Thursday, January 31, 2013

Mutant Mudds is FREE on the App Store



Mutant Mudds is FREE on the App Store

Austin, Texas – January 31, 2013 – Today, Renegade Kid announced that Mutant Mudds, the critically-acclaimed “12-bit” platformer, is available for FREE on the App Store for the iPhone®, iPad®, and iPod touch® today and tomorrow only (January 31 & February 1, 2013).

“We’re honored that Mutant Mudds has been received so well on the App Store by fans and critics,” said Jools Watsham, Owner and Director at Renegade Kid. “To celebrate the success of our debut iOS title, we’re giving Mutant Mudds away for free today and tomorrow, so more players can enjoy its challenging retro goodness.”

Our hero, Max, may be just a 2D sprite, but he can leap into the third dimension by jetting between the background and the foreground playfields with his trusty jetpack in this unique dimensionally-woven experience.

Armed with a heavy-duty water cannon, Max has what he needs to vanquish his long-time nemesis: the Mutant Mudds. Max must blast and hover his way across the soiled landscape to seek out mysterious Water Sprites. Legend says collecting all of the mysterious Water Sprites will wash the filthy Mutant Mudds away for good!

Mutant Mudds is available on the App store for all iOS devices. To download Mutant Mudds, check out the official iTunes information page at: https://itunes.apple.com/app/mutant-mudds/id571172432

About Renegade Kid
Founded in 2007 by Jools Watsham and Gregg Hargrove, Renegade Kid LLC is an award-winning independent video-game development studio based in Austin, Texas. Having created many memorable gaming experiences for the Nintendo DS™ and Nintendo 3DS™, with titles including the Dementium series, Moon, ATV Wild Ride, Mutant Mudds and Bomb Monkey, the studio is expanding its portfolio by exploring additional gaming platforms. Renegade Kid is excited about the future of video-games, and continues to devote its efforts towards creating fun, high quality games.


For more information about Renegade Kid and Mutant Mudds, please visit http://www.renegadekid.com.

# # #

iPhone, iPad, and iPod touch are registered trademarks of Apple Inc. Copyright © 2013 Apple Inc. All rights reserved.

Nintendo 3DS and Nintendo DS are trademarks of Nintendo. © 2013 Nintendo.

Mutant Mudds, Dementium, ATV Wild Ride, and Bomb Monkey are trademarks of Renegade Kid LLC. © 2013 Renegade Kid LLC. All Rights Reserved.

Wednesday, January 9, 2013

The Wild Ride of Development

Renegade Kid’s start was somewhat of an explosive one with the release of Dementium: The Ward. It was the right game, in the right market, at the right time. It put our company on the map – at least within the Nintendo DS community.

The success of our debut title lead to the development of Moon, which may not have met with the same success in terms of sales, but it connected with fans thanks to improved story-telling and sense of adventure – scoring higher with reviewers across the board.
With SouthPeak's purchase of Gamecock, Dementium II was born and enabled us to pour more resources than we ever had into the development of a game. The result was something very special with variety and gore to please those who appreciate such things.
In terms of development, we were building some great momentum as a team and felt very fortunate to have developed three first-person shooters in a row. However, the market was changing. It was 2010 and everyone seemed to be cranking their “mitigating risk” levers up to the max!
Publishers have always been tight with their cash, understandably, but it was getting to the point where we could not find any publishing partners willing to invest in the development of… well, anything really.
Forget original adventure games, we couldn’t even land license game gigs! It was a very difficult time for developers in the industry as a whole, and the DS market was no exception. We needed to get creative! We needed to find a way to land a deal and still try to have fun doing what we do.
I turned to the data. The sales data, that is. Looking at which games sold well in the past does not predict the future, but it shows you where audiences have existed, which at least suggests they may still exist.
After filtering out all of the Nintendo games and big license games (movie and TV tie-ins) you are left with virtual pet games, racing games, and… not very much else in terms of consistent genres that performed well in the DS market. Huh, well that’s a bit depressing.
Believe it or not, we did actually create a concept for a virtual pet game, but never found a home for it. That’s probably a good thing. And with regards to the racing genre, many of them utilized licensed vehicles and such to help promote them. That is, except one specific racing genre.
There was a number of ATV racing games released on the DS that sold quite well. At least enough to show there’s potential for investment there. I immediately tracked them all down and played them. Unfortunately, none of them were fun to play. Fortunately, none of them were fun to play! This gave us an opportunity to actually offer a good ATV racing game for the DS market.
The ATV racing genre is an interesting one. At the time, I was not sure if the term “ATV” was owned by someone. Was it something that needed to be licensed, y’know, kind of like NBA and stuff like that. Apparently, the answer to that is a wonderful “no”. It is just a general term, kind of like SUV.
It just so happened that I had been playing Pure on the Xbox 360 around that time, and found it to be tremendous fun. More on that later…
Now, the reason I wanted to find a genre that had sold well was primarily to sell the idea to a publisher. Even if you present a publisher with an outstanding game concept, if you can’t back it up with sales data you’re going to have a tough time convincing them to invest their money into the development of the game.
So, we had a genre that had generally performed quite well in the DS market. There are a handful of ATV titles that sold a respectable amount. From this we can present a decent justification for why a new (and better?) ATV game is a great choice for the DS market, right? In theory, yes, but…
In reality, it was a tough slog trying to find a home for the game. At that point we were just sending out pitch documents to publishers, which explained the features of the game and sales data on how previous ATV titles had performed in the market. It wasn’t working, so we needed to step up our game a bit.
If you have played Moon, on the DS, you’ll be familiar with the buggy sections. My hope was to use this as the foundation for our new ATV racing game. In the span of just two weeks we cobbled together a playable demo of an ATV racing game. It did not feature everything the game needed, but it demonstrated the basic concept and, if I may be so bold to say, proved that a good ATV racing game could be achieved on the DS!
We started shopping the playable demo around to publishers, and got some good feedback. Things were starting to look a bit more promising. However, no contracts were being sent to us despite it being a somewhat “safe” proposal. It was time to get even more creative!
We looked at our development budget and cut it in half, offering publishers a co-development deal. This reduces the financial risk publishers need to take, off-loading a large amount of it onto us, while also offering us the opportunity to make more money on the back-end in royalties.
Yes, we got a bite! The fine folks at Destineer were on-board with the new proposal and we went full-steam towards completing development of the game. Working with Tony and Matt at Destineer was great. The executive producers/producers you work with at a publisher can make all of the difference. Thanks to the fact that both Tony and Matt are great people, the development process fun and creative.

Our focus was to try and capture the excitement and energy of Pure. Even if were able to capture only an ounce of what Pure offered, we felt that we'd have a fun game on our hands. To me, that means exotic locations, big jumps, cool tricks, and nitro boosts!
Despite all of this goodness, the short version of how well the game performed in the DS market is: not good. We won’t know how well it could have performed in the DS market due to the unfortunate fact that Destineer was in a difficult situation at the time and unable to distribute the game as originally planned. Some copies went out to retail, but it was a very limited run. It was no fault of Destineer’s. It was just bad timing.
ATV Wild Ride on the DS was received well in the press with Destructoid scoring it 8/10 calling it, “One of the best racer offerings on Nintendo’s handheld to date.” Games Abyss scored it 9.5/10 saying, “ATV Wild Ride not only delivers on the fun factor, it makes me appreciate the genre a whole lot more than I ever would have imagined.”
So, the idea of bringing ATV Wild Ride to the 3DS was not a difficult one for us to decide. We have faith in the game. It delivers fun! Now, due to the fact that we have been busy working on a multitude of different games for the 3DS, and other platforms, it has taken a little longer than originally expected to complete. But, we’re nearly finished!
As with the DS version, we initially pitched the game to publishers for a retail release, but got no bites due to the newness of the 3DS platform and the early negative reports of the 3DS and how it was doomed due to the mobile market. I am thankful this happened. Not only has the 3DS market grown to be a very successful one, it has also given us the opportunity to publish it ourselves on the Nintendo eShop.
Our focus for ATV Wild Ride 3D has been to create an enhanced port of the DS game. The sad fact is that practically no one bought the original DS version of the game. However, even those 10 people who did purchase the DS will hopefully agree that the 3DS version is closer to a console racing experience than ever before. Not only have we upgraded the art, with the fancy tricks the 3DS affords such as, specular highlights, mip-maps, higher resolution textures, real-time lighting, shadow maps, and the like – we have also been able to work on the physics; adding suspension to the ATVs. This is a relatively subtle addition that, in my opinion, improves how the game feels.
We have fully funded the development of ATV Wild Ride 3D. This not only means the cost of creating the game itself, but also additional expenses such as the QA team to ensure the game is bug free and ready for Nintendo’s lotcheck. And, now we’re in the final stretch. This is the first week of what we’re expecting (hoping) to be a three week QA focus before we submit the game to Nintendo for their approval. The game is already very solid, so I think we’re in good shape.
Now starts the PR push. With little to no money to spend on advertising, we just have to put our thinking caps on and try to drum up some exposure and interest in the game. We have created a 3D trailer for the eShop, which will hopefully be included in the “Coming Soon!” section in the next few weeks. We will send the game out to the press a week or two before the launch for previews, reviews, and interviews.
And then, we wait for the game to launch, which as of today looks like March 2013. We would like to release the game in the US and Europe at the same time, but it depends on when we receive age rating from PEGI, USK and COB. We already have the ESRB rating. In fact, I got it within 10 minutes of applying for it. ESRB are great. The others need to follow suit. So, if the game does not release in Europe at the same time as the US, you’ll know why. That would make me sad, but we cannot risk missing this quarter with the US release of the game.
Will the game sell well or will it meet with a silent reception? I don’t think anyone can predict. The game has potential to meet both scenarios. The game is good. I firmly believe that. The team has worked well in producing a fun arcade racer for the 3DS. In fact, it will be the first eShop racer released, which is really cool! Let’s hope that helps with sales. If we sell a decent amount, we’ll be able to stay in business and make more games. Now that we’re relying more on our self-published titles for revenue, each sale could not be more important to us.
Due to the lackluster release on the DS, this, in many ways, is the moment we’ll find out if this game was worth it all. I hope to post an update on the game later this year that talks about how well it has been received by the players and the press. That would be a good result to what has been somewhat of a wild ride!

Friday, January 4, 2013

3DS Piracy Revisited!


I would like to thank those who took the time to read my post regarding 3DS piracy and respond with support, different view points, and interesting comments. It wasn’t pleasant, however, reading the rude and hateful comments, but I won’t dwell on those. Piracy is a very emotional topic; one with many facets.

I have always been a huge supporter of Nintendo, the Nintendo DS, and the Nintendo 3DS. If you have followed my vlogs, blogs, and tweets over the past 6 years you will know this. What saddens me is that some people have taken my comments as an attack on Nintendo, the 3DS, and the players. Nothing could be further from the truth.

I wrote this: “If piracy gets bad on the 3DS, we will have no choice but to stop supporting the platform with new games.”

This does not mean I am taking a stand against piracy. This does not mean I am taking my business elsewhere in an action of protest.

What this means is if we cannot make money from developing games we can no longer develop games. That is what can happen if piracy gets bad. If enough people choose to illegally obtain copies of my games for free instead of paying for them, it directly affects my business and my home.

Many claim the Nintendo DS market was not affected by piracy. Nintendo themselves blamed piracy for a 50% drop in European sales in 2010, reported the Asahi Shimbun.

I understand that piracy is always going to exist, and that every market has some form of piracy. I accept that piracy will exist on the 3DS. The question is how much is it affecting the market? Some markets maintain a healthy business environment alongside piracy. I believe this is due to many factors, not least of which is the service provided in that market.

I don't think there is a solution to piracy. It will always exist in some form. We just need to make sure the price of games is affordable. We need to make it easy to buy and own games. The availability and access player's have to their games needs to be at least as easy and convenient as the ROM sites make it to illegally download a game file. Ideally, it should be better. If the player's only question is, "buy or not buy?", and not dealing with issues such as, "how do I transfer ownership of this game to my new system?" then we'll have minimized the appeal of piracy.

I hope this helps explain where I was coming from a little better. We have games planned for the 3DS into 2014. Our support of the 3DS platform couldn’t be stronger. I expect the cynics out there will discard my words as an attempt to just smooth things over. No. I just want to try and get my original intent communicated. That is all. 

Thanks for reading.

Sunday, December 30, 2012

3DS Piracy!

According to a report from Tiny Cartridge, hackers are starting to delve into the 3DS, illegally. This may open up pathways for pirates to obtain and distribute games on the black market. The good news is that Nintendo has the ability to put up a good fight against pirates due to 3DS system updates and such. Let’s hope this is enough to stop piracy. Time will tell.

Piracy on the Nintendo DS crippled the DS retail market, especially in Europe. We’ll never know how/if Dementium II landed in as many hands as the first game, Dementium: The Ward, due to the rampant piracy at the time. Dementium: The Ward sold more than 100,000 copies worldwide, which is a great success for an original mature-rated title on the DS. Recorded sales of Dementium II are less than half that. We’ll never truly know why that was so, but many seem to believe that piracy had a lot to do with it.

If piracy gets bad on the 3DS, we will have no choice but to stop supporting the platform with new games. Some say that piracy leads to more game sales, claiming that it enables players to try before they buy. Bullshit. The percentage of people who will spend money on a game that they already got for free is surely very small – especially with so many “free” games already in the market. The line between what should/should not be free is getting very blurry.

If these hackers really want to mess with the guts of a 3DS, why not become legit developers for it and let the world enjoy their talents? Many of today’s great programmers used to be hackers back in the day. It is a great way to learn the craft. Putting ones efforts towards the creation of legit games instead of potentially crippling the market seems like a much more fulfilling path.

Monday, December 10, 2012

Why is Mutant Mudds $1 on the App Store?


A question I have been asked is why Mutant Mudds costs only $0.99 on the App Store when it costs $8.99 on Nintendo eShop. I’ll try to justify it.
 
Mutant Mudds was first released on the Nintendo eShop on January 26, 2012. The Nintendo eShop was a very new market, so all I really had to go on in regards to comparable pricing of platformers was DSiWare – the digital download store on the Nintendo DSi. The two main titles I looked at were Shantae and Cave Story. Shantae was priced at $12 and Cave Story was $10. I felt that Mutant Mudds was similar in scope to these, if perhaps slightly on the lighter side when compared to them, so $8.99 felt like a competitive price for a platformer in a Nintendo handheld market.
 
When the game released, most people agreed that the price was fair, even though it was the most expensive title on the Nintendo eShop at the time – if you do not count DSiWare titles, which are also available on the store. Including Shantae and Cave Story.
 
So then it came time to think about the pricing of Mutant Mudds in the App Store. I was new to the market in terms of being a consumer, so I did not have an immediate feeling of where the game should be priced competitively. I knew it could not be priced as high as the Nintendo eShop version, due to lack of buttons and 3D, but I was not sure how much lower I should go.
 
I did a lot of research on other titles and gauged how successful they had been. What is nice about the App Store games is that the data is fairly transparent. You can see top paid titles, highest grossing titles, number of reviews, number of active players on Game Center, and other such indications that give you a decent impression of how well a game has sold. Looking at the top paid apps today, you’ll notice that the majority are priced at $0.99. Sure, there are a few that are priced higher, but they typically offer a well-known brand or perhaps a state-of-the-art experience with cutting edge graphics and such. Mutant Mudds is not a large brand that can command “premium” price, nor does it sport state-of-the-art graphics. J
 
I even considered going freemium with the game and chopping up all of the game contents in purchasable chunks, but quickly ditched that idea when it just didn’t feel natural for this game. But, I am glad I at least considered that pricing model.
 
Other research that I uncovered suggested that even pricing a game above $0.99, say at $1.99, would result in less than 50% sales – meaning; if you can sell 100 copies at $0.99 you should expect to sell less than half that when priced at $1.99. That’s crazy!
 
Another painfully obvious fact is the quality of games now available on the App Store for $0.99. In an interview with GimmeGimmeGames, I recently said:
 
The quality of games that can be purchased on the App Store for $0.99 is very high. Titles like Jetpack Joyride and Bad Piggies make it a very competitive market. We have to try and compete with that quality and price-point.
 
Each market is different, not only due to the audience that is actively purchasing goods in those markets, but also due to how that market is presented to the public. After only spending a short time buying games in the App Store you are quickly conditioned to hunt for games that are free or $0.99. Only a well-known brand or an out-of-this-world impressive game can demand “high prices” such as $4.99 and above. It’s a crazy thing. But, it’s real.
 
We make games because we love to. We also want to continue to make games. That means we have to position our games competitively in each market in an attempt to maximum on the cash we receive. The inevitable result is that some people will get upset. I don’t like that fact. But, it is unavoidable. What makes it bearable is the fact that there are just as many people, if not more, who are ecstatic about the price of the title in their market, because that’s where they live and they understand or can appreciate the business side of things.
 
I hope this helps shed some light on how we approach such things. Happy gaming.

Friday, December 7, 2012

PRESS RELEASE: Mutant Mudds Makes a Splash on the App Store



Austin, Texas – December 7, 2012 – Today, Renegade Kid announced that Mutant Mudds, the critically-acclaimed “12-bit” platformer, is available for download on the App Store for the iPhone®, iPad®, and iPod touch®.

Our hero, Max, may be just a 2D sprite, but he can leap into the third dimension by jetting between the background and the foreground playfields with his trusty jetpack in this unique dimensionally-woven experience.

Armed with a heavy-duty water cannon, Max has what he needs to vanquish his long-time nemesis: the Mutant Mudds. Max must blast and hover his way across the soiled landscape to seek out mysterious Water Sprites. Legend says collecting all of the mysterious Water Sprites will wash the filthy Mutant Mudds away for good!

“We’ve worked diligently to ensure Mutant Mudds maintains its authentic platforming experience on iOS devices,” said Jools Watsham, Owner and Director at Renegade Kid. “The result is something I am extremely proud of. We’re excited new players around the world will get to enjoy our 12-bit baby on their iPhone, iPad, or iPod touch.”

Mutant Mudds is now available on the App store for all iOS devices. To download Mutant Mudds, check out the official iTunes information page at: https://itunes.apple.com/app/mutant-mudds/id571172432

About Renegade Kid
Founded in 2007 by Jools Watsham and Gregg Hargrove, Renegade Kid LLC is an award-winning independent video-game development studio based in Austin, Texas. Having created many memorable gaming experiences for the Nintendo DS™ and Nintendo 3DS™, with titles including the Dementium series, Moon, ATV Wild Ride, Mutant Mudds and Bomb Monkey, the studio is expanding its portfolio by exploring additional gaming platforms. Renegade Kid is excited about the future of video-games, and continues to devote its efforts towards creating fun, high quality games.


For more information about Renegade Kid and Mutant Mudds, please visit http://www.renegadekid.com.

# # #

iPhone, iPad, and iPod touch are registered trademarks of Apple Inc. Copyright © 2012 Apple Inc. All rights reserved.

Nintendo 3DS and Nintendo DS are trademarks of Nintendo. © 2012 Nintendo.

Mutant Mudds, Dementium, ATV Wild Ride, and Bomb Monkey are trademarks of Renegade Kid LLC. © 2012 Renegade Kid LLC. All Rights Reserved.

Monday, October 22, 2012

Win Mutant Mudds on eShop for FREE!

Enter to win a free copy of Mutant Mudds for the Nintendo 3DS eShop - that's a digital download of a game with 60 bone-shatteringly fun and challenging levels (any actual bone shattering experienced during the playing of this game is purely coincidental).
 
All you have to do is follow the directions below. Competition ends at 12:01 am EST on Thursday, October 25th 2012 (that's basically midnight on Wednesday, btw). That's what Rafflecopter tells me, anyway.
 
Three lucky winners will be chosen at random on Thursday at around 11am CST. Good luck!
 
For residents in North America only - sorry!
 
a Rafflecopter giveaway
 

Monday, October 15, 2012

FREE Mutant Mudds eShop Update Trailer!

 
Available October 18 in Europe.
Available October 25 in North America.