If you haven’t already, make sure to check out Mochi Coins Best Practices – Part I and Mochi Coins Best Practices – Part II first!

Welcome to part three of our three part “Mochi Coins Best Practices” series! These are just some things we’ve noticed since we released the API and how addressing some of these things may increase sales in your games!

Please, feel free to leave comments and any other suggestions/links/articles that you think would benefit the community.

Marketing Your Game

Demos are Fine, Just Describe Your Game As Is

If your game is meant to be a demo, then list it as so. It’s true that it may receive a more negative response from the get go, but if the game experience is amazing it won’t matter (see: Windosill). Great games will more often than not get the attention they deserve and those who were willing to open their wallets will be doing so anyway.

There’s nothing worse than playing a game all the way to the end and finding yourself unknowingly forced to purchase an item to actually complete it. Granted, it’s a pretty shrewd business tactic that will get a few people to open up their wallets to pay the admission price, but it’s something that also puts a bad mark on your record as a game developer. People may then, in turn, not play your games in the future.

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Windosill – Title Screen

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Windosill – Reaching “Unlock” Level

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Windosill – Automatically popping up Purchase Option

Video Demo of Items

A nice feature within the MochiCoins platform is the option to attach a video preview for any item in your store. Doing so will allow someone to make a much more informed decision on what they’re getting with their money (see: SAS: Zombie Assault 2). It’s the same reason companies attach screenshots to the back of their boxes—you want to see what you’re getting.

This is especially important for things that aren’t straight forward like “increase life from 5 to 10”. If your weapon is described to be one bad mamma jamma, then attach a video showing it. You’ll get many more “I want that” responses than not.

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SAS: Zombie Assault 2 – Weapon with Demo Button

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SAS: Zombie Assault 2 – YouTube video of Weapon in Action

Branding and 1,000 True Fans

If this is your first venture out into the space, then keep this tip in the back of your head as you move forward. If it’s not, make sure you take the time to evaluate where you are and what you can do to improve your standings.

A very important tactic to take is to make sure to market to your fans. If you’ve created many games that have been played, then you have also more than likely acquired a (hopefully) continuing growing fanbase. These are the people that you’ll eventually tailor your game creations towards. These are most likely the people that “discovered your indie talent” before it went mainstream, and are the people that appreciate your work as a developer. These are also the people that are most likely willing to wait through ads to play your game, pry open their wallet to give you money or even send you a card during the holidays.

Build that fanbase, keep them entertained and give them more reasons to invest their time (and money) in you. You’d be surprised what 1,000 True Fans can really do for you. Keep that number as a base, and plan accordingly.

Suggested Reading: 1,000 True Fans

The Future

Sponsorships on the Horizon

With your game popping up left and right on the internet, getting a lot of exposure and publicity is only natural. What do you do, however, when a sponsorship comes your way to purchase a site-locked version, but asks you to provide all purchasable items for free? The first inclination would be to jump on the money like ants on candy, but you should take some time to think about the options available and the things you can do to not only benefit yourself as a developer, but to respect your fans as well as the Flash development community.

  • Ask Why Coins Aren’t Allowed – Question and find out why that particular publisher or portal doesn’t want to use your game if transactions are involved. See if there is a way around this or they can work out a deal to allow microtransactions to be used. The more people that ask “why?” may further strengthen the point that developers want microtransactions left in their game.
  • Offer an Alternative to Unlocking Everything – The last thing you want to do is to alienate your fan base. If you’ve created a game that many people love and have purchased items in, you don’t want to provide the same experience somewhere else for free. Your fan base will realize that future releases of your games will eventually pop up on a portal and offer all items for free and stop purchasing items altogether. There are a few options you can try:
    • Offer a Basic Version – Your game, unless it is strictly a demo, should be a complete experience in itself. See if you can ask the sponsor to take the standard version without the extra bells in whistles since, in theory, those items are strictly bells and whistles.
    • Offer Alternative Items – Create items that you can give the sponsor for free and are locked to the version on their site only. For example, instead of providing the sponsor all 50 bonus levels and the water balloon cannon, you create a special “Sponsor Level Pack” and another weapon for the sponsor. This way your fans can play the version with the items they purchased and also try out these new items for free.
  • Ask For More – Ultimately, the decision to accept a sponsorship, regardless of the terms, is completely up to you. If you’re going to go and create a version that makes all locked content free for that site, knowing both the positive and negative consequences, then go for it. If you do, you should ask for more in regards to the sponsorship. Not to sell any specific portal short, but it’s business and they’re trying to get the best deal possible for your great game. If you’re able to negotiate the terms, then you take some of the power back into your own hands and may be able to land a better deal for yourself.

Whatever you decide to do is up to you. I’m not here to suggest you to go one way or another. If a sponsorship deal looks best for you right now and it is in your best interest, then go for it. there’s no harm in asking and trying to see what options are available to you. We want to make this a viable profession for you guys and you can only do that by educating yourself more in the space and simply “trying it out”.

Keep Moving Forward

Once your game is completed and you’ve done the best that you can to implement MochiCoins alongside all the other elements of an enjoyable game, check its performance, do some analyzing and then move forward. The chance of creating one title to float you to the land of retirement is not very likely.

Take whatever information you get from your game, be it comments, impression count, transaction history or whatever, and use it to help lay the groundwork of your next game. As a developer in a fast moving space that is becoming more and more crowded everyday, you will have to keep creating games to stay ahead and in the eyesight of players.

Positive comments are great and let you know what you should keep doing, but the constructive ones are even more important. If a majority of players did not like your game or maybe a certain aspect of it, take it as note that there’s something about your game that needs some tweaking (or perhaps a complete overhaul). If you receive conflicting comments from different sites, you may then be able to figure out which audience to target your next game towards.

Don’t let any naysayers get you down. Learn from your experiences and carry on. It’s a craft and you only get better if you keep practicing.

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Read the rest of the series: ‘Mochi Coins Best Practices’

  1. Mochi Coins Best Practices: Mochi Coins Best Practices – Part III
  2. Mochi Coins Best Practices: Mochi Coins Best Practices – Part I
  3. Mochi Coins Best Practices: Mochi Coins Best Practices – Part II