The Story of Speedrunner From Flash to XBLIG to Steam
Summary Starting with some facts.. Feedback from (millions of) players Summer Uprising Promotion XBLIG: Lessons Learned XBLIG: Sales Data To Steam and Beyond
Starting with some facts.. Speedrunner Free browser game, released in June 2010 Sponsored for $13000 by via Since then, played over 10 million times Speedrunner HD ‘hi-def’ XBLIG game, released in August 2011 Added (local) multiplayer
Feedback from (millions of) players “The first levels are really fun and the grappling hook is awesome. But the wall jumping is absolute crap! One of the worst I have ever seen. I was having so much fun until the [walljumping section] showed up and after a few levels I just gave up. I hope that it gets a sequel because aside from wall jumping this game is really, really good”. Improved controls Show quote Show differences
Feedback from (millions of) players
Summer Uprising Promotion Press advantage Show Kotaku Discuss Deadline issues
XBLIG: Lessons Learned XBLIG Marketplace is a difficult marketplace with visibility issues, plagued by a ‘race to the bottom’ Local Multiplayer (although heavily enjoyed) is not a big selling point on XBLIG Flash market is very different from XBLIG market Audiences are looking for more content on XBLIG Seems like there is little cross-over between flash and XBLIG Difficult to get stats on XBLIG
XBLIG: Sales Data Period: September 2011 – December 2012 4250 games sold, at $3 (240MSP) per game 1400 during first month 1000 during second quarter Currently selling 3 or 4 a day Demo conversion rate around 10%
To Steam and Beyond XBLIG to Steam: Lucky Currently: Fortune favors the prepared Currently: Adding Online Multiplayer Turns out this is a lot of work, who knew! Received some more feedback, so.. Improving some design flaws Adding a lot of content Release Date: “2014”(?)
Thanks, bye!