I can't even get by the first level of Freddy's 2. Pretty cool game.
Five Nights at Freddy's
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Clickteam.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
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Sequel is out.
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Thousand congratulations for your game, excites me to see that you have several days or weeks in the Top five of the App Store, yesterday I gladly watching that first was the sequel and second the first part, incredible!
Some curious developer questions, how many downloads have been in the App Store? Are you you better at the Apple store or on Steam? of course at the level of shock and monetization.
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This is very inspiring Wow how did you manage to make the sequel so fast?
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Congrats animdude, it's great to see a fellow F2.5 developer reached this level of popularity and it's indeed very inspiring.
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Was it hard to implement for Steam? Did you use achievements, trading cards or any of the other features?
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This is very inspiring Wow how did you manage to make the sequel so fast?
If he was working full time on it, i'd say a few months isn't that fast. I guess he could use a majority of the code from the first game anyway.
Awesome results though!
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That is true I am very interested in how players react to having the game both on Steam and on Google and iOS for different prices? (I assume it is the same game) Have you got any complaints or is that ok with players? (You never know what will cause some to be irritated :p )
I see Freddy 2 cost about 8 euro on Steam and about 2 euro on mobile. How did you decide on the prices? -
Thanks for the comments. About making the sequel- Yes I was working on it full time so of course that helped a lot. I actually didn't reuse any of the source material from the main portion of the game, I only reused the title/game over screens, etc.
As far as pricing, I tried to pick prices that were fair considering the games aren't very long. It's very important to keep your audience happy. If you charge a high price, they will probably pay it but they most likely won't buy the next one. A happy fanbase is very very important.
About Steam achievements- I'm not really sure how to implement those. Can those be added with Clickteam Fusion?
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animdude, e-mail me and I will get you the objects you need for Steam Achievements.
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Is it not just the Steam object from the ClickStore?
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Gustav! indeed you are correct, forgot we posted it!
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There is a Steam object? O_o
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Yes and it's for free. Thanks to Clickteam!
Btw. I think they should put it in the Extension Manager.
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Cool I'll go check that out. I really wasn't expecting that kind of functionality.
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Usually I stay away from horror games and scary things in general, but there's something special about these two games. I can't seem to stop playing them. Thank you for making such awesome games, and congratulations on your success! It's truly inspiring!
Out of curiosity, any chance you might add some achievements or cards now that you know about the Steam object? They would complement the menu stars quite nicely.
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Well scott, now that you know that a steam object exist, this means we'll have achievements and trading cards? XD
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I am curious, is it possible you could tell us how big % of your revenue you get roughly on each platform? Like PC (steam), iOS and Android? What platform is the most succeesful for you and your game?
Is the split 10% from PC and 90% from mobile, or the reverse, or is it 50% from mobile and 50% PC, etc?
Was the game always developed for all these platform in mind or was you developing mainly for one of them and then "porting" it over?
Btw, how did you get the game on steam if you where not aware of the Steam object? Don't you need to use it to get on steam?
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I can answer that very last question: The Steam object is only necessary if you are using Steam features. No Steam features? No need for the Steam object.
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Outcast, to answer your question about the revenue split- It's about 60% iPhone, 20% PC and 20% Android. iPhone is by far the most profitable market but it's also the hardest one to break into because the market is so flooded. Android is the weakest mobile option because of the rampant piracy; there are just too many places to get pirated Android games and it's almost impossible to fight. But yeah, they have all three been pretty good so I would always recommend trying to make your game in such a way that it can be released to all three!
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Thanks for the answer! I am a bit suprised that PC is not a higher part of the split, seems mobile is the most profitable market even considering steam!
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