It's been nearly a month since launch, and it's time for a retrospective on Protonaut!
First up, I should explain away my absence for the last 30-odd days. I'd like to say I'm busy attending GDC and other business stuffs (which is partially true), but the actual reason has been crushing disappointment.
I really shouldn't be disappointed. My brain is telling me that everything is allright, and I know things will work out in the end - as I believe I do have a viable product here. The problem is, my heart doesn't handle disappointment well, and it's screwing up how my brain is responding. Just today I've managed to bundle up all the emotion and kick it out the door, and I'm finally ready to move forward.
Let's rewind a bit and explore what went wrong.
When I launched Protonaut, I knew I had a serious content problem. It's the classic chicken-and-the-egg scenario; I have a game that heavily relies on user-made-content to generate traffic, and contained very little user-made-content. All of my fancy level promotion and ranking tools are useless until I have mass traffic. I decided to launch an "open beta" of sorts, and get some traffic flowing.
Colin had a tremendous amount of luck with JayIsGames in the past, for his game Fantastic Contraption. The traffic was of the perfect demographic and seemed to fit with what I wanted my userbase to be, so I got a review up on there - then halted all media interaction immediately. I didn't want this to get out; it is still a beta, after all. The big release is yet to come!
And that's the traffic graph that pretty much overlays over the week I was at GDC. What's funny is I actually garnered more traffic than Fantastic Contraption did in it's first week, and I got more traffic from JayIsGames than FC did after the review went online. My entire problem lies in retention.
That there is a delicious pie chart of where people left my game for good, their IP address never to grace my website again. 45% of my visitors were lost completely before even loading a level. I then proceeded to lose around 20% of my traffic at each stop in the tutorial, to the point where less than 1% of total traffic finished the tutorial in it's entirety.
What's interesting, though, is that the average user spent over 10 minutes on the site, and loaded (or retried) levels on average 6 times each. A bit more digging shows me that quite a few people abandoned the tutorial partway through to get them to the user content. That's a lesson learned right there. Another lesson learned is that most of those people were restarting tutorial 1 over and over again - a sign that it's too hard, even in it's simplicity.
Sorry this one is unlabelled, but it is how many times each level was played - and essentially goes in order around the wheel - Tutorial 1, tutorial 2, tutorial 3, tutorial 4, etc...
Half the people that played #1 never got to #2. It could mean tutorial 1 is too hard, but it could also mean that the player has already decided "nope! this game isn't for me." A more engaging first-user-experience could correct this.
I'm a real slut when it comes to charts, graphs, and analytics. The average user only viewed/tried 6 levels, but sent me 15 hits to Analytics for clicking in various places on the screen. But the real blow to my pride was this graph right here - the one that everyone gets excited about, TOTAL CONVERSIONS:
Yes, that's right. I'm seeing a THREE PERCENT CONVERSION RATE! *balloons fall from ceiling, cue dance music*
Well, I did on that one day, anyway. If you average out the conversion rate since launch, it's at a still-respectable 0.4%.
Thing is, my traffic has been so low, that the numbers are heavily skewed. On top of that, I made 5 test purchases during development, and this graph is nothing but smoke and mirrors; I actually have made a grand total of ZERO sales of Protonaut after launch (except the one I paid my girlfriend to make).
Anyway, I'm putting my emotions aside now and gearing up to kick some ass. I'm going to rewrite the entire tutorial system and make the whole experience more engaging for a new user; I really want to ramp up my retention figures.
At least I'm getting "SSSL Unblocking" traffic from google!