Laser Dog Games

Putting the Bite Back Into Gaming Since 2013.

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Laser Dog sells their soul... again?!

February 17, 2016 by Rob Allison

In December I wrote a blog post about how we were experimenting with a freemium version of HoPiKo for Android. It was our first stab at the freemium model, and to be honest, it wasn’t really worth it. HoPiKo is a premium game, it doesn’t feel right to slap adverts on it, even if they were opt-in. It doesn’t fit the model. Ah well.

What I didn’t mention in that blog post was that we’ve been developing a real freemium game for the past 5 months now. We announced this game today - PKTBALL.

Spawned in a local coffee shop game jam about two years ago, we were really excited about the prototype of PKTBALL. The raw “toy” and control mechanic was really really fun, but we couldn’t find a way of making it feel like a Laser Dog game. We probably spent over a year in-between the development of PUK, ALONE and HOPIKO trying to make it right. I think I started the code base from scratch at least 6 times.

After HoPiKo was finished and out in the wild, we (well, actually just Simon) decided that we’d give PKTBALL another go. We were both (well, actually just Simon) really excited to start the project from scratch again and try get the fun back that we had in that initial prototype. The project was to take no more than 2 weeks and if we went over that, we’d start on something else (lol, that didn’t happen).

Right at the start of this development, we realised that the thing we were stuck on was the pricing model. The game doesn’t feel like a premium game. This was an issue for us, as we need to make money to continue making games. We had always said that we’d never make a freemium game, because most are basically evil ;)

After a lot of discussion and testing ideas, we decided that the fairest pricing model would be what we call “clean-freemium”. These are the games that you can play in their entirety without paying any money, but if you want to, you can support the developers in exchange for some purely aesthetic goodies/additional characters. Additionally we’ve got some opt-in adverts.

There are of course other freemium models that are honest and good for players, but we think this one is the best for our game and our players. It's also a proven technique on how to monetise a game without affecting gameplay. 

We’re really pleased we went down this route as it’s completely opened up the game for us to develop and be creative with. It’s been a really, really fun game to make.

The game features over 20 characters - each character completely re-skins the game, has a unique music track and is voiced by either one of us or our friends and family.

Awesome voice acting from @msjenallison #gamedev

A video posted by Rob Allison (@roballison) on Feb 10, 2016 at 11:30am PST

Working on the music has also been a lot of fun, as I’ve been able to play around with a lot of different genres. I even got to write a song for my cat, Travis (and I voiced his character, too!).

Just made the cheesiest music I think I could possibly write. It's for Travis😂😂 🧀❤️🎮🎶😻 #composition #logicprox #gamedev #games #gamemusic

A video posted by Rob Allison (@roballison) on Jan 21, 2016 at 8:27am PST

PKTBALL features a endless-arcade single player and a local multiplayer mode… having four players crammed around an iPhone 5 is hilarious to play, and to watch! We’ve made it as fun as possible, so it doesn’t take itself too seriously. It’s really challenging at the top end, and (hopefully) really accessible for new/casual players.

We’ve really enjoyed developing the game, and while we’re taking a huge risk in going freemium, we’re optimistic that it will bring in enough revenue to keep us making games for at least another 6 months. We’re lucky in that sense as we’re only a two man team and while it would be nice, making millions isn’t necessary!

While we never thought we’d go freemium, we’re really glad we did in this case. It’s allowed us to have a lot of fun with this game. Hopefully that will come across to the people who download it and play it too!

What’s next for Laser Dog?

We’re currently porting HoPiKo (actually rebuilding from scratch) for release on PC/Consoles. We’re really excited for that! It’s playing nicely on the big screen with a controller.

Once PKTBALL is released we’ll probably take a short break from mobile and concentrate on a new PC/Console game that we’ve been eager to make.


February 17, 2016 /Rob Allison
2 Comments

Laser Dog Sells Their Soul?

December 09, 2015 by Rob Allison

Laser Dog sells out?

Well, no. Not really. 

We’ve always said that we’d never make a freemium game, as they’re basically evil. The big companies use them to extract as much money out of players as possible. That sucks, and isn’t what we class as “gaming”.

There are two things recently that have changed the way we think about freemium games:

  • Some companies do it right and are not evil. We refer to these as “clean-freemium” games. Crossy Road is a good example, as you can play the game in its entirety. Anything you pay for (with money or by watching ads) is purely aesthetic and isn’t “pay to win”.
  • The market has changed a lot in the past year. It’s a growing concern that more and more people don’t expect to pay for mobile games. This sucks for us.

So you’re gonna try cash in now?

No. Well yeah, kinda.

laserCash.jpg

When we released HoPiKo, we had a lot of press coverage and the Editor’s choice spot in the App Store. iOS sales were good enough for us to continue our business (we had one month left in the bank - cutting it close) for at least a while longer. We were overjoyed. There was even a jumping double high-five moment on launch day!

Android sales were VERY different. It took about 4 hours for someone to release a “cracked” (whatever that means) version of HoPiKo. That quickly spread through all the various websites that host such things. Soon it was higher in the Google search than the genuine app.

What we’ve seen is that 90% of all android installs have been pirates. 90%. 9 out of 10. That hurts.

I made a pretty chart:

HoPiKo is going to be “Monetised” then?

That’s an awful word. But yes, in a way.

IMPORTANT: The premium version of HoPiKo on iOS and Android will be totally unchanged. That is a premium game. Pay once, play forever and free updates.

We’ve been watching the figures come in over the last few months and thought “If people are going to get it for free, we might as well try earn a bit of money from it”.

What we’ve done is released a new version of HoPiKo, “HoPiKo Free”, on the Google Play store. This is monetised in the following way:

  • The player starts with 20 credits.
  • You lose a credit every time you die.

  • When you’re out of credits, you can wait 10 minutes for new round of 20 credits.

  • OR (this is the best bit) you can watch an advert and get some credits without waiting.

Other than that, it’s the same game.

We’re viewing this as an experiment really, and expect to earn very little money from it. But a little bit is more than none..

You can download the free version of HoPiKo here if you want to give it a go

December 09, 2015 /Rob Allison
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