Defender's Quest Deployment Strategy

We just launched our new game, Defender's Quest: Valley of the Forgotten, for PC/Mac/Linux, a few days ago, and have been pretty surprised at our initial success.  Only time will tell if that trend continues, but for now we've seen both brisk sales and some great critical reviews.



Today I'd like to talk about the underlying deployment strategy behind Defender's Quest.

Hi, I'm a PC. (and a Mac, and a Linux...)


It seems all the cool kids are developing for iOS/Android these days.  They are much braver souls than I, and I wish them the best, for to me those markets look like bloody red oceans*.  

*We might expand into them eventually if we do well on PC, of course. Just, not a great place to start.

People often talk about how "big" the iOS market is (100 million! 200 million!), and that's true, but it's also highly competitive, the discovery problems are well-documented, and choices are limited.  In contrast, there's about a billion personal computers in use throughout the world, and though discovery is still a challenge, you have the open toolset of the PC at your disposal.  

Where is someone likely to hear about your game? On a website. More than likely on a PC*.  The next thing I want that person to do is play our free demo and fall in love with our game. Then I want them to buy it.  I don't want them to read an article and think, "I'll have to remember that game next time I'm on the train or sign onto XBOX Live."  No.  I want them to read the article, and if they like what they hear, try it, and buy it.**

I can't tell you how many interesting games I've come across that I wanted to buy but couldn't because they were only for iOS, or for XBLA, or whatever.  I don't own any iOS devices, nor an XBOX.  Plenty of people have these, but I'm also willing to bet those cool cats also have access to a PC.  

*It's true more people are browsing on smartphones/tablets, etc, so this might change in the future, but the majority are PC-bound for the time-being, and I don't see PC's becoming obsolete anytime soon.

**To sweeten the deal, I usually send out a coupon code to any and all reviewers to post for their readers that's for a $1 off until the end of the month.

It may not be the easiest platform to develop for, but it certainly is the easiest way to get a game in someone's hands. 

I remember the first XNA game I made many years ago. After fiddling with a friend's computer for half an hour getting it to install, the title screen finally appeared in all its glory.  I stood back and triumphantly proclaimed, "Ta Da!"..... and then sheepishly asked, "Ummm... have you got an XBOX 360 controller?"

From then on I decided I would make it as easy as possible for people to play my games, because I wanted as many people as possible to play them.  

This seems so obvious as to be a tautology, but it wasn't always so clear.

Try it, you'll like it!



That's the old grocery store saying, at least.  I'm pretty surprised at how difficult it is to play a demo for most commercial games these days.  For most PC downloadable titles, you have to download a giant file, remember where it went, install it, and then find the desktop icon and run the program. That's four steps, with two big wait periods, and that's if the installer doesn't require a reboot, online activation, or a bunch of other dependencies.  Steam does a better job, but even then you have to download something and check back later.

Even for facebook games, I have to remember my facebook password, log in, click on the thing, relinquish a chunk of my privacy, and then start playing. That's slightly easier, but given how much I hate facebook, I personally find it even more annoying.


It should not be this hard to play a demo. 


When you arrive at www.defendersquest.com, right below the gameplay video is this:



This also happens to be on every page of the site, and is repeated at the bottom of longer pages.
Clicking on "TRY Free Demo" takes you here:



You're playing the demo! You don't have to download any files or install anything.  All you have to do is click once and you're there. One step, one short wait, and zero moments of "where-did-I-put-that-thing-ah-forget-it-who-cares!"  

I don't have a control setup to compare against, but I'm reasonably sure this has drastically improved our bounce rate. Our goal is to get as many people as possible to play the demo, and the entire page is designed to make that as easy as possible.

To that end, some people actually do prefer a downloadable installer, so they can get the full desktop experience with native fullscreen resolution switching, etc. For these folks, these links are just below the browser demo, as both torrents and direct links:



A Generous Demo

Once we get people to play the demo, we have to deliver the goods, and the manner in which we present the demo is just as important as the game's quality.

People have been commenting that our demo is quite long by most standards, about 1-2 hours. There's no time limit, and it includes the first 2 of 7 total acts, or about 20% of the total game (the later acts are longer).

One of the major reasons for not buying a game is not knowing what you're getting, and is a commonly cited reason for pirating a game*.  A generously long demo is our way of making it clear to players exactly what kind of experience they can expect.  Many developers are wary of giving long demos, fearing players will figure they've gotten enough milk for free, so why buy the cow?

*Not sure if that's just a rationalization, but making the demo easier to find and play then a pirated copy is a first step in testing that hypothesis.



Since we're a Tower Defense / RPG hybrid, there's several reasons to buy - first, the player wants to know what happens next in the story, second, we've given the player a tiny taste of the mechanics while suggesting that there's plenty more to come, and third, the player can see that they've only scratched the surface of filling out their party's roster and skill trees, knowing that things will get good in the next five acts.

Another reason for an easily playable demo is to let parents determine if the game is safe for their kids*. We provide a prominent "is it safe for my kids" link with a detailed content rundown, and along with a browser-based demo, there should be plenty of information to make a judgment. 

*I'm pretty surprised that more games don't offer something like this - the ESRB ratings don't really tell you much by themselves.  I mean, there's "Halo M", and "Gears of War M", after all.

Finally, we offer an option to export your save file from the demo, which you can import into the full version. We mention this prominently both in the demo itself as well as on the landing page to buy the game if you came from the link in the demo.  We want the player to know her time spent playing the demo wasn't wasted.


PC Goodness

This is a PC game.  To that end, we included a lot of little touches that take advantage of that specific platform and make it as enjoyable as possible.

1) Native full-screen resolution switching
2) Button that shows you where all your data files are stored
3) A ridiculously detailed options menu
4) All the configurable controls and hotkeys you can eat
5) A 100% tab-navigable interface on all screens
6) Accessibility options for the disabled, etc.
7) Experience multiplier to speed up/slow down the game's pace
8) Cutscenes you can skip, pause, and re-watch at any time
9) Turn dialogue and tutorials on/off
10) Layered challenges to make the game as hard/easy as you want
11) Play the game at any speed ranging from 1/4x to 4x
12) Make decisions even when the game is paused
13) Dead easy Import/Export of save files

So, those are some things we did with Defender's Quest.  There's buckets more I could write on this subject and probably will, but that's a good start for now.  Hope someone finds this useful!

Oh, by the way, you can try our free demo and buy the game right here: www.defendersquest.com, and the coupon code GAMA is good for a $1 off* throughout the month of January :) 

*You have to input the coupon code AFTER you enter payment info, but before the sale is finalized. Yes, I know it's stupid, but that's how the store sets it up. 



Defender's Quest is RELEASED



You can buy defender's quest RIGHT NOW at:

We have a new demo version out too at:

Also, please note we're also selling the soundtrack for the game, for 99 cents when bundled with the game! This soundtrack was lovingly composed by our awesome musician, Kevin Penkin, and to reward him for his awesome work, we bumped his share up to 50% for soundtrack sales, so if you like the music, please support our musician :)

You can play the demo right in your browser, or download it via torrent or direct link, for Mac, Windows, and Linux!

NOTE: 
The browser demo uses "flash cookies" to save your game, and these are notoriously flimsy. If any of you had old save files from the super old version from a million years ago, if you haven't exported them as .dfq files, they may very well be gone. Fear not, however! If you are without a save file, just send me an email with a basic description of where you were in the game and I will CREATE one for you. Also, the new version of the game lets you redesign/rename characters, so that should help too.

What are you waiting for? Get Defender's Quest NOW! :)

Also tell all your friends. That would be super cool.

I'm out of sentences to stick exclamation points at the end of. Or am I?!

Thanks for being awesome humans,
-Lars Doucet
Level Up Labs

PS:

It's inevitable that there might be some bumps as we do this launch thing. If and when something goes wrong, send us an email at leveluplabs@gmail.com and we'll handle it lickety-split! Or at least lickety. There's only three of us handling support, but we'll do the absolute best we can to give you a response and full resolution of your problem as quicky as we can!

Nearing Release

Sent out this newsletter just now:


*************************************


Hey Defender's Quest Fans!

We've got some news!

The game is basically finished - while we clean up a few things on the technical side, we're waiting on our lawyer to finish the paperwork that will allow us to legally sell the game. The minute that's done, we can put the game up for sale. We don't know exactly when that will be, but from the looks of it'll probably be a week or so, pushing release back to January.

On the development side, we've been having a REALLY successful pre-release test, and fixing lots of bugs and balance issues. The game is very nearly ready.  All that's left is to fix a few remaining bugs and tie up some loose ends, and then verify that the build is stable.

To that end, we have the goal of producing a "release candidate" build of the game before the end of this week.

A "release candidate" is a special build of the game that we release to our testers and REFUSE TO TOUCH while testers do their best to break it.  That's because every time we fix a bug or add a feature, we might accidentally introduce a new bug, so we can't release a build to the public that's been modified recently.  So, after several days of solid testing, if our release candidate survives, we can be reasonably sure that it's ready to present to the public at large.

Seeing as most of our team members are going to visit their parents for the holidays, we'll be unable to work on the game for a period of about 3 or 4 days. This is the perfect time for any testers looking for something to do over the break to have a crack at our release candidate. When we come back, we'll check the bug reports, and if there's no significant problems, we will have officially "gone gold," as they say in the indstury.

Hopefully our lawyer will be done with our paperwork by then and we can open our doors for business!

As we said before, this initial release will be a "beta" release at the discounted price of $6.99, but all you newsletter subscribers will be able to buy it for $4.99 with the coupon code I'll send you.

We'll be checking in again real soon!

Thanks,
Lars Doucet
Level Up Labs

News! Facebook and Google+ Pages!

Just sent out this newsletter:

Hey there Defender's quest fans!

First of all, a huge thank-you goes out to everyone who signed up for the pre-release test. We've gotten some really great feedback and have uncovered (and eliminated!) many crucial bugs. If you haven't signed up for the test but are still interested, we're still taking volunteers:
http://www.fortressofdoors.com/2011/12/news-calling-for-testers.html

As a reminder, if you want to see the game in its best state, I'd recommend waiting until it comes out :) Sign up for testing if you don't mind braving bugs and unfinished content.

NEXT, we've set up a facebook page and google+ page! We'll be updating them as time goes on (just bare bones for now), so please "like" / "+1" us and tell all your friends about the game!

http://www.facebook.com/pages/Defenders-Quest/308928752464186
https://plus.google.com/u/1/109122598390891962328

Speaking of the game's release, we're very nearly there!  Only a few minor things are left to do - here's what we're working on:

-Proof-reading grammar and spelling
-Finishing up some cutscenes
-Adding some missing art
-Balancing the last batch of levels
-Adding sound effects
-Fixing as many bugs as testers can uncover

All three builds (Mac/Windows/Linux) seem to be installing and running smoothly, but we could always use some more Mac and Linux testers to make sure, as the majority of our testers are running Windows. So if you run Mac or Linux and haven't signed up for the test, we'd love to have you!

We are very close to release - we're in the process of setting up our online store and contacting distribution partners like Steam/Desura/Impulse, etc.

We can't announce the official release date yet, but it should be soon! We will let you know as soon as the game goes Gold.

Thanks for everything!
-Lars

News! Calling for Testers!

Just sent this newsletter out today:

(REPLY TO: defendersquest@gmail.com)

Hey Defender's Quest fans!

First, thanks so much for being patient with us as we prepare for our preliminary "Beta Launch" this month, at a special discounted price of $6.99 ($4.99 for you newsletter subscribers!)

(We're getting very close - things are coming together and as we approach release we will send out frequent updates.)

Second, thanks to everyone who sent in their save files. We have waaaaaay more than we need at this point! You guys are awesome.

Third, thanks to everyone who sent us e-mails of encouragement and support. It's really great to hear from you, and nothing motivates us quite like hearing that you guys can't wait until our game comes out! Our only hope is to meet (and hopefully exceed) your expectations :)

Fourth, some people were wondering why they hadn't received a coupon code yet. We haven't sent them out yet :) Those will be sent over the newsletter at the same time as the Beta Launch.

Fifth, on to other business:

We don't have a specific date to announce just yet, but we can say that we're veeeery close. All that's left right now is bug-fixing, balancing, and plugging in art for a few cutscenes. To that end, we'd like to recruit some of you to help us test the game before we launch. If you want to VOLUNTEER to be a tester, send an email to defendersquest@gmail.com and put "TEST VOLUNTEER" in the subject line and we'll hook you up with the latest builds of the full version of the game.

NOTE FOR TESTERS:

Now, let me explain real quick - if you volunteer to test the game, you'll be seeing an incomplete version of it. If your motivation for testing is just to play the game sooner, I STRONGLY recommend just waiting until it comes out - testing games is not always fun. The final version will be much better than any unfinished test version we can provide you with right now.

If your motivation is to help us make the game better, and you don't mind braving bugs, unbalanced levels, and a few rough, unfinished, cutscenes, then by all means sign up! We appreciate anyone who volunteers their time and effort to help us make the game better.

So, here are some basic guidelines for being a tester. If we provide you with a test copy, you agree to:

1) NOT re-post it anywhere or otherwise share it with people
2) Thoroughly test the game and look for bugs, glitches, balance issues, etc.
3) Provide us with useful and detailed written test reports (we'll give you templates and instructions)
4) Give us complete permission to use any information, ideas, data, or anything else you share with us

The main things we're looking to discover through testing:

1) Obscure technical details -
Does the game work on old computers? Does it crash on Linux? Does it run slow on Mac? Does it fullscreen properly on a netbook? Does it break on dual monitor set-ups?

2) Bugs - when and where does it crash, break, or otherwise screw up?

3) Balance - let us know when and where the game throws you up against an insane difficulty wall or suddenly becomes way too easy.

Here's some things we're NOT looking for in testing, because it's way too late in the game to address now:

1) Cool ideas for new features
2) Revisions to the story
3) Art style changes

Thanks for everything! We'll be sending out more updates as we get closer to launch, so stay tuned! And of course, if you don't like getting these newsletters, feel free to unsubscribe using the link at the bottom.

Thanks,
Lars Doucet
Level Up Labs, LLC

New Art Style

Let's talk a bit about the new art style we've been trying out.  The biggest weakness we have right now is that the team doesn't have a dedicated artist.  I (Lars) consider myself a half-decent artist, but I've been so busy programming, blogging, running around putting out fires, etc, that I have very little time to dedicate to art at this stage of the project.  

We initially assumed that we could just get away with using me for both jobs, but that's something we won't be doing again.  Next project - dedicated artist for sure.  



So, a few weeks ago we took a good look at our art style and decided to make some changes.  Our goals:

1. Make something we're happy with
2. Create backgrounds that don't look like barf
3. Make the characters more expressive

Nothing good needs to be said about the old backgrounds. They're hideous, and they're all being replaced:


The old art style just clashed and was honestly something really thrown together while we focused on other parts of the game. The new style is simple, clean, and works well with the new character style.


As for the characters, the old art style was a collaboration between myself and our writer, James - he designed the characters and then I did some cleanup work, shading, etc. In the end, this not only took too much time, but had mediocre results (which I'll take the blame for).  Although I'm partial to the comic-book style with outlines and shading, it takes way too long, and is prone to errors when I'm rushing (if you look closesly, you'll find places where shadows are going in two different directions).  With a dedicated artist this wouldn't be a problem, but given our situation we decided a style without outlines and hard shading would be faster, mesh better with backgrounds, and easier to revise.

NOTE: We're not looking for an artist right now (at least not for this version of the game).  We've already had people offer to work for free - we appreciate the sentiment, but we won't hire someone without compensation, and right now we can't afford more team members.  If the game is successful, and we plan on a sequel or porting it to a new platform - then, definitely, send us your portfolios :)

For now, James is doing all the new art, with only a little bit of help from me, freeing me up to do a lot more programming and systems work.  So, let's take a look at some of the new stuff:



I wasn't really happy with Azra's proportions, hair-style, and expressions.  She also looked like a cross between an 8-year old and Kim Possible. We want good expressions to really sell the story, and the new art style frees us to do that.  The lack of outlines and hard shadows makes it easier to just get in there and change things in a few minutes without getting caught up in detail.  The previous style was very difficult to revise - so if we had a mediocre pose, we were more likely to stick with it rather than throw it away and start over.  That, and we can crank out a lot more unique poses for specific lines of dialogue, rather than just re-using the same three or four over and over again. 



Here's another cutscene from early in the game - I like the new background and characters a lot better. The textured paper makes it feel more like a story-book and meshes better with the character art than the old style.


All the characters have way more poses now, and the expressions are really great, the story feels like it's coming to life in a way that it didn't before.  

For those who complained about the scene with Ketta from before - that was the first scene we did in the new style, so we'll definitely be giving it another pass before shipping :)  Also, Ketta's new character design was inevitable regardless of art style, because a disturbingly large amount of testers didn't realize she was a woman, and in battle players had a hard time distinguishing her head icon from Slak's because they both had big red afro's. We'll post an updated version of that cutscene as soon as we polish it up, and hopefully it will address people's concerns that it wasn't expressive enough.  If not, oh well - we can't please everyone :)

We've also updated in-game dialogue, which looks way better and conveys a lot more emotion:



Anytime you change an art style this drastically, it comes with risk. I've already gotten a few negative comments by people who preferred the old style, for instance.  All I can really say about that is that I do appreciate any feedback we get, negative or positive, and I hope you guys understand that we'll do our best to address everyone's concerns, but ultimately we have to go with what we think is best for the game.  Also, the little snap-shots I put out aren't always going to be indicative of what you see in the final version of the game, so we'll keep changing/polishing right up to the end.

We WILL be releasing a new version of the demo to coincide with our "Beta" launch, so you'll be able to see how it looks AND plays before deciding to buy.

We hope you like it! And if not, we hope you at least still like the game :)  I'll be posting shortly about all the super cool amazing awesome stuff we've been up to.

I think you're really going to like Acts III-VII, and if I may say so myself, the final battle is pretty cool. We've been giving it a lot of special attention.

News!

Sent this newsletter out today.  If you're not currently getting the newsletter, consider signing up! If you do, you'll get a coupon code good for a nice discount when Defender's Quest is released!

On to ze newsletter:


Hey everyone!

It's been a while since our last newsletter, and we've got lots of exciting news about Defender's Quest! 

Since we released our initial demo, we've gotten lots of great feedback. We've been working furiously ever since to address as many of the issues people raised as possible. Among countless tweaks to gameplay, balance, skills, and other features, we've also given the game a significant graphical overhaul - user interface has been improved throughout the game, and we have a brand new art style for the cutscenes (which was the #1 complaint from the demo). The public demo was updated a while ago to reflect some of the new UI changes, but you won't see the new cutscene art until release.

Here's a sneak peak at some of the new art updates, old on the left, new on the right, click to make big: 

Cutscene Art (click to make big)


Recruiting Interface   (click for big)
Battle Preview Interface   (click for big)

While all this has pushed back the release date a tiny bit, we want to stick as closely to our original goal as possible, and are now aiming for early December. 

Here's the current plan:

*********************
Early December 2011 
Initial release 
$6.99 USD 
*********************

This will be a "beta" release. This will include the full, playable game with all the story, but might have a few bugs and will be lacking some extra bonus features we plan to add later.

The beta release will cost $6.99 USD. Everyone who purchases this release will get free updates and an upgrade to the full version when it comes out. Once the full version comes out, it will cost $9.99 USD.

And, as promised, all newsletter subscribers (that's you!) will get a coupon code that lets you buy the beta release for $4.99 USD! 

****************
Q1 2012 
Final release 
$9.99 USD 
****************

One last thing, if you guys could do us a big favor:

************************
Send us your SAVE FILES!
************************

Go back to the demo - either on our website (if you played the browser version) : http://www.defendersquest.com/play_demo.html

...or just run the executable version you downloaded, and press the "export" button on your game's save slot. This creates a ".dfq" file you can save to your hard drive. Take note of where the file is, and attach it to an email sent to this address:

lars.doucet+tdrpg@gmail.com

Please include "SAVE FILE" in the subject line :)

With all your save files from the wild, I'll be able to do more reliable testing to make sure that save games from the demo will import correctly into the final version of the game. Anyone who sends in a save file for testing will get a nod in the credits, so please supply whatever name you'd like to be thanked as in the email!

Thanks again for all your feeback, encouragement, and most of all PATIENCE, as we head down the final stretch!

Sincerely,

Lars Doucet
Level Up Labs