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T20 Card Cricket (iOS/Android)


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19 hours ago, Gringo said:

 

Can't argue with that haha. I look forward to getting a go when it is released.

You should have got in on the beta test! ;)

 

Yeah, have to echo the compliments in this thread, it is a really well put together package and some genius ideas for this type of game. The cricket is incidental in it all, but as @glb says it could lend itself very well to other sports (already got a few ideas myself).

 

But even though it is incidental, the way the cricket is built into the core of the game is brilliant. Can't wait to get my hands on the full version.

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  • 2 weeks later...

Thanks for the kind words, *chin*. Glad you are enjoying it. I've had some great feedback from the testers and everyone wants a 20 over mode where they can attempt their highest score, so that'll likely make an appearance not long after launch.

 

And yep, it could definitely lend itself to other sports games, which was kinda the plan. I think the memory style of gameplay is best suited to games that have stop-start rhythms, such as cricket, baseball, golf and maybe tennis or American football. Free-flowing games like football (soccer) might feel a bit contrived but could still work.

In case anyone is wondering why the game is *still* unreleased, the reason is because I have managed to secure a publishing deal and have been dealing with meetings and contracts and all sort of thing. It's not public knowledge yet so I can't say who it's with but it does mean that I should be able to do quite a few updates after it's released to keep it feeling fresh and provide value for the players.

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  • 2 months later...

Hey all, been a bit quiet in here but that’s cause I’ve had a couple of super busy months updating the game from soft launch. My day job was pretty intense, have a young baby to look after and was crunching out new features to improve the game for full launch. On Thursday we launched worldwide on iOS and you can download it here:

 

https://t.co/ia6H1p46J9

 

If you wanna read some waffle about what was done between soft launch and WW 

launch, read on.

Spoiler

 

UPDATE: Back in October, I did a publishing deal with Stick Sports (makers of Stick Cricket and other casual sports games), nothing fancy — just a revenue split and they’ve been great to work with. They helped manage the soft launch, put analytics in, performed a monetisation review of the game, made some suggestions to improve retention as well as provided development services on the game. Also, as part of this I get access to their market of cricket/sports fans that they have spent 13 or 14 years building.

 

The soft launch probably underperformed in my eyes, but it was about what the publisher expected. They didn’t seem too worried since we soft launched in NZ and South Africa with practically zero marketing. It helped confirm some of their assumptions that the monetisation was undercooked and that we weren’t maximising the video ads opportunities. It’s a bit gross to type that but I’m happy to trust their experience as they’ve been great to work with and respectful of the effort put in so far but also listened to things that I wasn’t happy to do. I made a lot of assumptions about consumer behaviour that didn’t match the market data/established thinking and the relative underperformance of the soft launch highlighted this. The game itself is mechanically quite strong and the super-fans are clocking up some serious runs (20,000+)but we needed to improve early churn.

 

We overhauled the shop, improve onboarding to reduce said churn, improved video ads, added four rare cards and added a 20 Over mode which testers had asked for. If I’m honest these new features are great but a little rough around the edges, with some noticeable visual/UI bugs or things not quite behaving properly. It was important to launch in the busy part of the cricket season just before Xmas while the sport is in the public eye (Australia is one of our biggest markets) so some of the new features have had some effects on the original part of the game. 

 

For instance, now when the player is out, they are offered a video ad to continue batting. Pretty standard stuff but it does make the game noticeably easier which inflates the players average, which in turn makes the “beat your average” challenges a lot harder. It’s also against my ‘artistic sensibilities’ (guffaw) to have an ad after each game or put pop ups in front of the user, but since my approach was too subtle in soft launch, I’m willing to trust the suggestions of those who’ve done it with more success than I have. 

 

There is plenty more to chat about but I’ve waffled too long here. Android will be out in the next few days (fingers crossed) and I’ll pop a link back here then.

 

 

Anyway, check it out, and if you like it, leave a nice review!

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Onboarding good, pretty art, like the way you’ve embedded various different mechanics.

The ads are too intrusive for me to play it for very long though: would also pay to remove (though I’m aware that I’m probably an exception).

(

During the between series ads you have an unstoppable video ad running, but also a banner up top with a “close” icon on it that doesn’t do anything).

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@bradigor Cheers for the feedback, will take it onboard. Are you referring to the interstitial between games? They’re supposed to be time based but seem to be appearing after every game for some reason...

 

@footle thanks for your input also and will take your feedback onboard re: ads too. There’s a bit of experimentation on ads at the mo’. Soft launch had too few and current build has prob too many. 

 

re: the banner on the ad, if you see it again, could you post a screenshot either here or via PM? Sounds like a bug, but some the Chartboost ads don’t seem to follow usability guidelines. They should *all* be skippable. Quite frustrating.

 

Thanks to all who give feedback, it’s greatly appreciated, even the ‘bad’ news.

 

 

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Interesting data on the ‘Remove ads IAP vs Rev generated by ads’ debate. 

 

SMG (who made Thumbdrift) posted a tweet a while back which showed that for one of their earlier titles, Ad removal IAP generated approx $3000 and revenue from ads was something like $118k.

 

I’m paraphrasing, but the gap was enormous. I’m not a fan of ads myself but sounds like we don’t have the balance right yet. Soft launch had too few and launch has too many.

 

Out of curiosity, which ads are the most frustrating? Interstitials between matches? Or the rewarded video prompts that offer items (optional)? Or the watch to continue offers (optional)?

 

One thing that hasn’t been implemented properly yet (we have a bug fix update due before Xmas) is that if a player watches an ad to continue batting, they shouldn’t see an interstitial before their next game. Like I say, we’re still experimenting with advert frequency.

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Optional ads don’t bother me, because I won’t watch them.

interstitials that occur randomly (at the end of a series - fine; at some random point following a match, less so) bother me more. 

 

I suppose the important figure is how many ads the people who pay for the IAP no ads option *would* have seen, given the amount they play, and whether you lose money overall; though I suppose if they couldn’t remove ads they'd have played much less.

 

Clearly you do need *sufficient ads* :)

 

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42 minutes ago, bradigor said:

Yeah, they can be enough to put me off playing as a quick go. Whereas I’d happily pay a few quid to get rid and play a self contained game 

 

Noted: I’ve noticed Stick Sports have, in previous games, removed adverts with IAP purchases. We might be able to do something similar here.

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Also, kids. I might be happy to let some kids play this; I wouldn’t be if it’s busy throwing adverts for iOS casino games at them!

 

I’ll pm you the example of the close icon. I think it’s related to some other part of your UI, but at this point the ad below is effectively unstoppable and the close icon misleading.

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8 hours ago, OneDvBmbr said:

Will there be an option to remove ads for a flat fee?

 

Sorry i missed this yesterday, OneDvBmbr.

 

We're getting a few comments about ad frequency on here so I'll have to bring it up with the publisher. 

 

Thanks, your feedback is massively appreciated. 

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5 hours ago, footle said:

Also, kids. I might be happy to let some kids play this; I wouldn’t be if it’s busy throwing adverts for iOS casino games at them!

 

I’ll pm you the example of the close icon. I think it’s related to some other part of your UI, but at this point the ad below is effectively unstoppable and the close icon misleading.

 

Yeah, definitely agree. I have brought this up with the publisher as we have disallowed certain ad types as part of Chartboosts ad management.

(so-called sexy games, dating apps etc...)

 

The official answer at the moment is that because the game is just starting out and earning its first downloads, we cant be too picky about which ads are displayed.

 

Chartboost's ad management works by displaying ads from other titles into games. If a game is really popular, they'll display a higher value ad. If a game is not popular, then there's a very real chance they wont display an ad at all. After all, who would pay to market their game in a game that no one was playing?

 

So, the honest answer is; while the game is in the launch phase we dont know how successful the game will be, so we'll have to leave them in for the time being. Once (if!) we start to accrue more downloads then we can be more selective about our ads. 

 

I'm optimisic this is just a short term thing and I'll re-bring it up with Stick Sports because I think casino ads may do more harm than good. 

 

Thanks heaps for your input. I will be passing it on via our Slack channel.

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Jono,

Was about to say about the iPhone X issue.

Also, something I discovered is that my iPad version and my iPhone version don't sync so the game I started on iPad which meant I couldn't carry my game across.

Too many videos at the moment. I was getting a video every five mins on the iPad which felt intrusive especially as they were for gambling games - a danger of targeting to kids?

Already bought an IAP to help support your game :)

Best of luck with it mate!

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Thanks Phelan, and yeah i agree about the gambling ads. Good spot on the iPad/iPhone thing -- I figured that would have been handled at an OS level, but I guess not. 

 

 I spoke to my publisher after some

of the comments in this thread and they weren't particlarly impressed with our ratio of casino ads. We're considering changing our ad platform but we gotta wait until post-Xmas until we can see the data. If people are churning because of the ads, it'll get fixed super quick. 

 

Thanks for the input re ad frequency. It may become less of an issue as you progress because the challenges become

longer so you'll see ads every 10 mins instead of 5. 

 

But it's such a murky area for me. Everyone hates ads (me included) but I went to a monetisation talk recently where supposedly 87% of users who disliked ads said it wasnt enough to stop them playing. Ads typically account for 80%+ of revenue but it doesnt make it easier to swallow. My next game will likely not have any - so tough to design for.

 

Thanks for buying an IAP too!

 

To all: assuming you had to keep ads, what would you consider an acceptable frequency of ads? (Not including 'watch to continue playing' ads).

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I played for a bit and also found the ads a bit jarring - its the fact that you can just randomly draw a wicket card first shot of the final over of a challenge and be forced to watch an ad that grates a bit otherwise you lose your innings. I know its only a few minutes but makes a player feel they've been held to ransom a little, I always think of the article I read by Supercell where they said their games will always be free to play and IAP are never designed to remove a block or frustration, but to unlock something interesting or beneficial to the player.

 

Structurally did you consider a system that lets you play a certain number of challenges before the ads kick in (the timer/energy sort of mechanic), rather than interrupting the middle of a challenge ? 

 

Game is lovely and polished though, presentation is top notch and works really well

 

Good luck with it.

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Another one for too many ads. Noted and appreciated.

 

Quote

Structurally did you consider a system that lets you play a certain number of challenges before the ads kick in (the timer/energy sort of mechanic), rather than interrupting the middle of a challenge ? 

 

Personally, I’m not a fan of timer mechanics as I feel they’re quite artificial (says the guy with too many ads :lol:) but tbh honest I hadn’t seen them used well outside Clash Royale.

 

In soft-launch, there were originally no pop ups allowing players to continue. Once you got either a fifth Howzat, 2 x Howzat in the same turn or failed the Run Out mini-game, it was game over and you went to the game summary screen. 

 

On the summary screen was a button that allowed users to earn a free card by watching an ad. We utilised a pop up in the onboarding to let users know it was there and it was well positioned but not obnoxious, right next to the ‘next game’ button. However, analytics showed that it was barely ever used. 

 

The publishers said that in their experience, players need to be prompted before they interact with RV (rewarded video). Since no one used it, we decided to offer different RV options;

 

1)  if the player fails a challenge but does not level up, we offer a free card via RV (which is optional).

 

2) we introduced the ability to continue batting via an RV, a commonly used approach in other games.

 

I was wary of this so I suggested that it can only used once per game. i.e. if you fail a Run Out and watch a video to continue, you won’t be offered a RV if you are dismissed again via any method. Again, this is optional and there is real benefit to using it. (Although I acknowledge that Gotters may feel like it holds him to ransom a bit)

 

Unfortunately, we didn’t implement the time restriction I asked for, where if the player watches an ad to continue batting or after failure, they should not see an interstitial. I think this is one of the main drivers of frustration on here - seeing ads in succession  (tell me if I’m wrong). I’m still hopeful of getting a better balance of ads in the game for our first content update.

 

 

Edited by Jonathan_Kerr
Acknowledged Gotter’s position on the matter.
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I think it’s partly that. If you’ve a one minute challenge, ad, one minute challenge, ad, sequence for the first hour of playing the game before you get to those longer challenges it’s very easy to see it as more advert platform than game.

 

but you’re starting with that sequence of short challenges, which means we see lots of ads...

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6 hours ago, footle said:

I think it’s partly that. If you’ve a one minute challenge, ad, one minute challenge, ad, sequence for the first hour of playing the game before you get to those longer challenges it’s very easy to see it as more advert platform than game.

 

but you’re starting with that sequence of short challenges, which means we see lots of ads...

 

Thanks.

 

There's no interstitials in the first three games (series 1) which is about 15 mins but interstitials after that.

 

Really wish we stuck with the interstitials after three games now, instead of after each. 

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