Showing posts with label game-development. Show all posts
Showing posts with label game-development. Show all posts

Monday, June 03, 2024

Vigil RPG 3.0 is now available!

Vigil RPG, my classic-style turn-based role-playing game for iPhone, has been updated to a new major version, 3.0! 

Vigil RPG logo

For the first time in 10 years on the App Store: Vigil RPG is now free to download! Vigil RPG has always been a "premium" title, where paying once got you the full game, with no ads, premium currencies, stamina timers, or other such impediments. Vigil RPG still has none of that, but now you can download Vigil RPG from the App Store and play the first portion of the game for free! After that, the game offers a single, one-time in-app purchase, which permanently unlocks the full game for you across all of your devices.

(And of course -- as is only right!-- I added code such that everyone who bought Vigil RPG prior to this v3.0.0 update will continue to have access to the full game (including the other major updates in the new version) without needing to buy the IAP.)

The other major feature in the Vigil RPG 3.0 update is Honor Mode! Inspired by a certain awesome hit 2023 AAA RPG -- (okay, fine, I'll just come right out and say that it's obviously Baldur's Gate 3) -- players considering themselves Vigil RPG veterans (or just hungry for maximum challenge right out of the gate?) can now optionally take on this challenging new difficulty. It features enhanced boss enemies with new move sets, and like Hardcore mode in the Diablo series before it, PERMADEATH upon defeat!

You can see all of this for yourself via a free download of Vigil RPG on the App Store.

Need an expert opinion first? Read a review of Vigil RPG at TouchArcade.com.

Learn more about Vigil RPG on the Vigil RPG website.

Sunday, February 09, 2020

Vigil RPG 5th Anniversary Edition Now Available!

Now available on the App Store for iOS devices: Vigil RPG, Special 5th Anniversary Edition!

Vigil RPG is a game that I solo-developed and released for iPhone back at the end of 2014.  Vigil RPG is the kind of designed-for-mobile RPG that I couldn't find on the App Store, so I wrote it myself! It features interesting combats (even in non-boss battles), while also allowing you to play each combat round in a single tap.



I'm happy to announce that Vigil RPG, Special 5th Anniversary Edition, is now available! It's a free update to the original Vigil RPG app. It features:

Universal (iPad) support


Vigil RPG had always been playable on iPad, but only as an automatically-scaled-up version of the original iPhone 4. Now, Vigil RPG is a full Universal iOS app, with every screen in the game having been updated to take advantage of iPad portrait-mode screen resolutions.

iPhone X and iPhone 11 support


Vigil RPG now also takes advantage of the full resolution available on newer iPhones, all the way up to the iPhone 11 Pro Max. (Future large phone models will now be automatically supported as well.) Enjoy Vigil RPG's beautiful pixel graphics in glorious high resolution on your new device!

New and reworked enemies


A new, unique early-game boss enemy has been added. Players familiar with Vigil RPG will no longer find it quite so easy to retrieve a quest item from one of the local farms early on in the game!

A number of existing enemies in the game have been reworked to make them more interesting to fight. A few examples:
  • The Tank Goblin, instead of just having thick armor, now has a defense that is really tough to crack.  Players familiar with how to beat King Hippo in Nintendo's Punch-Out! series, though, should have an advantage in figuring out how to hurt him effectively...
  • The Skeleton Fire Mage now chants some strange words at the beginning of combat. Could those words be somehow related to the combat round numbers in which it casts its FIRE spells?
  • The Fire Elemental now grows into a larger and larger flame as combat progresses! The ICE spell can help cut it back down to size, though!
  • It's now extra effective to use the never-miss FIRE spell on flying enemies, such as the Giant Hornet that is encountered early in the game.

New Music


Delight your ears with new 8-bit-style music tracks for many of Vigil RPG's unique boss enemies!

As a bonus, here's my favorite, as a free download: The new Arcane Tower boss battle theme!  (Composer credit: nene at opengameart.org!)

New In-Game Commentary


Everyone's favorite root-beer-serving bartender, Bo, has lots and lots of new commentary, gameplay tips, and humor for you at the Tavern. You can also now just tap him to get more tips, instead of having to leave the tavern and come back again.


Local High Scores


Vigil RPG has always featured an "elapsed turns" system, which tracks how efficiently and effectively you've been proceeding through the game. Completing quests in fewer turns gets you better quest completion rewards.

Now, a local high scores table for each quest is available at the Tavern! When you complete a quest at the Tavern, your performance compared to other save files and prior playthroughs on your device is now displayed.

Many more enhancements!


To name just a few:
  • Stats are now displayed at the end of combat for how well you did mitigating enemy special attacks (i.e. blocking them, or otherwise taking advantage of an enemy's weakness to stop them from being effective), and interrupting enemy spells.  These stats for the entirety of your playthrough are also now displayed on the Hero Status screen!
  • The Shaman (a late-game NPC located in a remote section of the world map) now invites the hero to rest at his hut (to restore HP) after he is done assigning the hero a quest!
  • The Town of Arboria now has a new and improved appearance!
  • Some quest rewards, hero level-up bonuses, item prices, and monster stats have been tweaked to make Vigil RPG even more finely balanced!
  • Picking up Fire Rubies in the Volcano now slightly restore the hero's HP!
  • 400+ new git commits of new sound effects, UI improvements, and other goodness!

Support your local Jon Schneider's Tech Blog indie game development scene!


To learn more about Vigil RPG, check out the Vigil RPG website.  Or help me buy my wife a delicious coffee by checking out the game that TouchArcade.com named one of the top 10 JRPG-style games available on iOS -- alongside such notable series as Final Fantasy, Dragon Quest, and Chrono Trigger! -- by buying your very own copy of Vigil RPG on the App Store!

Friday, February 17, 2017

Vigil RPG interview at TouchArcade.com

I was interviewed by top-notch iOS RPG reviewer Shaun Musgrave on the subject the development of my iOS game, Vigil RPG.  Check out the interview over on TouchArcade.com!

Friday, April 15, 2016

Vigil RPG (“Premium” iPhone Game) – Lifetime Sales Stats

Sometime in mid-2013, I had a hankering to play a particular kind of RPG on my iPhone. I wanted a game with these features:

  • Turn-based combat.
  • Portrait orientation, and thus playable with one hand. (e.g. while eating with the other hand.)
  • A single protagonist/hero. One thing I don't like about party-based RPGs is that typically, a couple of your party members need be KO’ed before you feel like the team is actually in any real danger. This doesn't tend to happen against non-boss enemies in most games, and thus those games often end up feeling uninteresting for long stretches.
  • Interesting decision-making in combat -- even vs. non-boss enemies -- something beyond the typical RPG trope of "do basic attacks / target enemy elemental weaknesses / heal self when injured / repeat."
  • No hard-to-use on-screen virtual D-pad for character movement. Give me a way to move my character that’s designed especially for a touchscreen, not one based on a traditional physical controller’s tactile D-pad!
  • A combat system built around LOW numbers and visible enemy HP / stats, so I can calculate that if, for example, that enemy has 9 HP left, then I can perfectly finish it off by doing my 4 and 5 HP attacks respectively over the next 2 rounds.
  • FAST combat. No waiting on long combat animations; no wading through multiple menus to kick off a combat round. This is my phone; let me whip it out when I’ve got 30 seconds, and actually accomplish something quickly.
  • No save points. Why not just always keep my game saved automatically?  (Even mid-combat!)
  • Game designed with a goal of fun, not of corporate revenue generation! Absolutely no IAPs or premium currencies or ads or stamina timers.

I couldn't find that game on the App Store.

So... I decided to write it myself!

After spending most of my evenings between 10:00pm and midnight (after my day job, spending time with my family, getting the kids into bed, and daily chores) for about 18 months designing and writing the game – learning the Objective-C programming language and the whole MacOS / iOS development ecosystem along the way – Vigil RPG was released in November 2014!

Here’s Vigil RPG’s combat screen, which illustrates the realization a lot of the points noted above that I wanted to achieve with the game.  You can check out more screen shots and info about the game at the Vigil RPG website!

 

Lifetime App Store Sales Stats

I don't really have any reason to keep them private, and I thought it might be insightful for other #indiedev folks and industry observers, so without further ado, here are the lifetime sales statistics to date for Vigil RPG (iOS)!  According to my developer account at iTunes Connect:

2016-04-15 12_27_17-iTunes Connect

  • Released November 2014 at a price of US $2.99
  • 354 paid copies sold, almost entirely at $2.99, with a few at $1.99 in a "birthday sale" in November 2015
  • Total gross sales: US $1004
  • About 70% of the lifetime sales of Vigil RPG came in the first 30 days after release.
  • Vigil RPG got about ten 5-out-of-5-star community reviews on the App Store (and no 0-through-4-star reviews) immediately after release; it’s gotten zero community reviews since then.  (Vigil RPG has no “review nag” prompts, which was an intentional design decision.)
  • The second big spike in sales was after the 4-out-of-5-star TouchArcade review (which I was thrilled with, and found to be extremely on-point and fair – much respect to the reviewer, Shaun Musgrave). TouchArcade was the only major site to do a review.
  • The little spike in November 2015 was the beginning of the $1.99 sale.  Sales dropped off again rapidly even though I left the price at $1.99 for a while.
  • Outside of the initial release and $1.99 sale periods, Vigil RPG sold at a rate of roughly 1 copy per week.
  • Net proceeds after Apple's cut: US $707
  • 3 x $US 99 of Apple annual developer licenses to develop the game and keep it live on the App Store = $297. Net proceeds after Apple dev license fees: $410
  • Other misc. operating costs -- State of Michigan incorporation fees for Aggro Magnet Games LLC, web hosting for http://aggromagnetgames.com -- of around $100 to date.  Bottom line proceeds to date: About $310
  • 122 free copies redeemed (promo codes sent to review sites; a few free giveaways to try and drum up visibility and community interest)
  • I didn’t bother trying to keep any stats on piracy rates, but at least one site out there (fairly readily findable via Google search) has the binary of the game posted for free download.

Given a very very rough estimate of about 600 hours spent creating the game, $310 in net profit works out to a wage of about $0.50/hour.  Not exactly enough to quit the ol’ day job!  (Fortunately, I already have a day job which I love!)

I am, however, honestly totally fine with that performance. I made an intentional decision up front for my goal for the Vigil RPG project to be to "make the game I wanted to play" – with no design compromises being made for the sake of monetization.  So no IAPs, no ads, no other typical "freemium" features (or “anti-features,” as the case may be) such as premium currencies or stamina timers.

 

$0.99 Sale

Consistent with my initial goal for Vigil RPG of prioritizing fun over profits, as of today, for the first time ever, the App Store price for Vigil RPG is reduced to $0.99!  I’m hopeful that this will allow more people to enjoy the game – assuming there’s a segment of folks out there who are interested in iPhone RPGs, and are unwilling or unable to buy the game at the $2.99 price point, but will go ahead and pick it up for $0.99.

The main reason I didn't just cut the price all the way down to $0.00 (free) was that admittedly there's somewhat more cachet in being able to say "The game I made is for sale on the App Store!" than "I made a game and I'm giving it away on the App Store since no one was really buying it!" 

It would also be nice if Vigil RPG’s proceeds would at least cover the annual $99 that Apple requires to keep it listed on the App Store.  To that end, I might bump the price back to the original $2.99 at some point if sales at the $0.99 price point don’t generate much increased volume relative to the 1 sale/week or so of the $2.99 price.

 

“Buy It Now!”

Hopefully this detailed peek into one game’s iOS App Store performance was helpful, or at least mildly interesting!

If you’d like read more about the gameplay of Vigil RPG, you can do so on the Vigil RPG website.  Or, you can check out the full 5-to-10-hour adventure firsthand via Vigil RPG on the App Store if you’ve got an iOS device, and can scrape together enough loose change to join the exclusive club of premium iOS game owners!

You can also hit me up with any questions you’ve got on Twitter at @AggroMagnetGame, or below in the comments!