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  #81  
Old 05-31-2012, 09:09 AM
Trysis3 Trysis3 is offline
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Damn, missed the sale
Guess ill wait until the next one
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  #82  
Old 05-31-2012, 09:41 AM
oooooomonkey oooooomonkey is online now
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Originally Posted by Trysis3 View Post
Damn, missed the sale
Guess ill wait until the next one
I didn't buy it on sale and I'd still say its worth the £1.49. There's plenty of content for you money here.
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  #83  
Old 06-27-2012, 11:41 PM
MillipedeCreative MillipedeCreative is offline
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Default FREE AS A BIRD!!!. .... I mean, BULL!!

Hey friends, Bullistic Unleashed is now FREE!!!!

Really hope you enjoy it ...and for the price-tag, will be upset if you don't! Angry in fact... Have a BLAST!!!
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  #84  
Old 10-03-2012, 10:58 PM
MillipedeCreative MillipedeCreative is offline
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Default Bullistic is going Free To Play - HUGE update

Hey guys, I posted this on our website - but I think here is most fitting. Some big news that I'm sure will start a bit of discussion.
----------


Hi all, I’m Wil – director and owner of Millipede Creative Development.

First of all, we can’t thank you enough for your support. You have provided us with amazing feedback and insight into how we can make Bullistic even better and get it to as many players as possible. We have been searching for the right price point, content and difficulty level to give this game the best chance it can possibly have in the App Store.

Bullistic has been a project driven by passion. Everyone in the studio has contributed, and everyone has given their all to make it the best it can be. We aren’t some huge multi-national outfit with millions of dollars, we are a small crew from Melbourne Australia, making games for others and loving every second of it.

After being in the wild for some months now, Bullistic Unleashed just hasn't ignited that same passion among a wide player base for a few reasons. Some of the depth and fun we built into the game didn't come across to most players and it has not made, well, any money at all.

When we started developing Bullistic, the 99c game was king. By the time we finished the game, the market had really headed in another direction. Free-to-play.

For those of you that don’t know, free-to-play means the game will be free, but uses an in-game currency that can be earned playing the game, or fast-tracked by paying money. Some players are wary of this model and rightly so, but when done well and without blatant revenue aggression, a free-to-play experience can be an excellent one. Jetpack Joyride is one perfect example of a wonderful free-to-play game. We are endeavoring to create an experience as honest and as enjoyable as the Halfbrick crew has given us.

The price of Bullistic has proven to be a huge barrier to people downloading and enjoying our game. How do we know this? Up to June 26th, as a paid game, featured on the App Store in Australia and NZ and with great reviews all over the world, Bullistic was downloaded only 2700 times. When we made the game free for a week, it was downloaded 140,000 times! Since the price has been put back up, we’ve moved barely 1000 more units. Moving the game to a free-to-play model is what we need to do.

In order to change to the free-to-play model, we've had to make some pretty drastic changes. The thing is, the game suits the new model perfectly and is probably what we should have done from the outset. Still, it’s hard to tell when you set out. The design process never ends as you are continually learning. If the game was shit and people hated it, we would have given up and moved on. But it’s not and people love it, so it’s worth us trying everything we can to ensure the game sees some success.

The main change is to the overall structure of the game. We originally designed the game with the intention that players would return to levels to explore, improve their scores, and ultimately destroy the entire mall. Levels were reasonably challenging to pass, but to get total destruction high enough to destroy the mall was going to require skill, effort, special bulls and crazy trick shots and this was where an additional layer of the depth and fun in the game unfolded.

As a slingshot physics game though there is already a preconceived idea of how the game plays out. You are given a target; you hit it and move on. But Bullistic is so much more than that - it's a cross between a slingshot game, a platformer and a pinball machine. Levels are designed for player’s shots to last much longer, be more interactive, and require a lot of thought to figure out the sequence that will cause the most destruction.

Unfortunately, either through our execution or communication, many players didn't see what was on offer and the game wasn’t played the way we'd hoped. Levels were burned through, special bulls completely ignored (or missed) and the game was discarded after having a ‘bit of fun’, but not the full experience we'd created.

So we've changed the structure of the game. The game is now driven by challenges (or missions) that guide the player through all the fun things you can do in Bullistic. We've created 120 challenges, set in our massive mall levels, offering hours of gameplay. We have catered to everyone from beginners to veterans, with challenges ranging from simple to really 💩💩💩💩ing hard.

Players will get to learn all the tricks and stunts of each level by completing these challenges. Once the tricks are learned, players can attempt to achieve the coveted 100% destruction and bring the level crashing down.

We've made some big changes to how special bulls are used. Our special bulls are ridiculous, crazy, tactical fun and not enough players got the chance to try them out. From now on all our special bulls are available right from the start! Players can spend "coins" at the start of any challenge to bring in the tactical options they want, to add more bulls or to use our insane new power ups.

Coins are our in game currency and we're not being stingy with them - when a bull destroys, well almost anything, you earn coins. Just beat a challenge? we're going to give you coins. Found a hidden mega coin on a level? you're getting a shitload more coins! We want you to go nuts with our crazy bulls, we want you to use our ridiculous power ups, we want you to pull off the epic stunts we've been testing and we want you to have a great time every time you play this game.

We've improved our usability too. We have overhauled the level select screens to be a much more familiar layout and keep progression simple and direct. Levels are unlocked by completing challenges. Levels are grouped together in floors, and as you play you "rank up", gaining access to new floors. We want you to have a few different challenges available at any time, with a steady stream of new content opening up as you play.

For all of you who have spent money, unlocked bulls or unlocked levels, don’t worry; you will be well looked after! We are ever grateful for you being an early adopter and you will be handsomely compensated with all kinds of in-game treats. Your current progress will be recognized, however if you were hell-bent on achieving 100% mall destruction, do that before updating!

Bullistic was always a great game and these changes are really letting it shine. We hope you enjoy the additions we're bringing to the game, we wanted to be up front and open about what we're doing and why.

The Bullistic Unleashed update will be hitting the App Store around October 25th. We invite everyone to join the discussion on Facebook. We’d love to hear from you.

Cheers,

Wil
on behalf of Millipede
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  #85  
Old 10-03-2012, 11:10 PM
psj3809 psj3809 is offline
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Another example why you can't blame devs moving to freemium. Blame the users for the rise of freemium, amazing how many more downloads you got when it was free
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  #86  
Old 10-03-2012, 11:17 PM
sladeums sladeums is offline
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Grrrrroooooann.

Well thank for the heads up at least.
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  #87  
Old 10-03-2012, 11:20 PM
MillipedeCreative MillipedeCreative is offline
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Quote:
Originally Posted by psj3809 View Post
Another example why you can't blame devs moving to freemium. Blame the users for the rise of freemium, amazing how many more downloads you got when it was free
Yeah - it totally blew us away!
A positive to take from this - the pricing change meant we had to look at the game design closely and were able to do even more refining - improving the game (we feel) amazingly. Maybe if we had it like this in the first instance, things may have gone differently ..who knows? - however it's all part of learning and striving to get things right. Hopefully this combination of price point, game play and content will be the ticket. If not, so be it - we gave it a solid crack, and we'll move on to the next idea.
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  #88  
Old 10-03-2012, 11:24 PM
MillipedeCreative MillipedeCreative is offline
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Quote:
Originally Posted by sladeums View Post
Grrrrroooooann.

Well thank for the heads up at least.
No worries. And I totally hear you. You can see where we are coming from though? As mentioned, those who have the game already are compensated generously. We are after revenue from early adopters, only new users.
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  #89  
Old 10-03-2012, 11:26 PM
Greyskull Greyskull is offline
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Let me guess...goodies for people who've kept your game installed on their device.

Let's be real, the game was always paymium.
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  #90  
Old 10-03-2012, 11:34 PM
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CygnetSeven CygnetSeven is offline
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Thank you for being kind enough to let me get this back on my device. I hope the new model works better for you and again, thank you for being honest with us and letting us know in advance. A class act. I hope a few more people pick this up before the change. Honestly, I would prefer you close this game and release the new version as a stand alone game but that might be more costly to do so.
Lastly, one more plead to rerelease the original Bullistic. Pleeeaaase
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