For The Battle: The Global Launch

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Intro

Now that the game is out, there are some challenges. First is FTB's promotion: how to do it? Organically? Via social media? Via ads?

Second point is I need data. Like one year ago, I hated that people collect data from me when I use apps and just want to play the game—let me have it. But now I'm realizing that I have no way of measuring which abilities are the most OP, which skins are the most popular, what time people spend in the room, or what menus they never get into because they are too hidden.
Players sending data

Those are metrics that for me, the developer, are really hard to measure without this real-world data. And I accept the "lean startup model" (by the way great book) - meaning accepting that the product is not great at the start, but with feedback, using data and improvement, it can be great. If so, I need a way to get this data. It will help with balancing, bug fixing, making smarter decisions, troubleshooting, and training ads to bring users who would enjoy the game.

Bugs around the world
Third point is bug fixing. When many people from many countries download the game, there are issues. From race conditions to buttons and methods that worked on my devices but fail on remote ones. I need to analyze these logs and crashes to fix them.

Fourth is continuous improvement based on that data. For example, I made changes to the monetization systems based on some data, and so on.

And that's precisely what I did in the last month and a half. Let's start diving in. First with auth.



Authentication

Pain. No more words. I want players to be able to back up their data. But you can link and unlink accounts, there is Game Center, Play Games. You may already have an account, you might have played offline, and data remote and local might be mismatched... anyway, you got it.

At the beginning, I tried to handle all cases but, as a solo developer—and especially in those areas where a bug can cause a player to lose their entire save—I realized that it's not the correct approach. View the diagram. it's how the authentication system is implemented in FTB as of now. There are boxes which I skipped currently because there's a high risk of user data loss here, so I decided to not implement them for now and instead show an error message. For now, there will be manual workarounds, but not via in-game conflict windows.
FTB authentication implementation

If you have issues, please contact me so I can help you resolve it or maybe implement something in this area. That's it with authentication. It took around 2 weeks of time.

By the way did not find any place online with a guide of a production grade authentication system for games. Maybe will create an article about it in the guides section later.



Planning Marketing

I realized that I tried to market FTB as a PC game and not mobile. In the Steam games world, the standard is to create viral content or gather an audience on X, YouTube, and other platforms, then direct them to the wishlist button on Steam. On launch, the more wishlists, the more visibility the game gets. On mobile it's harder, as the wishlists are "pre-registration" with a time window of just around 90 days (or 180 on the App Store). From my understanding, the more popular approach for mobile is via—you guessed it—ads.

Master in Google Ads
Therefore, I took a very long (35 hours) course on Google Ads and pretty much got a good idea of how this world works. So the plan shifted from wishlists and social media to the lean startup approach. As I ran ads 4 years ago without any idea what I was doing (check this article to learn more), I have some data on where I acquired the most installations. I use this data to get very cheap installations now. This way I will get initial data to begin fixing critical bugs. Also, it helps to get app metrics—retention rates, play time, store conversion rates.

Except for ads, I will continue supporting socials, YouTube, Discord, and organic growth via talking with influencers and other relevant people, but the focus is not only on this, but this in addition to ads.



Getting The Data

Regarding data: how do I even receive logs about errors, crashes, or the fact that you got all your game info removed because of an authentication issue? Luckily, logs and crashes are automatically collected by Unity and the stores where FTB is published. This way I could begin analyzing critical bugs and fixing them.

But what about the game-relevant data? How much XP you got and why? What item you bought? This data helps make conclusions and improve the menus and the game. I integrated the Google Firebase SDK and made custom events to get this data. Here's an image of how it looks. I can see various events that happen and analyze them. Too-strong abilities won't stay like that for long. Read the privacy policy for more info. Please enjoy.
Firebase analytics eventss

Another important part is that the data can be used to train Google Ads. Previously, I ran Google Ads campaigns only to optimize for installations. While that's good for fixing bugs, I'm more interested in people who actually enjoy playing the game, spend time in it, and (potentially) will consider getting a skin from the store—and not some baby who took the iPad of their dad to download the game only to never open it.

This data I'm collecting—who reached a new level, who entered the store, etc.—allows me to create basic rules to optimize the ads for people for whom the game is more relevant. This way I plan to begin optimizations for basic interactions—watching an ad, opening the store, collecting free coins, playing 5 minutes, etc.—and later move into deeper engagement metrics. This way, hopefully, ads will eventually lead to some profits so at the very least I break even.



Bug Fixing

As I said, based on the data, I was able to find critical bugs that caused crashes or buttons that don't work. Usually, it was a method of writing some code that worked on my device but not on others, localization issues, and so on. Thankfully, it seems like those critical bugs are finished for now and the game is relatively stable.



What's Changed in the Game?

All I've been talking about is ads, marketing, collecting your data, and blah blah blah. Let's talk about what changes happened to the game.

FTB sticks swimming in money
To be honest, not much, but more of an experience improvement for you and more money for me. As I expanded in this devlog on the thinking behind monetization, I don't want to include ads. I hate them. But as the game is an online one, I need to find a way to get paid.

This caused progression to be harder for non-FTB Premium users—like getting less XP or having to watch an ad to open chests. It remains, but in the beginning, I want you to experience the game without those hassles. So until Level 1, there is no need to watch an ad to get bonus XP, and for every chest you buy—along with the first two chests you gain from level-up rewards—you won't have to watch an ad to open them.

Regarding the "more money for me" part: I increased the prices of coins by 3 times. Let me explain. As a solo developer, I don't have much time to create skins, abilities, and emotes. If anyone can relatively easily get all of those, it's a problem. There will be no in-game value to those items if everyone has them. Second, I don't earn via ads but via IAP, as we said.

Third, it allowed me to integrate cool stuff like Google Play Points that you can now use to buy products (previously they were too cheap for that). Fourth, those prices are in line with industry standards, especially for a free online game. Fifth, I HOPE that a project worked on for 6 F***ING YEARS is NOT WORTHLESS. At least now an average skin is not worth a fifth of a cup of coffee, considering that most people do not spend money on mobile games. Literally previous prices were just a dollar for 100 coins.
Cup of coffee


Summary

So after this memdump, let's sum up:

I changed strategy from marketing only via socials to running ads, gathering data, gathering metrics, and improving the metrics and the ads based on the data.

I'll continue working on cool videos and showcasing the game, but the focus has shifted to ads and improving metrics in addition to social media.

Made the authentication system work fine.

Integrated Firebase SDK with events. Data can be analyzed to improve the game and bring in more relevant people via ads.

Fixed critical issues and bugs so the game works worldwide.

That's all my dear reader. Bruh fr if ur reading this get a life, not like I have one though : )



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