Nevergrind Patch Notes 1-0-23

General

  • Fixed resist values on Stormshield and Augur’s Skull.
  • Converted all elite set items to exceptional quality.
  • Added a few elite unique items.
  • Dropped all custom fonts in favor of web-safe versions that render faster.
  • Significantly reduced the amount of gold from mobs.
  • Reduced the cost of buying and selling items.
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A magician summons an elemental combo against Matron Maelentia

maelentia

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Nevergrind Patch Notes 1-0-21

General

  • Fixed a bug that allowed you to infinitely sell nothing for 15 gold.
  • The class box on the character creation page now adjusts its height depending on how many classes are available for the selected race.
  • Gnomes can now play Monks, Paladins, and Shadow Knights.
  • Fixed a bug that allowed you to buy an item twice on accident.
  • Fixed Hybrid Vigor’s health regen. This was also affecting humans’ racial regen.

Cleric

Fixed a bug that was causing Martyr’s Blessing to never reset.

Ranger

Fixed their Strands of Ether regen effect.

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Browser Game Analysis: First Month’s Revenue and Game Metrics

In this article I would like to share my experience launching my first browser game. For those that aren’t familiar, Nevergrind is a browser RPG that I have publicly developed since September, 2012. Starting last month, on April 20th, players could save their character data on the server. This was a huge step for Nevergrind since this allowed players to reliably store their data on the server instead of saving character data locally in their browsers, a highly unreliable and inconvenient method of data storage.

This was the most significant development milestone in the history of the game. Not only did I launch a custom account authentication system, but I also launched an integrated e-commerce system that allowed players to purchase a Never Crystals, a premium currency for in-app purchases.

So did I make any money? Did anyone create accounts aside from the Kickstarter backers that generously supported you? Is it even possible for a coding cowboy indie developer like myself to make money with a browser game? After all I am competing against the entire world of entertainment with my small niche website!  Let’s dig into the numbers and see what happened.

First Month’s Revenue Report

The first month performed a hair above even my own expectations with $630. Not bad, though I won’t be quitting my day job quite yet! I received $551 via Stripe payments and $79 via Paypal. Customers using the integrated Stripe payment system were successfully charged 70 times to 49 unique customers. Considering that Nevergrind is a newly monetized property, this is a considerable achievement since I am still developing customer trust in the Neverworks brand. Check out the day-to-day graph below:

stripe_may-15

 Account Data

I had no idea what to expect in my first month, so I was eager to see how many people would sign up for server accounts. At the end of the month, a total of 793 user accounts were created. Since we know that users spent $630 in that month, that means that the average server account user spent $0.79 last month! I’m not sure how I feel about that. I suppose that’s reasonable!

A total of 1,922 characters were created in the first month. The average character’s level is 17! At the time of this writing, you must be at least level 22 to crack the top 300 on the leaderboard.  According to my estimates, players have accumulated 480 days of playtime, which means that the average character has roughly 6 hours of playtime.

And how about some data on popular race/class combos? The top 10 most popular race/class combos are as follows:

top_10_race_class_combos

Mid-Month Adjustments

As a result of launching my first browser game, there were several considerable changes that I made throughout the month. One key change was to increase the number of free features that I included with each account, which I fully detailed in another article. I made all difficulty modes available, I added a free second character slot, and I even made talent resets free.

On the other side of that equation, I also nerfed the daylights out of local mode accounts. I only did this after I saw that server accounts were performing as expected and it seemed that players were pleased with their performance. I will probably only leave local mode so that players can check the game out without forcing them to sign up for an account. Local mode is now limited to one character and nightmare and hell difficulties are not available. It’s notable to mention that Nevergrind on Kongregate is still pointed at local mode only to reduce the possibility of users bouncing the instant they see a signup form.

Endless harassment for playing local mode!

Endless harassment for playing local mode!

Another major mid-month adjustment was a major adjustment to my database’s design. With my old design I was inserting way too much data, so I decided to use more updates instead to avoid having so many events tracked using separate insert statements. Nevergrind currently runs on a VPS, so it can become very painful when performing imports and exports with such a large database. The old design was driving my database upwards of 260 megs! The new design is sitting at a much leaner 25 megs.

By the way, if you absolutely must track game events using separate insert statements, as a sort of log to keep track of what’s going on in your game, I’d suggest storing it into a separate table that only keeps track of log-style events while using updates on the game data itself. That way you can use your database as a log, but also retain the ability to import and export a much smaller game database. This can be really important if you don’t have a dedicated host because phpmyadmin has a low import limit depending on your web host (mine is 105 megs). Of course, you could always just upgrade to a dedicated host. You’re making enough revenue to justify that, right?!

Final Musings

The first month was a great success in my estimation, and I’ve only a few battle scars. I have a lot of planned improvements on the way. I even have more “totally reasonable” monetized features that I plan to unveil, so I am optimistic for the future. Over the next month, the Nevergrounds, a Nevergrind character profile page, will be increasingly functional which will be an exciting addition to the website.

The Nevergrounds in its infancy

The Nevergrounds in its infancy

If I made $630 every single month that would put me at $7,560 for the year. This would also mean that I’d finally start making profit in October! As long as I continue to generate consistent revenue I will consider upgrading to a dedicated host and adding other exciting features that provide value for players.

Now… do I actually think I will make $630 every month? It’s hard to say and I don’t want to sound like a pessimist. I think the first month may stand as a high-water mark for a long time. I figure that Nevergrind’s niche supporters, who have been following the game’s development for months and even years, are to thank for its first successful month. I suspect that attracting new players will be a struggle from this point forward, so, in my conservative estimation, I project that Nevergrind will make about $4,500 in its first year.

What do you think?

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10 Tips to Fund Your Indie Browser Game on Kickstarter

Successfully funding a browser game on Kickstarter is an ominous proposition.  The search results for “browser” on Kickstarter is like a graveyard of game development aspiration. A paltry 13% of results were successfully funded. This stands in stark comparison to a Kickstarter success rate of 33% for all projects in the game category.

ks_games

In fact it’s even worse if you measure based on the keyword “HTML5“, which clocks in at an abyssmal 7% success rate. In fact the only project that succeeded was Tough to Kill, which was funded for a humble $720.

So how does one successfully fund a browser game? After all, browser games are an exciting frontier where you can play on any device with a browser, including mobile devices. So your potential user base easily exceeds 3 billion. And browser games have the advantage of automatically integrating with the web, making it simple to leverage social media platforms, forums, mediawiki, wordpress, paid advertising, and organic search results. The barrier to entry to your browser game is as small as entering the URL into a  browser’s address bar. No other platform can brag about such a low barrier to entry. No installation required and batteries are included. It’s a big deal!

But if you’re an unknown nobody aspiring to create a browser game and attract an audience, it seems like a daunting task. How do you attract an audience? Where do you begin? How can you possibly compete against giants in the gaming industry? It’s not easy, but I assure you it can be done. Particularly if you have more time and experience than I do.

Kickstarter's Browser Game Graveyard

Kickstarter’s Browser Game Graveyard

Nevergrind is a browser RPG I developed starting in September, 2012. I am an unknown nobody with no industry sway whatsoever. I emphasize this fact not to be self-deprecating, but to establish that it is possible to overcome obscurity. It is easy to be discouraged when competing in an industry so heavily influenced by kingmakers in the gaming media. This game was entirely developed in the basement of my humble town home. Nevertheless, I had a clear vision of what I wanted to create. I wanted to combine Progress Quest and Everquest into a single-player browser RPG and combine elements from some of my other favorite RPGs.

Years later, I managed to launch a successful Kickstarter campaign. Despite being successfully funded at 129%, it is obvious that I made a lot of mistakes. So heed my advice and benefit from my experience. Here are my top 10 tips for navigating your browser game to Kickstarter success:

#1: Establish an Audience Long Before You Launch

If you have no audience, this one is really important. From day 1 Nevergrind was developed publically, bugs, warts, and all. Despite the horror of developing my game publically, this was key to developing an audience in the early days. A tiny handful of users trickled into our forums and reported bugs and even enjoyed playing the game in its earliest days, despite being barely functional. Try to develop the earliest parts of the game so that those levels are fully playable, even if you’re only using basic programmer art.

Old Timey Nevergrind – A Glorious Era

I also made quite a lot of youtube videos talking about latest features, boss fights, and the game’s technical development. Though none of these videos achieved viral fame, this was absolutely crucial to Nevergrind’s modest success later. Eventually, Pharmakos from our forum took it upon himself to share the game at rerolled.org. He made a high-quality post with links to the videos and a favorable, detailed description of the game. This was probably the single most important thing that ever happened in the years prior to the Kickstarter launch. To this day I still receive considerable referral traffic from this forum.

The most important detail, which can be easy to overlook, is that this post was not made by me. I guarantee if I made this exact same post using my own account, the post would not be received well since it would appear to be self-promotion. Only an established member of the community with a long history of posting in the forum could achieve such a level of success.

#2: Clearly Define Your Target Audience

In the early days, Nevergrind was developed as an EverQuest fangame with no lofty aspirations whatsoever. I wasn’t planning to offer accounts, monetize, or advertise. Over time I became more confident in my web development skills, so I decide to adjust my course, develop my own intellectual property, and redesign the game. Nevertheless, my core audience was still the EverQuest community due to its past assocation. For similar reasons, “50 Shades of Grey” is still heavily connected with the “Twilight” demographic.

Almost exactly like Nevergrind

For this reason I spent a lot of time and energy targeting every EverQuest community that I could think of. Project1999, EQNext, Allakhazam, and even Pantheon were all targets I considered.

Besides simply appealing to folks hungry for EverQuest nostalgia, I also targeted any community that was interested in playing browser RPGs. Reddit and forums were two of the best places that I found, though your milage may vary!

To summarize this point, try to cleanly identify the genre of your game and what type of game is most similar to yours. Find the communities that enjoy those similar games and share the game with them. Note that since I said “share” that sounds a lot better than “promote”! But in reality, yes, you are self-promoting. It’s an ugly job, but you have to do it.

#3: Keep Your Costs Under Control

When you design your game, try to keep its scope as small as you can while still being a complete game. Yet, if at all possible, design it so that you can easily scale the game in the event of mega viral success. Bear in mind that some types of games will not allow for easy scalability. I think RPGs are quite good at this as you can always increase the number of levels, add new difficulty levels, add new zones, add new challenges, and so on.

I personally spent about $6,200 developing Nevergrind, and I am exceptionally lucky that I am on pace to break even in less than one year. Kickstarter was a big boost and it continues to earn some revenue via Stripe and Paypal payments for Never Crystals, a form of IAP.

Did I mention that Stripe has an awesome dashboard?

Honestly, despite my success, I think Nevergrind was way too ambitious and the costs were way too high for a first-time game developed by someone with no brand recognition or experience. I would recommend a much simpler game and a smaller budget around $250 – $1,000. According to Gamasutra, 57% of indie games make less than $500. Budget yourself accordingly. Also note that most successful indie game developers have previous experience in the industry.

You can keep costs low by leveraging global talent via websites such as Upwork. You can find a lot of free music and art on websites like OpenGameArt. Once in a while you’ll even see a post on reddit about free game assets and they’re easy to find using Google. I found a lot of cool sound effects for a reasonable price on a website called Premium Beat.

#4: Set a Realistic Funding Goal By Studying Your Competition

Initially I considered a goal of $6,000, but I later determined that was too high. Then I considered $5,000, and, after some deep thought, I determined that was also too high. Ultimately I settled on $4,000. It doesn’t sound like much, but it is, in reality. That means with an average pledge of $25, you would have to convince 160 people to back your campaign. That’s a lot of random people to persuade. You might be thinking that doesn’t sound like much, but I promise that it is. Actually convincing people to pick up their credit card on your behalf is a monumental achievement. Do not underestimate its difficulty.

Fortunately I believe I picked the perfect amount for my campaign. We ultimately made it to 129% of our goal, clocking in at $5,184. The best way to determine what your goal should be would be to compare yourself to your competition. I decided to use Kickstarter’s advanced discovery feature to determine a reasonable goal. I searched for succesful campaigns with the keyword “browser” and here’s how the competition stacked up:

Quite a list, and as you can see, quite a variety of games with varying budgets. Among the 87 failed browser games, these are the only 16 games, not counting Nevergrind, that managed to get fully funded.

The important takeaway is to compare yourself in scope and quality to your peers and logically determine what kind of goal your project should have. The absolute closest to Nevergrind was probably Words Quest, which earned $4,161. It turns out that $4,000 was perfect for Nevergrind as well.

funding_curve

Nevergrind’s Funding Progress Curve

#5: Offer a Creative Selection of Rewards

If your rewards aren’t interesting, people aren’t going to get excited to back your campaign. Spend a lot of creative energy making the rewards interesting. Aside from the cupcakes, I decided against shipping any physical rewards at all. Not even coffee mugs! On second thought I would really like a Nevergrind coffee mug. Oh well…

Offer cupcakes. Every time.

Nevergrind is an RPG, so I offered a buffet of rewards appropriate for an RPG: design a monster, design an item, design a zone, legendary rewards, legendary armor, special items, remote bank and merchant access, design a race, design a class, and more! I was pleased with this aspect of my campaign. I thought I did a good job offering a nice variety and I made the awards cumulative, so it was a great value for backers thinking about upgrading.

I also gave a funny name to each reward tier. It’s more fun to say you’re a “Legend” backer instead of I’m a $100 backer. I also let users claim forum titles based on their pledge amounts. These are all fun ways to help develop a sense of community and involvement.

#6: Be Prepared to Make Creative Adjustments to Your Rewards

From the very first day I was making changes to the rewards due to the overwhelming demand of the reward tier. Initially I capped the limit to five, but I immediately saw that this was a huge mistake when it sold out on the first day. This is something that I did not anticipate. Despite the risk of irritating the legend backers, I decided to make it an unlimited reward tier. Ultimately this risk paid off as 41% of my pledges came from people that purchased legendary items.

Due to the popularity of legendary items, I even decided to create a second tier that included legendary weapon and armor at $135. On top of that I decided to include legendaries with all tiers above $135. This didn’t exactly pay dividends, but I think using a cumulative reward system is a good idea for a browser game focused on in-game rewards.

indocolite_revenant_thresher

Legendary Items? Hell yes.

My most popular tier was the $40 tier which included the complete game and several free items and in-game convenience features. Halfway through the campaign it dawned on me that some players may not care to have any of the items and may instead want to get the full game only. At that time I decided to offer the full game unlocked for $24 which also became a popular option. The important takeaway from this is that some folks may not care for your in-game doodads. Keep the full game available for purchase without forcing your backers to buy doodads as well.

#7: Don’t Expect the Media to Care

There are quite a few lists imploring you to contact each and every media outlet in existence. Despite the popular wisdom, I felt that this was a complete waste of time. And quite frankly I don’t like groveling to anyone for attention. Nevertheless, these are the kingmakers of the industry that can make or break your game. I think focusing on the media too much may hinder you as a small indie game developer.

Instead, focus on the niche community that you are attempting to cajole. Post in their forums. Participate in their discussions. Routinely write blog articles about big events going on in their community and link to them. Manage a subreddit for your game and link to articles and news about your niche community. Over time you will build an audience.

I don’t mean to say it’s a complete waste of time for everyone. Your milage may vary! After all I did have an interview with the Cliqist, an article on Indie Game News, and a nice article at Indie Game Magazine. These articles referred maybe 1% of my funding. Nevertheless, it’s cool to be featured in the media. Your Mom will think it’s completely amazing! However I will mention that Rerolled continues to drive more referrals than all of these articles combined.

#8: Leverage Your Personal Network

Friends, family, co-workers, and neighbors are all realistic possibilities of people that will back your campaign with actual money. I’m not exactly the most gregarious guy in town, but even with my modest personal network, I managed to receive $1,030 in backing from people I know in real life. That’s close to 20% of my project’s overall funding! So don’t fail to ignore your personal network. Tell them about your project and convey your excitement for its future. Talk to them in real life and tell them about the latest feature you just added, the latest bug fix, or the latest video you uploaded to YouTube! You must be able to convey excitement about your own game. Otherwise why should anyone have any emotional investment in your project at all?

Be sure to leverage platforms like Facebook, but don’t be surprised when every single person in your family doesn’t make a pledge. In fact, just remove all of your expectations completely. Asking people to register for Kickstarter and figure out the rigamarole involved is asking quite a lot for the average person—particularly if they’re not tech savvy. And if they pledge, don’t ever ask why they didn’t pledge more. Doing so is extremely tacky. Be thankful even if your own Mother pledges $1. Personal finances are a sensitive matter for a lot of people. In fact, I generally suggested to donate $1 to “follow along” with the campaign updates via email. Invariably, nobody pledged $1, though I would have been perfectly fine with that.

#9: Leverage the Power of Google Images

Here’s a pretty cool tactic to find places to promote, er, share your browser game. Find Kickstarter campaigns similar to yours and download their images to your desktop. Open up google images and drag the images into the search bar and see what results pop up. In addition you can add the word “forum” to the search bar for more specific results. Pretty cool!

Search Using Images

In a lot of cases you can discover where they promoted their game and follow in their footsteps. I had the most success following Town of Salem by Blank Media Games. I saw them successfully post in forum after forum using very similar formats using a high-quality post explaining their game to a diverse array of game-related forums.

Of course, always consider whether the forum is relevant enough to your browser game before your post! And some forums don’t take kindly to self-promotion… or was it called sharing? Sharing sounds so nice!

#10: Support Similar Kickstarter Campaigns

If people see some random guy launching a Kickstarter game that has never backed a campaign before, it could possibly hurt your campaign. So just go ahead and look around and make at least a few pledges. In fact, back campaigns similar to yours! After all, a rising tide lifts all boats, so get out there and back some campaigns! Find campaigns both big and small. There are a lot of exciting projects out there. If you really believe in the indie cause, Kickstarter is a great place to demonstrate your commitment to the indie community.

Indie Games on Kickstarter

I have been backin’ all kinds of games on Kickstarter

As an added bonus it will help you understand the Kickstarter culture and how the website works from a backer’s perspective.

Summary

Successfully funding a browser game on Kickstarter is no minor feat, but if you budget wisely, manage the scope of your game, know and target your audience, and design an effective campaign, it’s certainly a reasonable goal. Nevergrind is a great example of a browser game succeeding despite no industry connections, no web development experience, and no name recognition. Not to mention I work full-time, I am married, and I have three children younger than four. My amount of free time is meager compared to most. That’s why I am quite confident that others can excel far beyond what I have managed to achieve.

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Nevergrind Patch Notes 1-0-19

General

  • Fixed the tooltip for Hybrid Vigor.
  • Moved the leaderboards to a separate page to help reduce load time and multi-login conflicts.

Bards

  • Fixed the song duration of Desperate Dirge while playing accelerando. It was incorrectly receiving 9 extra ticks instead of 3.
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Nevergrind Patch Notes 1-0-18

General

  • Improved the locking overlay mechanic to prevent interaction at important moments.
  • Modified Earth Shifter’s proc to be more useful.
  • Fixed ambient sound levels when adjusting the music volume.
  • The theme song no longer plays in local mode. You’re not even a human if you play local mode.
  • Reworked loading speed of leaderboards. Required significant database work.
  • Fixed the overall combo rating on the conquest tab. It’s totally broken.
  • Hardcore mode banked gold is also indicated on the main page.
  • Addressed database design. Made some drastic changes that will allow for faster loading, and faster backup/restore operations. The last restore took way too long to fix due to the way data was stored.
  • The combo leaderboard now displays the highest combo for each character instead of multiple combos for the same character.

Rogue

  • Stagger Shot’s L20 bonus was changed to snare the target instead of causing a bleed effect.

Shadow Knight

  • Death Strike’s bleed effect duration was double to 12 seconds.
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Nevergrind Patch Notes 1-0-17

General

  • Upgrading items now works for server accounts. In some cases if you camped right away it would not save your item’s upgraded status, but take your gold! eek.
  • Added two Kickstarter-requested unique items to the loot tables.
  • Expanded the bank to accommodate up to 900 slots.
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Top 4 reasons I made my browser RPG’s game content 100% free

Initially I thought it would be a good idea to charge for nightmare and hell difficulty. Charging 150 crystals, approximately $1.50, to unlock nightmare, which is only available after playing for about 6 hours, seemed like a reasonable monetization to me. And, honestly, it wasn’t a bad idea. After reading a forum post by Occlo, I reconsidered the wisdom of locking nightmare and hell difficulty behind a paywall. Here are the top four reasons why I changed my mind:

1. Most players are going to pay $0 to play your game

Even if you are literally John Romero, most people will still only pay $0 to play your game. Especially if it’s a browser game. Neverworks Games is cool and all, but we’re definitely not AAA, we’re not John Carmack, and we’re not Hideo Kojima. We’re a small indie dev company, so we have to fight even harder to earn our fans. We can’t leverage the power of massive media conglomerates or a publisher to get attention. The only lure we have is the game itself. So why lock 66% of the game behind a paywall?

Many of your players may not actually fall in love with your game until they’re deep into hell difficulty. Players in our forums have stated that they think that the game gets much more fun as you proceed into harder nightmare and hell, which makes sense. The challenge is tougher and the items are more powerful. The best analogy I can think of is imagine playing Diablo 2 only on normal difficulty. It’s a cool game, but progressing through all three difficulties was definitely a key part of its enjoyment.

2. Paying customers need to compete with someone

If you lock out nightmare and hell, that means that only paying customers are competing at the top of the leaderboard, and that’s just not as fun. You want them to compete against everyone! Remember that most players simply aren’t going to drop a dime on a game for one reason or another. I also believe that by increasing the amount of competition at the top of the leaderboard, this will also create more interest in the game. People love to compete, and the leaderboard is the only real means of competing in Nevergrind, which is a single-player RPG. Maximizing the number of players competing is imperative to generate interest.

3. Placing game content behind a paywall creates chafing

In Nevergrind’s case, character slots and bank slots have been very popular and have elicited no chafing whatsoever. When you create an account you start with zero crystals, two character slots, and nine bank slots. Players that want more than that simply unlock additional slots by paying 150 crystals for additional character slots or 70 crystals for 9 extra bank slots. In fact, many players are practically begging me to increase the bank slot limit since storing items in the bank is a very popular feature. Currently the maximum is 126 slots, but this will probably be expanded to a tabbed interface that allows for 900 slots! Of course, most players will not want to store 900 items, but it’s quite possibly that a small percentage of players will actually want that much bank space.

Players that enjoy the game will probably want to experiment with the 14 other classes as well, so it’s probably that they will buckle at some point and purchase additional character slots.

I currently only monetize character slots and bank slots, though I plan to monetize other features like mailboxes, a trading or auction house system, and possibly even timesavers like resurrection potions. Consider monetizations such as these for your own browser games. Don’t block the game itself!

4. Friends can’t pay for friends

What if two people want to enjoy your game and progress through it in a computer lab in college or a similar situation like that? And what if one doesn’t mind paying and the other does. Well, now you have a problem because you may have just lost two customers. Perhaps they wanted to progress through the game at the same time and comment on their progress, even if it’s just single-player! In this scenario only one of the players can enjoy nightmare or hell difficulty. And that’s no good. Just avoid this scenario altogether by monetizing via other means.

Summary

I think it’s plain to see why you should offer your browser games’ content for free. Most players simply aren’t going to pay, yet your paying players need a fanbase to compete with. Your non-paying customers are providing a service by competing against your paying customers, which is a value within itself. Not to mention all of the free advertising they will provide to people that may possibly pay as well. I also plan to add a chat feature to Nevergrind, so non-paying players will also help foster a social environment.

It’s much easier to monetize features that create convenience, utility, or save time. Additional bank space, character slots, resurrection potions, and other time-savers are great examples. Each game is quite different, so your monetized features will vary, but one thing is certain: blocking game content is a big no-no.

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Nevergrind now featured at Product Hunt

Check it out and show your support to help spread the gospel of Nevergrind!

http://www.producthunt.com/posts/nevergrind

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