Lucky Frame

News, updates, and experiments from a creative studio in Scotland.


Hope with Added Strategy

Lucky Frame — by Yann on Wednesday May 8 2013

A guest post today from Kristina Seznec, who has worked tirelessly with us since the very earliest days of Lucky Frame, helping us enormously with our press and marketing.
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DIY Marketing and PR for Indie Games

The other day I had two dramatically contrasting experiences: In the morning I attended Digital 2013 where I watched Edward Rumley, COO at Chillingo, a division of Electronic Arts, give a presentation entitled ‘Games Strategy: Publishing Indie Mobile Games in Today’s Competitive Marketplace’. His impressively bleak presentation championed the idea that in an ever-crowded marketplace mobile indie game developers can never achieve the publicity levels needed for success without the help of a publisher.

That afternoon, with Rumley’s forbidding words echoing in my ears, I visited the Apple Store in Glasgow to check out their new billboard marketing campaign which features the independently produced and self-published app Wave Trip from Scottish independent studio Lucky Frame. What my experience at the Apple Store shows us is that Rumley’s dismissal of self-published indie games is baseless.
wavetrip glasgow 2

Stepping over the obvious irony of asking a major publisher to talk about indie games, and some of his more outrageous comments (“Just because I publish my book on Kindle that doesn’t make me a published author” – tell that to EL James), I found his presentation to be profoundly negative in its outlook, implying that if you work on your own you have simply no chance of finding an audience. It inspired me to dispel some of the myths around PR and Marketing of indie games (or in fact any artistic product). This is not a comment on whether or not you should use a publisher, Chillingo or anyone else for that mater; it is just designed to give you a starting point to promote your work.

I have been working as a PR and Marketing Professional for just under 10 years. I began my career working at a private art gallery and from there have worked for a range of public and private arts organizations across the UK including New Media Scotland, National Galleries of Scotland and most recently as Head of Marketing at Dundee Contemporary Arts. In addition to this, since 2008 I have worked with Lucky Frame as a Communications Consultant to help them plan and implement their PR and Marketing strategy for games such as Pugs Luv Beats, Bad Hotel and Wave Trip. Experience has taught me is that if you have a great indie game, and you want to self-publish, then you can get the publicity you need to be successful.

Hope is not a Strategy
One of Rumley’s more chilling statements was the most accurate: hope is not a strategy. This isn’t ‘Field of Dreams’, you are not Kevin Costner, if you build it they will not come. The App Store is littered with the dead corpses of apps that were never downloaded and whose marketing strategy was built on a wing and a prayer. The good news is there are some simple steps you can take to get your work out there.

It’s not what you know
Publishers, like Chillingo, have contacts books filled with the names and details of all the key influencers in the business. For success to come a-knocking you need to get together a list of key journalists, bloggers and influencers in your field. Chances are if you’re a hyper-keen engaged indie developer you already know who you need to target, but it’s definitely worth taking some time to do a little research. Publicity often has a snowball effect, and if this is your first project it is just as important to get on small blogs as it is to have a feature on Kotaku.

Most medium to large size organizations pay for contacts databases which are constantly updated, so it is simple for them to find that all-important email address or phone number. These systems can cost several thousand pounds and certainly take the legwork out of promotion, but they aren’t essential, something I learnt as Marketing and Audience Development Associate at New Media Scotland. At that time the company only had three employees and had just received a significant funding cut from the then Scottish Arts Council. We didn’t have the money to pay for a press database, so instead I spent an afternoon calling the switchboard of all the national newspapers and relevant magazines and broadcasters and asking for the name, email address, and phone number of their arts correspondent. This took three hours and at the end of the day I had a spreadsheet of 20 key contacts in my subject area. The next day I sent out a press release and secured coverage with several major outlets. (NB New Media Scotland has since gone on to secure new funding and moved to a new home at the University of Edinburgh find out what they’re up to at mediascot.org)

Building a contacts database isn’t hard, it doesn’t need to be expensive, it just takes time. That was several years ago and now collecting contact information is even easier with online contacts and tools like Twitter and LinkedIn. We used this exact same strategy to build the contacts list for Lucky Frame and for our last game we secured coverage in The Verge, Touch Arcade, Eurogamer, and much more.

Once you have a list of contacts you need something to send people. Journalists from bloggers to lead writers for national newspapers need a clear and concise piece of text to explain what your work is about. There are lots of tools online to show you how to write a basic press release, my favourite is this post written by Katie Cowan at Creative Boom.

It’s Nice to be Nice
It is essential you nurture your contacts once you have them. Always where possible use a named contact and don’t continually spam people with information. Talk to your contacts like humans, read their work and show an interest in what they tell you. Never get aggressive when people ignore you or write up a bad review (there is no such thing as bad publicity after all). Be in it for the long haul and remember that relentless positivity is the name of the game. And always say thank you when you get a review or write up, even if it is less than flattering. Remember it’s nice to be nice!

A Picture Tells a Thousand Words
Strong images and video are just as important as a good press release. It may be a cliché but a picture tells a thousand words and more than anything a great image or snappy video is going to sell your project. Try to make images as eye catching as possible and make sure that you offer a variety of file sizes that will work in print and online.

Lucky Frame could be said to be founded on a university video project that unexpectedly went viral. We’ve tried to echo this quirky approach to every Lucky Frame video since with mixed success but it’s always useful to give people a way to visualize your project. Don’t be frightened to think outside the box: you might find yourself in a in a cold hall chasing a group of cute but naughty dogs; or in a public park with your company founder dressed in a homemade cardboard suit; or at the depot of your local bus company; or strangest of all in a toilet with one of your more adventurous friends.
But you may well set the spark which sets the internet alight and either way it’s definitely a fun way to spend a Saturday afternoon.

Fortune Favours the Bold
Don’t be frightened to sell yourself. Where most artists who choose to self publish fail is by being too modest and too shy. Nothing beats getting out there and talking to people, both online and in person.

No publicity is bad publicity, something we learnt early on at Lucky Frame when we applied to appear on BBC business reality show Dragons’ Den. At the time it felt like a high risk strategy, the chances of getting any funding were low and the chances that Yann would make a fool of himself were high. But the opportunity to get the company name out there in front of a primetime TV audience was too good to miss. Even though we didn’t get a deal, the next day we were contacted by representatives from several major British games companies. The resulting consultancy work kept Lucky Frame afloat for a year, ultimately leading to the production and release of Mujik, the company’s first iPhone app.

Think Global, Act Local
Promoting your game face to face is just as important as online and you don’t need to be in London, New York or San Francisco to meet people interested in indie games. There is lots going on in local communities all over the UK which you can get involved in: for example Nottingham Game City are inviting developers to come and show off their work at monthly club nights and at DCA we hold regular Drop in and Play events for local developers to showcase their work. There are also a whole host of hackdays and Maker Faires out there where you can get out and meet people. Don’t just do game focused events, if you try and reach out to the wider community you are bound to reach a larger and more diverse audience.
Drop_in_and_Play_047
Local people are the biggest champions of things made in their community; everyone wants to see the guy or girl from their neighbourhood succeed. If your game is going to make it you will need all of these people cheering you on, in person and online, to get your voice heard. So get out, meet people and tell them about your work.

Getting Noticed by the Mother Ship
Getting press might be easier than it first appears but what about Rumley’s claim that you need a publisher to secure a much-coveted feature on the App Store? Again this is not true, Lucky Frame have been featured by Apple and so have many others including: Simogo for Year Walk and Beat Sneak Bandit; Firebox’s The Room; and Super Hexagon by Terry Cavanagh.

No one can claim to know how to get that elusive Apple feature, but buzz does help. At Lucky Frame we certainly credit our ability to get publicity as helping us get noticed by Apple (for more information on this read Yann’s post detailing all the numbers and coverage for Bad Hotel).

Free is too expensive for some people
So you have a game, you’ve got some attention and you’re ready to launch, but how much do you charge for it? You’re desperate to go full-time making games but the freemium model makes you uncomfortable.

People like Rumley maintain that the age of the premium game (where the customer pays upfront for the product) is dead. According to Rumley even making your game free to play is a bad move as “Free is too expensive for some people”.

At Chillingo they advocate releasing freemium or paymium titles as a way of increasing revenue. Rumley did not address the ethical questions around games structured in this way, something the UK government is now investigating, and more importantly from a game designer’s standpoint the freemium model can devalue game creation in general and leads to badly made games. For more insight into this read this outline of Bennett Foddy’s presentation at GDC on “Why Fremium Sucks”.

Let’s not kid ourselves – making money is important. Being a struggling artist in a garret sounds super cool but having enough to eat is fun too. If you make your game freemium or paymium then perhaps you have a better chance of financial survival. But it’s just as important to make a product you are proud of and one that is an awesome game – if you don’t truly believe your game is good then you won’t be able to convincingly shout about it.

If you are weighing up these two options remember there are still indie premium titles making a name for themselves in the market place (Year Walk, The Room, Minecraft etc). Arguably the freemium/paymium model is touted by companies like Chillingo because it works for large publishers. They have huge ad spend and design the games entirely around “gems” and IAP. They have the knowledge and ability to deliver that model. Indie developers should use their biggest advantages to their benefit – their ability to think originally, create brand-new concepts and be fully engaged and excited about their work. Don’t take the publishers on at their own game – make something people will want to buy.

Polish
According to Rumley, Chillingo likes to work with developers who are only a third into completing their game because they have the expertise needed to polish down your game’s rough edges. Chillingo can smell what sells, they know what an audience wants and how to shape your game into that product. He also advocated never releasing a beta version of a game.

For me this approach stifles innovation, suggesting that games shouldn’t challenge conventions or people’s expectations. If all games used this approach then it would lead to a lack of variety and ultimately decrease the potential audience as customers searched for more exciting ways to spend their free time and cash.

A Word on Advertising Spend
I’m not naïve, Rumley’s model for success does work, if you sign with a major publisher then it is likely that your game will be a success. A company like Chillingo can put budgets that most indie studios can only dream of against ad spend, you don’t need to spend afternoons tracking down the contact details of a mobile gaming blogger in Newcastle when you can globally carpet bomb every major gaming site with ads.

The ultimate flaw in Rumley’s presentation was that it was a sales pitch for his business rather than an insight into the world of publishing and indie games. In order to sell us Chillingo he presented a vision of a world in which publishers hold all the cards and the individual artist is left relying on their grace and favour to polish, promote and sell their product. This may have been true 10 years ago but the world is changing.

There is More Than One Way to Skin a Cat
I am not saying you shouldn’t work with a publisher, rather that publishers are not the only answer. My suggestions alone won’t necessarily get you thousands of sales, your project still needs to be great and you need a bit of luck, but these ideas will certainly help you on your way. Have confidence, tell people about your work, get involved with your local community so that your not relying on hope as your only strategy for success.


Wave Trip, in a store near you.

Wave Trip — by Yann on Wednesday May 1 2013

If you take a little trip down to your friendly local Apple Store, fans of Lucky Frame will see a familiar sight.
wavetrip glasgow 2
Yes, our very own Wave Trip is now gracing the walls of Apple Stores across the world. This particular image comes from Glasgow, and friends and family have alerted us to the posters in London and Annapolis, Maryland.wave trip londonwave trip annapolis

This is, of course, super exciting for us. We learned about 6-8 weeks ago that this was a possibility (pro tip: when Apple asks for giant image sizes, it’s not a typo) and we’ve been trying our best to keep it a secret since then. We are really proud that our game is being featured in the stores, and we’re hoping to convince someone to let us have the poster when they take it down…

Have you seen the poster in an Apple Store near you? If you take a picture and send it to us (info@luckyframe.co.uk, or tweet us @lucky_frame) we’ll send you some lovely Wave Trip badges.


Lucky Frame at GDC

Bad Hotel, Lucky Frame — by Yann on Friday March 15 2013

We are very excited to be heading to GDC in San Francisco again this year. This time around all three of us (Yann, Jon, and Sean) will be headed out, and our game Bad Hotel has been nominated for an IGF Award.

We also will of course be showing off Wave Trip, as well as our brand new game which we are finishing as I write this…

If you would like to meet up, please drop us a line! We are particularly interested in meeting publishers who might be interested in our new game, as well as any indie developers who just want to hang out.

Regulars will also notice that we are taking advantage of GDC to debut our brand new company branding and identity design. We’ve even got new business cards. Woo! Be sure to check out our much-simplified new website, which shows off a bunch of the projects we have been working on.

Oh, and be on the lookout for Bad Hotel t-shirts. We’ll be bringing a small pile of them along, give us a wink and a nod and you might just get one.

Screen Shot 2013-03-15 at 16.54.25


Wave Trip, out now!

Lucky Frame, Wave Trip — by Yann on Tuesday January 22 2013

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Today we are very pleased to announce the release of our next game: Wave Trip for iPhone and iPad! Check out or promotional website, or go directly to the app store to buy it for yourself.

Wave Trip is a musical arcade game for iPad and iPhone. You control a mysterious and wonderful geometric astronaut as she travels through worlds of unimaginable beauty and danger, saving her friends through the medium of awesome tunes.

Players can create their own levels and share them with the world. Every object in Wave Trip has musical characteristics, so creating a level is just like writing a piece of music – just easier.

Here is our trailer video:

Wave Trip has already gotten a pretty amazing reception online, with esteemed organisations like Gamezebo, 148 Apps, The Cult of Mac, Pocketgamer, Kotaku, and The Verge all singing their praises. A few examples:

Wave Trip works because it’s different, because it experiments with new ideas and lets you experiment with the results. It’s fun, clever, and a delight to play or listen to. Or both. Highly recommended. (Cult of Mac)

Wave Trip is delivers an almost flawless gameplay experience and sweetens the deal even more with the level editor. (148 Apps)

Lucky Frame have democratized being Mozart with Wave Trip as creating beautiful scores takes only a slight sense of a beat to pull off. IndieStatik

Wave Trip is a magnificent creation that inspires and delights. Kotaku

We’re very proud of Wave Trip, and we hope you enjoy it! Have a play, and be sure to let us know what you think.


Bad Hotel IGF Nominated

Bad Hotel, Lucky Frame — by Yann on Wednesday January 9 2013


We are excited! For the second year running we have been nominated for an IGF Award for Excellence in Audio – this time for Bad Hotel.

Congrats to all the nominees…and thanks to fellow finalists Simogo for the image inspiration…


Bad Hotel wins a BAFTA!

Bad Hotel, News — by Yann on Tuesday November 20 2012

We are very pleased to say that Bad Hotel, already known as one of the best credit crunch satire musical tower defence games on the iTunes Store, has been awarded a Scottish BAFTA for Best Game!

It’s really exciting for our work to be acknowledged, and the awards ceremony was loads of fun too. We would like to thank Creative Scotland and Channel 4 for their support.

For now our shiny new award is on our award shelf (which doubles as soldering station). Hopefully there are more on the way!


Bad Hotel, One Month On

Bad Hotel — by Yann on Thursday September 13 2012


Bad Hotel was released one month ago. To celebrate our one month anniversary, we are pleased to today release Bad Hotel 1.2. The update includes the Game Center achievements and leaderboards, along with the much-requested placement improvements which make the game even better. Go get it now!

Additionally, we would like to share a few stats with you, which I will then discuss in a bit more detail. There’s also a treat at the end of this, if you make it to the bottom…

So, what’s it like releasing a game like Bad Hotel? In a word, it’s been amazing. The reception and feedback we received was overwhelming, and to be honest we struggled a bit to cope (whilst still touring, producing our next game, helping to organise Music Hack Day Scotland, and many other fun things).

We also learned some valuable lessons. But first! Numbers!

  • Metacritic Score: 84
  • Number of online/print reviews: 35
  • Number of promo codes used: 48
  • Number of promo codes sent to journalists or organisations that did not end up writing anything: 3
  • Total number of sales: 8,357
  • Total number of updates to version 1.1: 6,089
  • Total number of App Store Reviews (in major countries): 67
  • Total number of iTunes star ratings (US + UK) for version 1.0: 95
    • 5 star: 45
    • 4 star: 14
    • 3 star: 12
    • 2 star: 15
    • 1 star: 9
  • Total number of iTunes star ratings (US + UK) for version 1.1: 21
    • 5 star: 11
    • 4 star: 8
    • 3 star: 0
    • 2 star: 1
    • 1 star: 1

    Rankings are complicated, but a few highlights:

  • We reached #2 in iPhone and iPad Music Games virtually everywhere in the world
  • We ranked between #50-70 in Games overall in most markets
  • We reached #101 in overall apps in the USA (and similar in most other markets)
  • As a general rule, these rankings held for about a week

    Features!

  • We were featured in “New and Noteworthy” worldwide for two weeks (one week on the front page)
  • We also were featured in “New and Noteworthy” in the Games section in most countries for a week or two
  • In the Music Games section, we got a nice little graphical feature

That’s a lot of numbers, time for some analysis.

Sales

We are, of course, very pleased with the number of sales. It’s amazing to think that thousands and thousands of people are playing our game. There is no easy answer to why we sold this many copies, or indeed why we didn’t sell more. But there are several factors that are hard to ignore. Two of the major elements to look at are reviews and features.

Reviews

“Bad Hotel is, in short, the stuff of wonderful nightmares: an eerie soundtrack, a menacing palette and an all-pervading sense of inescapable doom. Yet it’s also one of the most original and atmospheric tower-defense games we’ve played all year…”
John Bedford, modojo.com

Our last game, Pugs Luv Beats, was very fortunate to be nominated for an IGF Award. It’s hard to overstate how important this was for us – it was our first proper release as a “game” studio, and it brought us an enormous amount of coverage and attention from reputable news sources such as IndieGames.com, Gamasutra, 148Apps, and many more. This opened many doors for us, and as such we were able to be in direct contact with a number of wonderful people who liked appreciated what we were trying to do and asked us to keep them posted on our projects.

This gave us the opportunity to plan out a strategy for releasing Bad Hotel to the world. We were able to send out test builds to bloggers and journalists several weeks before we even thought about a release date, and they helped us tweak and polish the game. This piqued some interest and resulted in a few preview articles around the web, which raised awareness about our upcoming release. We decided to use the brilliant Presskit() interface to create a dedicated website for people wanting to write about the game, and we created a very simple promotional website (modeled off of some of our favorite apps, like Spelltower). The aim of this site was to describe the game in as few words as possible: Build Hotel, Make Music, Stop Tadstock. We made a ridiculous video featuring building demolitions, and that was that.

Finally, despite our own impatience, we submitted the app to Apple but set the release date far in the future. The plan was to get the app approved, and then get a specific release date that we could publicize.

I’m pretty sure that all of those decisions paid off and led to the amount of attention we ended up getting. Blogs in particular are really keen to talk about something that has just been released, but writing reviews takes time! We were able to send promo codes to everyone who expressed interest, allowing them to play the game and time up their posts to the release of our app. The reviews blew us away.

“…to understand how excellent Bad Hotel is, you need to play it. And you need to hear it…I like Bad Hotel so much I’d buy it for you. Get it. It’s for iPhone and iPad. It’s wonderful. ”
Stephen Totilo, kotaku.com

“… you seriously need to check out Bad Hotel.”
Cassandra Khaw, toucharcade.com

“Bad Hotel is a delicious treat for eyes, ears, and intellect. It’s a delightful way to spend some time in a nice comfy chair, iPad in hand, with perhaps a glass of wine and fuzzy slippers upon the feet. Bravo to Lucky Frame…”
Rob LeFebvre, 148apps.com

“Bad Hotel has creamy, pastelly, Miami cocktail colours, art deco shapes, and a soundtrack of weird nightmare throbs and pulses…I really like this one…”
Christian Donlan, hookshotinc.com

“…an unlikely work of minimalist art.”
- Nick Gillett, The Guardian

We couldn’t have asked for anything better. Kotaku is one of the most popular websites for digital stuff on the internet, and though it’s hard to measure direct correlation, I’m pretty sure that review alone accounted for a good chunk of our sales.

I should also point out that exactly 0 of the reviews that we received came from sources that we had contacted blindly. Every single one of them had expressed interest in either Bad Hotel or Pugs Luv Beats, and nearly everyone had been personally in contact with us about the app. Submitting the app to blogs that have “submit your apps for review!” sections is a waste of time. Cultivating professional and personal relationships with people who care about quality creative output is the only way to get good coverage. It’s also a great way to meet extremely interesting people.

Features
This is where I would love to be able to say that Apple got in touch with us and said they loved our app and wanted to feature it. In reality, we had no idea that we were going to be featured. But I think one decision we made really helped us out – release date.

For some reason, it is common thinking in the developer world that Thursday is the best day to release an app. This probably comes from the fact that Apple refreshes their features on Thursday night, so the thinking is that you are more likely to be on their radar. In our experience, the reverse may be true – particularly for a tiny developer like us. We released Bad Hotel on a Tuesday, and generated an enormous amount of internet buzz on that Tuesday and Wednesday. I firmly believe that this buzz, and the accompanying sales, is what led to our feature. If we had released on a Thursday that buzz would probably not have reached the critical mass required to get on Apple’s radar by the time they refreshed the list. In other words – our two-day release leadup to the features release in all likelihood propelled Bad Hotel onto the lists.

It is also common thinking that getting featured on the App Store will result in instant monetary reward. In our experience, it’s a bit more nuanced than that. We certainly did not ever receive the same sales spike that we had on Day 1, but it is interesting to see how the dropoff slowed dramatically. Between Day 1 and Day 2 there was a 50% drop in sales – which was about what we were expecting. But between Day 2 and Day 3, when our “New and Noteworthy” feature started getting rolled out around the world, there was only a 20% drop, and by Day 4 we were nearly back to Day 2 sales figures. This held for a few days, and then dropped off again.

After one week of being front and center on the App Store, Apple moved us over so people had to scroll a menu to see the Bad Hotel icon. This led to another big drop in sales (scrolling is hard!). After another week we were no longer featured in most stores around the world, and our sales have now tailed off. We did get a significant bump in sales from a small review in The Guardian though, prompting Jon to declare that print media was not dead after all.

So what lessons can be learned from all of this? Being featured was great. Definitely. But even a subtle shift in how you are featured can make a really big difference, and the competition is fierce. We’d really like to be featured again, but then who wouldn’t?!

Rankings

There’s not too much to say about rankings, other than they are absolutely baffling. I’m very proud that we managed to consistently outrank the new Michael Jackson music game that came out the same week as Bad Hotel, but otherwise it is hard to gain much insight. One amazing thought, though, is that we were ranked 101st overall in the USA for a couple of days. With 700,000 apps on the store, that puts us in the 99.99% percentile of sales, which is pretty decent. More shocking, though, is the idea that this ranking was the result of selling just 2000 copies. This really proves that the logarithmic curve of sales in the top 100 is insanely steep. I shudder to think how many copies you have to sell to be ranking #10.

Mistakes
Without question, our biggest mistake was releasing Bad Hotel with a placement control system that wasn’t perfect. Placing rooms quickly and precisely is a very important part of the gameplay, and (in classic game designer fashion) we got used to the system we made and couldn’t see how difficult it was to use. Some of our testers had mentioned problems to us, and we fixed small things without addressing the fundamental issues. In our defense, programming a system for placing blocks on a core building according to finger position is harder than it may seem! But we really should have given it more time.

Interestingly, virtually all of the official game reviewers were able to look past this issue, resulting in our very high Metacritic score and complete lack of bad reviews. iTunes reviewers, on the other hand, were a bit more damning. Whilst our average star ratings remain very high, a small but very vocal minority took it upon themselves to savagely criticize the game, almost exclusively due to the placement controls.

We have, as mentioned, now addressed this issue with the 1.2 update (go download it!) but the damage is done. These negative ratings probably effected our sales and it was definitely very frustrating for us.

As a side note, the App store rating and review system is totally bonkers. We are certainly not the first developers to express this, but I really hope it changes at some point. The part the frustrates us the most is the inability to respond to reviews, or even contact the reviewers in any way whatsoever. For example, when someone gives us a 1 star review because it doesn’t work on their iPhone 3GS, even though we tested extensively on that device we are unable to work out why it didn’t work for them – and presumably we are losing sales due to their public airing of a problem which is unlikely to affect anyone else. One approach we have taken to addressing this problem is making videos called “Letters from the iTunes Mailbox”, where we personally respond to some of these reviews.

The other main criticism Bad Hotel has received is that it is too hard. This is a much more difficult critique to address. Overall I think it comes from two places – expectation, and strategy. Gaming culture seems to have moved away from difficult games, and we see that as a tragedy. We don’t plan on making our game any easier, because beating a game should be hard. End of story.

However, there are almost certainly design decisions we could make to help the players understand that there are different strategies to beating Bad Hotel. One problem we’ve often noticed is that players tend to settle into one way of playing the game, and when they reach a level that requires a different approach they consistently lose – without realizing that a different strategy will beat the level easily. We still haven’t quite figured out how to guide the player to exploring different strategies, so that’s something to work on in the future.

Conclusion
Go get the update! Also, I hope this analysis has given some insight into what it’s been like to release Bad Hotel, and by extension what it is like to release a game into the App Store. And I promised a treat! If you haven’t bought Bad Hotel yet, shame on you. But here are five promo codes for free copies. First come, first served.

NA367L4RKERH
3RX7XPFA7WP4
L4MYJA6WWAK9
6KT9YEHWPH6P
KFKMXNT3RTAK

Oh, and we are currently working on our next game, which is pretty different and amazing! We’ll start talking about that soon…


The ToobChopper

Experiments — by Yann on Tuesday September 11 2012


File this one under “experiments”…

A few months back Jon started playing around with The Echo Nest API, which is an amazing set of tools for analysing musical data. Among many other things, it can works out time signatures, tonal patterns, rhythms, beats, structures, and all sorts of amazing things from songs. We though it would be really amazing to make a system for instantly remixing youtube videos – letting you be a sort of DJ and VJ at the same time.

We hatched a plan to prototype (using Max/MSP) a proof of concept of this idea, and we came up with a few different directions that turned out to be super fun.

Other projects got in the way, but the other day I was helping out at the Edinburgh Music Hack Days, and a representative from the Echo Nest was in attendance. It reminded me of our youtube remixer, so I decided to pull it out and polish it up. To make it work better I’ve cut it way down to the bare essentials:

1. Take two instances of a single video
2. Loop a segment of that video, using the Echo Nest to pick out a musical loop of one bar
3. Cut up that loop using a grid interface, again using the Echo Nest to allow you to cut it up musically
4. Change the pitch/speed, looping area, etc etc
5. Layer the two instances on top of each other in different ways

Of course there are many many other features that we could add (ability to mix different videos, record your output, share to youtube, etc) but for now I think that it’s enough to show that this is a really cool musical interface…have a look at the video of me playing around:

If you have a Mac you are welcome to download the app and have a play for yourself! No guarantees it will work on your machine, I think it probably won’t work on OS 10.5, but it appears to work on 10.6 and 10.7.
Download the ToobChopper 1.0 for Mac

Let us know how you get on! Oh, and let us know if you want to fund an iPad version. We’re all ears.


Bad Hotel, out now!

Bad Hotel, Lucky Frame — by Yann on Tuesday August 14 2012


Bad Hotel, our eagerly awaited new game, is now available on the App Store. Touch Arcade says it’s “challenging, engaging, and defies genre boundaries” and Gamezebo says it’s “completely awesome”.
Here’s an iTunes link, go go go! Or, go to the Bad Hotel website for video, pictures, pretty things.

Bad Hotel is an insane hybrid of a tower defense game and a procedural music toy, with beautiful art and tons of bullets. You are a budding entrepreneur, whose hotel is rather unfortunately located within the territory of Tarnation Tadstock, the Texas Tyrant. Your only defense against Tadstock’s army of seagulls, rats, yetis, and more is to build your hotel as quickly and intelligently as possible, using an array of increasingly sophisticated weapons. The beautiful artwork, quirky storyline, and frantic gameplay all work seamlessly together with a generative music system, which creates original music depending on the player’s actions and decisions. The player becomes a composer, creating complex musical structures to defend their hotel. A vast variety of music can be generated, from delicate beach chillout to country banjo techno.

This game began as a 48 hour project by Jon, who asked the question “what if you had a tower defense game in which you needed to literally defend a tower?” This simple question led to a number of different solutions, which led to an unusually frantic, exciting, and quirky gameplay. Additionally, you probably know Lucky Frame is hugely interested in music. With Bad Hotel we wanted to combine music and gameplay in a new and exciting way, by making the game design generate music through the player’s actions and decisions. Rather than being a traditional music game, where the user is playing along with or competing against music, the music is created by the player.

This new release follows on the heels on the critically acclaimed Pugs Luv Beats, which was selected as a finalist in the prestigious IGF Awards and was described as “the strangest game on iOS” and “2011′s most adorable – and best sounding game”.

If you would llike a promo copy for review, please visit our Presskit page, or contact us directly at info@luckyframe.co.uk.


Bad Hotel, coming August 14th

Bad Hotel, Lucky Frame, News, Projects — by Yann on Tuesday August 7 2012


Bad Hotel, our latest music-defence-construction game, will be coming to the iTunes App Store on August 14th!
You can read our previous blog post about it and visit our swanky dedicated Bad Hotel website.
If you are interested in reviewing the game for a reputable news outlet, blog, or similar, please visit our press page to learn more and request an advance promo copy.


(c) 2013 Lucky Frame | info@luckyframe.co.uk | +44.131.554.6412