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A Postmortem of
“Epic Battle Fantasy 4”
A look at what EBF4 did right, and a bunch of
stuff that went terribly wrong.
Who I Am
• I'm Matt Roszak, aka kupo707.
• I'm a Flash Game developer,
who mostly works by himself.
• Been animating in Flash for 10 years, making
games for 5 years.
• I've made games in a bunch of different genres.
• Games include Adventure Story, Bullet Heaven,
and the Epic Battle Fantasy series.
Epic Battle Fantasy 4
• A traditional JRPG, similar to
early Final Fantasy, or Golden Sun.
• Took around one year to make.
• Contains 60,000 lines of code,
• Takes 20 hours to play through.
What Went Right
• EBF4 launched without any serious bugs or
other issues.
• Player reception was very good.
• Premium content sold well and didn't bother
most players.
• Made a decent amount of money overall.
Testing & Launch
• Open beta testing ensured that the game was
bug free and balanced.
• Lots of data was collected about what players
did in-game.
• Open development meant lots of player
feedback and hype.
• No major issues with the game itself at launch.
Player Reception
• EBF4 built on the previous games, and fixed
everything that was wrong with them.
• Very few complaints about the game itself, and
most players loved it.
• Was the top rated game on Kongregate and
Newgrounds for a few months.
Premium Pack
• Included a pack of Equips and Skills for $7.50.
• Sold 5803 of them, which apparently is a lot for
a single-player game.
• Premium pack itself was done sensitively;
Didn't offer unfair advantages or make the free
game feel incomplete.
Total Revenue
Kongregate sponsorship: $30K
+ Premium sales: $28K
+ Sitelocked licenses: $4K
+ Ads: $4K
+ Competition prizes: $2K
___________________________________
= Total: $68K
= Eh, can't complain.
What Went Wrong
• Sponsorship deal could have been better.
• Browsers deleted lots of saved games.
• Data mining was a disaster.
• Not sure if translations were worth it.
• Steam Greenlight release was planned badly.
Sponsorship
• Picked a performance based deal from
Kongregate, which worked well for previous
games.
• But EBF4 did not distribute very well;
Shrinking market, large filesize, premium
content, and some compatibility issues.
• Had a very high fixed offer that I turned down.
• Luckily sorted out sponsorship deal quite early.
Lost Saves
• Tons of users lost saved games due to
browsers and cleaning tools deleting cookies.
• Kongregate doesn't have an API for cloud
saving, like some other sponsors do.
• Problem gradually lowered the game's rating.
• A Kongregate site update even deleted saved
games for a day.
Data Mining
• Used Playtomic for collecting tons of cool data.
• They went out of business shortly after the
game's release; had no backup plan.
• I should have known how unreliable these
services are from previous experience.
Translations
• Added a month to development time.
• No way of knowing how many people found
them useful.
• Distribution was crap, so they probably didn't
help much there.
• Was still an interesting experience.
Steam Greenlight
• EBF4 may have been better off as a Steam
game, rather than a free web game.
• Should have focused on Steam first.
• Didn't really understand how Greenlight works.
Felt that the web release would help get votes.
• Turns out players don't want to pay for a game
that is already mostly available for free. (derp)
• Got 13k votes. Probably needed around 50k.
Conclusions
• Treat your players well and include them in the
development process.
• Make backup plans; conditions can change.
• Don't trust outsiders; web browsers, data
tracking services, etc.
• Don't stick to the same strategy just because it
worked well in the past.
Contact

• Email: kupo707@hotmail.com
• Website/blog: kupogames.com
• Kongregate username: kupo707

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A Postmortem of Epic Battle Fantasy 4 by Matt Roszak

  • 1. A Postmortem of “Epic Battle Fantasy 4” A look at what EBF4 did right, and a bunch of stuff that went terribly wrong.
  • 2. Who I Am • I'm Matt Roszak, aka kupo707. • I'm a Flash Game developer, who mostly works by himself. • Been animating in Flash for 10 years, making games for 5 years. • I've made games in a bunch of different genres. • Games include Adventure Story, Bullet Heaven, and the Epic Battle Fantasy series.
  • 3. Epic Battle Fantasy 4 • A traditional JRPG, similar to early Final Fantasy, or Golden Sun. • Took around one year to make. • Contains 60,000 lines of code, • Takes 20 hours to play through.
  • 4. What Went Right • EBF4 launched without any serious bugs or other issues. • Player reception was very good. • Premium content sold well and didn't bother most players. • Made a decent amount of money overall.
  • 5. Testing & Launch • Open beta testing ensured that the game was bug free and balanced. • Lots of data was collected about what players did in-game. • Open development meant lots of player feedback and hype. • No major issues with the game itself at launch.
  • 6. Player Reception • EBF4 built on the previous games, and fixed everything that was wrong with them. • Very few complaints about the game itself, and most players loved it. • Was the top rated game on Kongregate and Newgrounds for a few months.
  • 7. Premium Pack • Included a pack of Equips and Skills for $7.50. • Sold 5803 of them, which apparently is a lot for a single-player game. • Premium pack itself was done sensitively; Didn't offer unfair advantages or make the free game feel incomplete.
  • 8. Total Revenue Kongregate sponsorship: $30K + Premium sales: $28K + Sitelocked licenses: $4K + Ads: $4K + Competition prizes: $2K ___________________________________ = Total: $68K = Eh, can't complain.
  • 9. What Went Wrong • Sponsorship deal could have been better. • Browsers deleted lots of saved games. • Data mining was a disaster. • Not sure if translations were worth it. • Steam Greenlight release was planned badly.
  • 10. Sponsorship • Picked a performance based deal from Kongregate, which worked well for previous games. • But EBF4 did not distribute very well; Shrinking market, large filesize, premium content, and some compatibility issues. • Had a very high fixed offer that I turned down. • Luckily sorted out sponsorship deal quite early.
  • 11. Lost Saves • Tons of users lost saved games due to browsers and cleaning tools deleting cookies. • Kongregate doesn't have an API for cloud saving, like some other sponsors do. • Problem gradually lowered the game's rating. • A Kongregate site update even deleted saved games for a day.
  • 12. Data Mining • Used Playtomic for collecting tons of cool data. • They went out of business shortly after the game's release; had no backup plan. • I should have known how unreliable these services are from previous experience.
  • 13. Translations • Added a month to development time. • No way of knowing how many people found them useful. • Distribution was crap, so they probably didn't help much there. • Was still an interesting experience.
  • 14. Steam Greenlight • EBF4 may have been better off as a Steam game, rather than a free web game. • Should have focused on Steam first. • Didn't really understand how Greenlight works. Felt that the web release would help get votes. • Turns out players don't want to pay for a game that is already mostly available for free. (derp) • Got 13k votes. Probably needed around 50k.
  • 15. Conclusions • Treat your players well and include them in the development process. • Make backup plans; conditions can change. • Don't trust outsiders; web browsers, data tracking services, etc. • Don't stick to the same strategy just because it worked well in the past.
  • 16. Contact • Email: kupo707@hotmail.com • Website/blog: kupogames.com • Kongregate username: kupo707