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f13.net  |  f13.net General Forums  |  The Gaming Graveyard  |  Game Design/Development  |  Topic: Flash Game - Pyro 0 Members and 1 Guest are viewing this topic.
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Author Topic: Flash Game - Pyro  (Read 25754 times)
damijin
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Reply #35 on: January 10, 2009, 06:34:44 PM

I dont want people to get overwhelmed by it. Im hoping they'll have a fond memory of Pyro. The sequel will be out in about 6 months, after we do a different game first.
Aez
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Reply #36 on: January 10, 2009, 07:36:16 PM

Give this man a red name!
Aez
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Reply #37 on: August 14, 2009, 12:44:23 PM

Gratz for making it to reddit front page with your sequel.
nurtsi
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Reply #38 on: August 14, 2009, 01:13:13 PM

Status update for those of us not in the know, please.
Aez
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Reply #39 on: August 14, 2009, 01:23:00 PM

Looks like he released a sequel : http://www.kongregate.com/games/damijin/pyro-ii?level=2049&referrer=Phatcat

It was on the first page of gaming reddit but it's getting buried right now.  Maybe someone spammed it up there.  The comments aren't positive.
« Last Edit: August 14, 2009, 01:24:51 PM by Aez »
damijin
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Reply #40 on: December 07, 2009, 01:16:46 AM

Pyro II mini-postmortem!

Pyro II was developed between June and August for the most part, and was essentially an add-on to the original. It featured new levels, a cleaner UI, and most importantly a level editor with sharing functions, but retained basically the same gameplay and graphics.

The Good: Pyro II made nearly as much as it's older brother -- around 10k after all revenue sources were added up. There have been over 6500 player levels created and shared on Kongregate (most havent gotten any plays from anyone but their creator, but the top levels have over 10,000 plays on them which is pretty good!). We sold several licenses, and did very well again on AddictingGames.com, scoring an 88% approval rating (same rating as the original). For that matter, our rating on Kongregate was also the same as the original with about a 3.7, which netted us some badges and a card challenge (again).

The Bad: Not updating the graphics or gameplay, but calling the game a sequel instead of a "map pack" or some other clever title (see: "More Bloons" which was received well because it's name wasn't "Bloons 2: The Same Shit With New Levels"). Basically the lesson here was that if you're going to call a game a sequel by adding a 2 to it, you need to update your graphics and your gameplay enough that people feel like you didnt just push it out for money. Our main new feature was the level editor, but that doesnt appeal to everyone, and as a result, most felt like the game was the exact same as the original -- or worse because they disliked some of the levels.

Overall the game met our goals of doing as well as the original financially, though it did get considerably less plays -- partly because of the name/sequel thing, but mostly because there were other "physics" games where you launch a ball at things that came out at the same time and were more original to folks who had already played the original Pyro.

Next sequel will definitely feature a graphics overhaul and gameplay updates. Im thinking of adding more physics so that you hit the crates and they can actually be knocked around when they burn. You could knock a crate off a ledge and have it fall onto a torch and light it. I'd also like to have ropes you can burn, and chains that can tether objects but don't burn. So you might chain a crate to the wall, and hit the crate and it swings in a circle and lights 5 torches that it swings past in it's arc.
eldaec
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Reply #41 on: December 07, 2009, 06:40:48 AM

Overall the game met our goals of doing as well as the original financially, though it did get considerably less plays -- partly because of the name/sequel thing, but mostly because there were other "physics" games where you launch a ball at things that came out at the same time and were more original to folks who had already played the original Pyro.

Do you know if it did as well as pyro 1 compared with other games being published at the time?

The number of flash games being published on these sites feels like it rose considerably been the time you published pyro 1 and 2. I'd guess it's simply become a more crowded market?
« Last Edit: December 07, 2009, 06:51:09 AM by eldaec »

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damijin
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Reply #42 on: December 07, 2009, 10:10:57 AM

Hard to say, numbers are rarely published. The main competitor to Pyro II -- the similar physics game that bested us for top content slot on AddictingGames was "Max Damage"

Overall, Max Damage had more plays than Pyro II, but due to the circumstances of our sponsorship and licensing deals -- Pyro II wound up making around the same amount (from info that I've read from the Max Damage dev). So, I would say it did on par with other popular games around the same time. It really is difficult to exactly pinpoint things. The market definitely changes constantly, even week to week. Some weeks have no good releases, others have 3 in a single week all striving for the top content slots on the portals.

Im trying to get developers to organize release dates with each other, or at least post them in advance to the other devs. Theres been some agreement that we should do that, but theres not a good single location where all major developers congregate (no pun), so it's unlikely to be very effective until there is.
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