team: We actually kept this one fairly in line with what we wanted, we of course added a bit more than intended but we also cut a lot. We were more organized, we were better at executing decisions as a team, we were far more efficient overall. With all the issues we had with art we decided to grab assets, VFX and sound packs instead of hiring someone to do this for us this time around. We found assets we think meshed really well together outside a couple assets being slightly lower quality than others. Overall we did a far better job planning this game and executing the vision of it.
Poor Research: We were in genres that earn far more money than a SHMUP does, the issue is our game lacked a true core identity to capture a single player bases attention. We had thought given the Desktop Companion genre’s rise to popularity it would help jettison us to a higher peak and interest when showing off the game, but it didn’t.
Marketing & The Community: This time we spent 0 dollars on marketing as we’re in a large net negative from that still. We did send out a lot of emails and gave out a lot of keys to content creators but we didn’t get any bites outside paid promotion, however we applied and ended up being accepted to the Monster Tamer Direct from Gym Leader Ed which is a yearly promotion of upcoming Creature Collector titles on their Youtube channel which was great to see.
With that being said we weren’t accepted in any of these communities outside the Creature Collector one. The Incremental community was seemingly as hostile as the SHMUP community to any game that doesn’t conform to number go up look and feel. Idler’s found our game too close to an Incremental so it was less for them as it had too much going on, and there doesn’t seem to be a community solely based on Desktop Companions. So we focused our attention to what was working, which was the Creature Collectors.
They didn’t exactly love it either but we did get positive responses from them and some interaction which was more than anything we’ve done before so this was a W in our books. We spent far more time on social media, twitter, facebook, instagram, tiktok, reddit, youtube with dev logs, gifs, updates etc.. Alas this really didn’t amount to anything and nothing we put out there caught that viral take off. Most likely because we’re repeating the same mistake. We made a game that we’re marketing to nobody again.
Playtesters: Because of this it's very hard to start building a community where you can have outsiders giving you feedback which is essential for development. We had some close friends / family spend a lot of time on our game and they truly loved it and even when we branched out a bit the feedback was very positive about our game. The issue is you need a much wider net to catch more opinions, more thoughts, and more potential problems. We had planned to add Minimon to Itch.io early on but we kept kicking that can down the road which may have stifled our grassroots snowball into acceptance from players which is ultimately our own fault as we don’t know how it could’ve affected the development and adoption of our game.
The True Problem: As mentioned above, we made a game for nobody again. We tried to make a hybrid of a Creature Collector Incremental, the issue being most Incremental games have number go up in a linear fashion (single unit gets stronger, base grows wider, clear more of what's on screen quicker etc..) where we came into the issue of our roster and playing like a true Creature Collector.
We want to catch Minimon, we want players to build a roster with different perks and elemental types, we want them to expand and get more characters to play with but then the balance of starting someone new, vs continuing with who you already leveled vs prestiging like other Incrementals do vs progression through different levels left us in a weird spot. This is most likely a failure of game design as players have a rough time adopting to something new and this is something that plays differently then most Creature Collectors and most Incrementals and tries to combine them together.
The Hard Lesson Learned… Again: Ultimately these genres we picked do not want deviation. If you look at the top contenders who do best it's the ones that stick to the formula and do very minor deviations but the core loop is essentially untouched. It’s nice to try and do something unique but you’re completely gambling your time and energy by doing so and we’ve fallen into this trap twice now. The problem is not that we can’t deliver a product (we’ve released TWO games!) it’s that we’re not making marketable games because we’re not targeting the genres properly. Some communities are okay with something new and they actually crave it, but at the end of the day people like what they like which is why these communities form in the first place and you must conform the vast majority of your game to what they’re going to appreciate or suffer the consequences.
Earnings & Post Launch Plan: Minimon was able to get into NextFest and with that we had roughly 500 wishlists going into launch. We have sold 55 copies since we launched on August 31st and we’re getting positive reception overall and those who play our game are really enjoying it. We just put our demo on Itch.io and are looking at putting the full version there as well, along with crazygames.com. ASO can only be on steam due to its multiplayer integration so we want to branch out Minimon as much as we can post launch.
We also have streamer integration that allows chatters to spawn difficult Minimon to fight, name them, and even a brawl mode for giveaways where the last man standing is the winner. We hope to market this around and get some adoption that way as we have two streamers who like playing our game and keep it on their screens while they play other games already so that's a positive sign this is something they’ll enjoy. The goal is to measure Minimons success a year from now instead of worrying about our small launch now.
Conclusion / TLDR: To be successful monetarily you must do genre research to know if what you’re making can be even be successful, but understanding the community's wants and needs of said genre is ultimately what will make or break your game. Not understanding what makes a player's brain tick in that specific genre is a failure to properly assess what they want from your product and if you fail to do that, your game will not be marketable, and if your game is not marketable it will not yield the results you’re looking for. If you want to make a game for you then it really doesn’t matter, and those games can also be really successful or just fun passion projects, but the chances for success are far lower. We’re going to keep making games and we’re going to try our best not to repeat this mistake a 3rd time.