Mobile Game Review: Lost Echo [iPhone/iPad]

I discovered this game from the promotional category “15 Greatest Storylines” in the iTunes store for iPad/iPhone. Most of the mobile games I download are free, but an impressive trailer plus the fact that the game was on sale ($0.99 from a usual price of $2.99) was enough to make me buy this game. Lost Echo has been out for some time, released on Sep 2013 for the first version.

This game is an authentic adventure game where you control the main character, following a storyline that gets pretty mysterious after the first few minutes of play. The game’s graphics are all 3D rendered in real time, and depending on where you move the camera angle changes, sometimes gradually and sometimes suddenly.

When I first saw this game’s trailer on my iPhone, I was blown away by the graphics, but after playing it for about an hour or so on my iPad my impression dropped a notch. This is not only because the larger screen size shows off the flaws more easily, but because the design quality of the environments varies significantly, with some contain areas of very simple geometry that stand out. Also, the app preview shows some of the more interesting and better-designed areas, which is only natural from a marketing point of view. Overall they have done a great job with texturing the environment to create realism without using too many complex models.

I’ve been playing for around 90 minutes total time, and the story and dialogue is pretty well-written so far. I am not sure if they are purposeful, but I feel there are similarities to some of the Final Fantasy Games (story and dialoge-wise), plus Half Life series (mostly visual). I haven’t played many true adventure games on iPhone/iPad, but it’s great to know there are some serious adventure games like this on mobile devices. The only drawback story-wise is that sometimes I feel this game devolves to a click fest where I have to just click on everything in sight until I hit upon the right object.

The controls on the game take some getting used to be able to efficiently navigate the world, but even given this learning curve I think there are some things that could be improved. For example, clicking on a location to move there does not normally show any UI confirmation, unless you have happened to click on a hotspot representing a object or other important place. This makes for a frustrating experience, especially because sometimes it isn’t clear whether the place you clicked on is a legal location to walk to. Usually I end up clicking many times quickly to make sure the character starts moving.

There was one scene I just played involving a card game where clicking on a button on an overlaid menu to look at my hand of cards didn’t work properly – instead it acted as if I was trying to touch something on the backdrop, giving me the message “This is a wine crate”. Eventually I figured out I had to click my cards on the table first but I was almost ready to give up. There is one more short scene involving fixing a rattle that was surprisingly hard to control, and I feel that part should be cut completely from the game since it didn’t add anything tangible to the experience.

I also had to struggle with the camera angle, since it would change unpredictably and sometimes I didn’t know where I had to send my character to force the necessary angle change. I think some of this is unavoidable in adventure games with dynamic camera angles, but I think they could refine things a bit. Once you get to the camera setup on each area it’s not that bad though.

For some reason, part of the time when I was playing this game there was no music, even though I had my volume turned up all the way. When I went back and played the next day music was suddenly working, and from what I’ve heard it’s pretty good. This issue might be related to my device, however. Another thing that I experienced once is my iPad getting extremely hot after playing for a few minutes, though this too could be a device-specific problem (it’s an older model).

Almost immediately after starting this game I could tell it was a low-budget effort – not in a negative sense but rather that the team tried to do the best with limited resources. For example, the fact that areas are reused several times in the story, and also the fact there is a lot of dialogue. Both of these things could be attributed to their storytelling style, but with a big budget I’m pretty sure would exposed more areas to be explored.

Looking at the developer’s site (KickBack studios), the team is in fact very small with only two people, who must have worked very hard on this game (their first) in the last two years or so. I’d be very happy if I could ever make a game this cool that could get such visibility from Apple, and I’m looking forward to this studio’s future releases.

Despite the few flaws and annoyances, for $0.99 this game is totally worth it, so I recommend you check it out on iPad or iPhone.

lostecho

Mobile Game Advertising: don’t be afraid to get creative

There are hundreds, if not thousands, of sites out there that can be used to advertise your mobile game, in the form of directory listings, reviews, or forum posts. If you have enough time on your hands, you can try to submit your game to as many as you can find, but in many cases you’ll be required to pay some sort of fee to be listed or to accelerate the process, which can take weeks or longer.

If you are getting into mobile game development gradually, you will likely start out by releasing your game as free. But this means that if you start reaching into your pocketbook you’ll quickly be in the red, which isn’t a great way to get motivated to continue game development as a hobby.

Besides sticking with just the free sites, you can try to get creative to avoid paying some of these fees.

To give an example, I recently received an email from one of the sites I did a free submission for my latest game, which had a long advertisement about the paid service, talking about the benefits of a premium listing plus the fact it was on sale.

The text, however, had several English grammatical mistakes or awkward parts, and while reading it I had a mini Eureka moment.

I replied back to the email, saying that I would like to help clean up the marketing text which would surely bring in more paid users. In exchange, if I could get a premium listing as compensation, that would be great.

In less than a day the admin replied back and said we have a deal. I rewrote much of the advertising text, and though I am not a specialist in this area, the end result was much better than the original one. The admin said I will get a premium listing in the next week or so. (If this doesn’t pan out I’ll be sure to let you know in a later post)

These sort of opportunities come by only once in a while, but if you keep an eye open and think creatively, you might be able to find some unique ways to further your game’s marketing efforts.

In my case, I only saved around $15, but the satisfaction from a well-handled negotiation was worth many times this. Creating a win-win situation for both parties is one of the key parts of business-minded thinking.

A dozen tips for marketing your mobile game on internet forums

In the last day or so I’ve advertised my new mobile game on a few internet forums to try and pull in a few more downloads. I started with those which gave the highest hit count for my last game, and tried some new ones as an experiment.

Here are some tips for doing this for your own games (or apps), based on my experiences.

1) Make a list of sites you want to advertise on first before you actually make any posts. This will not only allow you to streamline the process, but also will let you focus more on which forums you want to post on.

2) Make sure you read the rules on each site before doing any posting. Getting your post removed, or worst, your account banned will only hurt your chances of getting many people to download your app. There are some basic rules which apply to most forums: no deceptive titles, don’t re-post the same content several times, post in the right sub-forum, etc.

3) Write the title and text in advance for your posts. For boards that are similar (i.e. game development boards) you can reuse these items, but feel free to write custom posts for the boards that have something unique about them. For example, one of the boards I posted on recommend giving details about how the game was developed, so I added a section giving that information. If you are not sure, err on the side of making customized posts for each site, since it will make your posts look less spammy.

4) Many forums don’t allow you to upload images and other attachments directly, so you must provide a URL linking to the image. There are many sites to host your images, and I ended up using http://postimage.org. It was free and easy to use, however it shrunk down the resolution to a pretty small size that wasn’t ideal. Some sites that do allow direct attachments will not allow you to scale them down manually, so consider re-scaling your screenshots and other images to a proper size before uploading.

5) Think creatively about what forums you can (safely) advertise to. For example, my latest game was related to board games such as Othello, so I advertised in a board-game related forum. To be safe, when you do this I recommend posting in the ‘Off-Topic’ areas, since often there is no to little moderation in them.

6) Before writing your posts, consider checking out some of the posts which have a large number of hits, and see what type of verbiage and style they use.

7) Don’t overlook the importance of the post title, often it is the only thing that decides whether users will start reading your post or ignore it.

8) For some forums, there are special ways to write posts advertising games. For example, on forums.toucharcade.com, there is a special meta tag of the form [appinfo=all]put iTunes URL here[/appinfo] which is supposed to (among other things) automatically get the app’s icon and show it next to the title on the post summary screen. I had mixed results with this, so make sure you check that any such meta tags are working either at preview time, or immediately after submission.

9) Many sites will allow you to embed videos from YouTube or other video sites in your post. Consider uploading your app preview (if you have one) to a video site and adding it to your post this way. You can use the same one you uploaded to the app store (if applicable), though you have the option of making a new one just for the purposes of advertising, the advantage being that you have less restrictions on time and content.

10) If you are maintaining a blog about your game, I would recommend to NOT include it in your post. Advertising your blog is fine, but do that separately. The reason is that if you imagine people only have the patience to click on one link, you want them going to your iTunes page rather than a page about development of your game. I wouldn’t consider your advertisement a success if you get a bunch of hits to your blog, but very few downloads to your app. For this same reason, (to go against what I just suggested in #10) you may want to even avoid embedding videos or if you do, include a easy-to-see link in your video’s description.

11) Make sure you test any links you include in the post, such as your game’s iTunes link. Particularly on iOS, I found out that even though my game was supposed to be on the app store, there was a delay of about an hour or two where the iTunes link I got wasn’t properly working and my game wasn’t actually in the store yet. If you want to be safe you wait until the day after your game goes live before advertising.

12) As the popular saying goes, “Hope for the best but prepare for the worst”. It’s a dog-eat-dog world out there with several hundreds of apps submitted to the iOS app store each day, and forums where mobile game marketing is done are often equally flooded. Keep your expectations low, but experiment as much as possible and learn as you go.