Introducing Attack of the Nebuloids!
So, a little while ago, I was taking a break from Dungeon Delver work for a weekend and decided to throw together the beginnings of an action arcade style game for the iPad. After a day the game was feeling pretty solid, like it might just have a future, so I decided to go for it and keep on developing. Since then I’ve been alternating my free time between Dungeon Delver and the now officially announced “Attack of the Nebuloids!” (I know, I’ve talked about it a bit on Twitter, but this is the first mention on the site.)
Attack of the Nebuloids is an iPad-only arcade game that combines different modes mimicking classic arcade games like Space Invaders, Breakout and various SHMUPs. The different play styles are presented in waves, sort of like a rapid fire trip down arcade memory lane, but with many superfluous particle effects.
Here are some screenshots from the current build. Unfortunately the game, which runs smooth and beautiful on the device, runs very poorly in the simulator, so there’s no decent video of it yet. It’s kind of hard to capture the feel of the game in screen shots, but imagine everything on the screen moving really fast. It looks cool, trust me
So, I have this game in progress, and it’s moving along really nicely. I think that people will enjoy playing it, and I can’t wait to get it into their hands. So the next question is – am I going to make any money off of it? Truth be told, this game has been a blast to work on so far and don’t tell the fine app consumers out there, but I really just want as many people as possible to play and enjoy it. However, I also like money because I can trade it for other stuff I like.
Paid App
It seems fairly popular on the iPad app store these days for games to just straight up cost money. No demo or free version. I don’t think this is a viable option for Nebuloids because 1) I want as many people as possible to play it, and 2) I think most people pass right over paid apps unless they are featured or are of obviously superior quality. Not going to work for Nebuloids.
Free Demo / Pay For Full Game
The old standby since the dawn of computer games has been the shareware model. You get a good chunk of the game for free but to continue on you have to pay, usually after getting sucked into a story line or being teased with the exciting features and levels that await you in the full version. I suppose on the iPad it can’t really be considered ‘shareware’ since you can’t give your friend a copy of the app on a floppy disk, but the concept is the same.
I like this a lot better than the first option. Players get to taste your game without risk and if they like it, ideally, they buy it.
I think demo/paid app is definitely a good way to go, but I’m not feeling it for this game. The core experience of Nebuloids wants to be free, I can feel it.
Ad Supported
With the iAds platform out now we will probably be seeing even more people than we already are using this method of monetizing their apps and games. Ads are a good compromise between wanting to give something away for free and still making some cash.
I really don’t have any problem at all with ad supported apps and games, as long as the ads aren’t too intrusive, but no matter how out of the way their entire purpose for being is to draw the player’s attention away from the game. This might be fine for a game like Words With Friends, where there is no ‘world’ to disengage from, but for a fast paced arcade game, you don’t need any distractions beyond those planned by the designer. That said, I love to play ad supported games, because I don’t have to pay for them. Still, not for Nebuloids.
Upgrades via In-App Purchase
This is another popular one. I suppose it first started in MMOs, with character upgrades, items and weapons. In these games you’re paying to differentiate yourself from other players or to give yourself a competitive edge. From there the idea spread to games like We Rule and God Finger, where you can play for free, but it takes forever to do anything.. paying makes it go faster.
The first option that popped into my head for a game like Nebuloids was ship and weapon upgrades. Maybe you could purchase ships that differ both visually and in the way they play. Or perhaps players could buy weapons that aren’t otherwise available in the game, or to pass an area they’re having trouble with. I immediately shot down all of these ideas.
I don’t think an in-app purchase should alter the balance of gameplay, especially for a single player game. If a player can pay $.99 and get a weapon that destroys everything on the screen then it’s kind of like saying “This level is really hard, you’ll never get through it.. unless you purchase the BFG 10000 (way better than the BFG 9000, btw).” It just doesn’t sound right to me. I think with a little bit of brainstorming it might be possible to come up with good bonuses and extras that people would pay for in-game and not feel like they’re missing out if they don’t and cheated if they do, but it just doesn’t sit right with me for Nebuloids.
Additional Levels through In-App Purchases
Finally, the option that I’m pretty sure I’m going with – acquiring new levels through in-app purchases.
Attack of the Nebuloids! combines several classic arcade modes of play and presents them in rapid fire succession supported by a (fairly thin) storyline. The variety of play between different level types is what I think makes the game interesting and will carry the player through to completion and (spoiler alert) saving the world!
But what if someone really has a hankering for one of the level types in particular? Ordinarily they would have to play the game until they hit on one of the levels built in their desired mode. What I’m thinking is that in addition to the main story, players may be willing to purchase individual styles of play, either as level packs or continuous play modes.
Level packs would either provide a single level style, like “25 Alien Invasion Levels” or “25 Brick Breaker Levels”, or whole new story lines that combine different modes just like the main story does.. “The Andromeda Campaign – includes 50 unique levels.” This would certainly pave the road for more content (and purchases) down the road.
The other option I am considering would be to sell continuous play modes. As an example, players could purchase the “Alien Invasion Continuous Play” which would allow them to play an indefinite game of space invaders, with wave after wave either being randomly generated or perhaps several hand-made levels looped, faster and faster each time they come around.
So, what do you think, Internet people? Level unlocks are nothing new.. do you agree that they make the most sense for a game like this? Do you think people will want the ability to play a particular mode as much as they want, or do you think they’d be more interested in smaller but well thought out level packs? Or, perhaps you disagree with my strategy completely and think I should be headed in a different direction.
Please, provide any feedback you might have in the comments, or catch me on Twitter.
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We are working on a game and the additional levels approach is the one we are most fond of here. We have thought to put the ads in the transition screens – so between levels and so on.
Been thinking of doing free with ads and pay upgrade for additional levels & removes ads.
Looks like you are further along than we are so we’d definitely appreciate hearing about what you try and how it works out!
thx.
We have gone the free route initially with our side scroller ‘Into the Twilight’. We have ad support included but only in the menus so it doesn’t interfere with the play experience. This works reasonably well but you need volume & decent eCPMs for it to be viable so we are working on a paid version and an in-app purchase. For in-app we’re thinking along the same lines you are – level packs with variety. For our paid version, we will add features that we think make the experience more compelling but don’t alter the core gameplay.
I’m looking forward to playing Nebuloids, it looks like a really cool game.
Good luck with the Commercialisation.
Catch you on Twitter.
@lordugg
Having seen this game first hand I can vouch for its coolness. I think the additional levels is the way to go for this type of game.