Thanks again for joining me for part four of this exploration into the life of Hogrocket; from inception of the company right through to the release of our first game: Tiny Invaders. If you haven’t read the first three parts of this series you can do so here, here and here.
We were a few months in, and team Hogrocket had pretty much finished our first game, Tiny Invaders, by this point. We’d taken the original prototype, a game based around steam trains moving around tracks and collecting sheep, and worked with a talented team of artists to turn it into an epic story of microscopic alien invasion. All in all we were on the right path to launch. However, before we took that giant step we had to ensure the product was solid. Was the gameplay good enough? How was the difficulty curve? Were there any bugs we hadn’t found in our own testing? We were self-publishing Tiny Invaders, and couldn’t rely on a publisher to track down these issues for us. It was time to put on our testing hats.

We needed feedback, and lots of it. The team had already reached the point where we had lost objectivity on it… we’d been working on Tiny Invaders for too many months to realise whether it was too hard or too easy. We were all super class A hackers at the game; how could we tell whether it was accessible to first-time players? There was only one answer: get a bunch of new players to give it a try.
We decided to hit the road and do a massive tour of the country. It coincided nicely with the Develop Conference in Brighton, allowing us to try the game with our fellow game developers. We also hit a couple of house parties in the home counties, and travelled to Cambridge for a bit of additional testing. Good times were had, and lots of objective usability testing was achieved. The youngest person to play the game was five, and the eldest were in their late 50’s. We found a whole bunch of issues that were quickly fixed, and redesigned part of our tutorial based on player feedback. All in all it was a great thing to do.

If you’re thinking of running your own usability roadshow, be careful. It’s all too easy to become impatient with first time gamers, especially when they don’t play the game exactly as you intended. It’s very tempting to say “Oh give it here” and show them how to solve a puzzle, or proceed in a menu. DON’T DO THIS! The entire reason you’re doing this test is to try and achieve an unbiased view of somebody playing your game with no external involvement. Even the fact that you are there with them will naturally bias your view, but as an indie with limited budget we have to take this on the chin. However, that means that you have to be even MORE concerned with running these usability tests correctly.
You must remain silent - let first impressions and difficulties shine through naturally. Make sure you choose a variety of different types of people: gamers and non-gamers, male and female, young and old, etc. Oh and while it’s useful to have other game designers play your game, don’t rely on them for particularly constructive feedback. In our experience you’ll find that designers naturally try to change your design to their own vision rather than comment on what’s in front of them. Of course there are times when this is incredibly useful (i.e. when you are brainstorming), and times when it is less so (i.e. when you’re trying to ship a game)!

This is lesson number 4 for indie game devs: Play test your game a lot, with a variety of people and a variety of devices.
Once we were convinced that we had done enough testing and iterated on the feedback sufficiently, we finally took the decision to…

…ship the damn thing! We bundled up the final version of the game and sent it off to Apple for approvals. Meanwhile we penciled in a worldwide launch date of September 1st, and started working with key press behind the scenes to build some pre-launch buzz. We also started courting Apple as much as possible, sending them builds of the game and sharing plans for our PR push. Luckily enough this paid off for us, and Apple chose to feature Tiny Invaders in several App Store spots at launch. This was unexpected but certainly helped our sales, and overall had a very positive effect on downloads.

We took quite a strange approach with our pre-launch marketing. The intention was to not tell the world about our game AT ALL until it was available to buy. We didn’t see the point in doing any PR to the public when they were unable to actually buy the game. After all, the App Store is impulsive. People buy their games in the heat of the moment - it’s incredibly unlikely that people will plan a purchase ahead of time. Pre-orders are simply non-existent, and that’s the main driver of pre-launch marketing in the console world (where our experience was).
That said, we weren’t staying silent. We were talking to the public about our company and generally building the profile of Hogrocket: blog posts/guest posts/podcasts all helped contribute to some really positive momentum behind us. We were also working hard behind the scenes with key press to queue up coverage for the launch date of September 1st. We were lucky enough to have good relationships with several main players, and this led to a decent amount of exposure for Tiny Invaders at launch.
We also ran a large private beta test, not only for testing the game (remember that we had already done our big test roadshow) but also to generate interest and play time with some additional members of the press and industry friends.

At launch we did a whole bunch of things: an official website, poster art release, a mail shot to 800+ industry/press contacts/followers, promo codes to key press, a launch trailer on YouTube, guest posts to various websites, a release of the soundtrack, and a few other things too. The idea was to take over as much of the core mobile press as we could for a day, and get as much exposure as possible.

However, doing PR for your game doesn’t end when it launches like it did in the console world. Nowadays we can update the game at any time, adding new features and content. We quickly added iPad support, iOS 5 native Twitter support, and also localised the game into three more languages (French, German and Italian). We visited a few events across the UK, and did even more PR to try and push the game into more people’s hands.
Overall the feedback was good:

…and that leads us on to our fifth and final lesson: “Find what makes you unique, and talk about it. If nobody knows about your game, they won’t play it”.

We’ve always focused on our story here at Hogrocket and I think that resonates with people. Being made redundant from our previous employer (Bizarre Creations) and deciding to form our own company has been quite a journey and hopefully pretty compelling for people to join in on. We were the console guys making a fresh start in mobile; that was our USP. The press and community that followed this journey deserved a great game from us in return for the positivity and belief shown toward us. We delivered on this as much we could to give ourselves as big an impact as possible when Tiny Invaders finally hit the virtual shelves.
In Summary
If you’ve been following all four parts of this series of blog posts you’ll remember each of these key points to remember:

I hope you have enjoyed reading these posts, and that it has given you lots of insight into how we run Hogrocket and make our games. If you haven’t played Tiny Invaders yet you can download it today for free! Feel free to let me know what you think of the game or these blog posts in the comments section below. Speak to you soon!






























