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New Project: Secret freemium game

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gugakip
Traffic Value: $739.34329 Belgium
0 like this post 0 people
21/11/2016 12:47
Could you sell it on Steam for like $20-40, and make it freemium for other users? This way you'd be able to target both groups eventually... but of course, I understand you focus on just the freemium part right now. Curious how long I have to remain patient to play this one... really can't wait but following the advise to wait tongue
slosumo - Administrator
Traffic Value: $28,438.4426 Slovenia
9 like this post 0 people
21/11/2016 12:59
DEVELOPMENT UPDATE

Implementation of majority of the idle game part functions and logic has been sorted already:

dynamic calculation of unit costs
progress calculation & cycling gain based on all type of multipliers
big number symbol names
Upgrade purchases
most of the glow/hover effects were done
Additional pages/confirmation page for ad viewing, deploying troops, converting has been prepared by designer
Adjusting design on active part to be more in-tuned with the updated idle graphics
New array of active part units created (both as enemy units as well as upgrade icons) and some still in preparation
further improved active part logic, code for optimization purposes and less server strain

Currently working on:
Finishing unit cycling, starting on proper progress saving/state update and state checking
Putting all front-end actions into update list, for server-side checking on storing state

In the past week, we have done SIGNIFICANT optimizations in monetization via rewarded videos, working closely with our video ad provider, improving fill rate close to 100% for most countries and with it eCPM, via fallback tags and implementing a waterfall system. We have also updated the ad handling code, for it to be more modular, to allow for easier handling of ads, and to easily handle various type of rewards that will be given out to players for watching ads. On top of that, improved stat gathering for ad viewing has also been added, to allow us close monitoring and enable us to work on some A/B tests for optimized monetization.

Added ad blocking checks, to incentivize users to disabled ad blocker when detected – a rather simple change, but one that has already increased ad display considerably. We are also currently considering changing the main user flow by removing preroll video ad in order to apply for AdBlock whitelist, that has the potential of improving the ad display rate by 30%+ (AdBlock allows user-friendly ads, such as rewarded videos). By doing this change we will also reduce some server impact when users start promoting game, improve eCPM by filtering out spam traffic to the video ads, and increase first user interaction with the game, as they will not be “forced” directly into the ad. Improving user experience and with it retention is our main goal here. If we can optimize those, and make the overall experience fun for the user, we should also see a direct increase in user engagement with rewarded videos. When we achieve that it will be a win-win situation for everyone, so we will surely go through with some fundamental changes to improve user experience, and with it monetize the game much better in the long run.

Better yet, most of the work done on ad optimization for this game, will also be able to be reused in Coin Flip Evolved as we will be working with the same provider.
slosumo - Administrator
Traffic Value: $28,438.4426 Slovenia
12 like this post 0 people
21/11/2016 13:05
@gugakip It is not just "plug and play" move. To move the game on Steam, there will be significant work required to re-code it. Focus is on getting and making sure we optimize (in terms of code, user experience, retention AND monetization) the HTML version of the game first, and when we are satisfied with the results and it will make absolute sense to move to other markets as well, we will.

All of these markets (Browser/HTML5, mobile, publishing, steam) are different, require different knowledge and tweaking of the games (and development funds) to adjust to the specific market. Step by step smile
dragonx996
Traffic Value: $13,804.15918 Singapore
9 like this post 0 people
21/11/2016 15:25
First of all, I'm glad to see MTV finally have their first Freemium Games.

However, in my opinion, "Training camp" graphics is quite old fashion, to be frank.. Like now is 2016, but we still using 1990 technology to make this game. This graphics just like 1990s Sim City Game.

I hope that our game developers can improve training camp graphics so that you can attract more user to play this game and hopefully those games can be market on Playstore and Appstore.

I also hope that our game developers can build some game that will make user to play it and those games can addict them to play one whole day. Some premium games, like FlappyBird, AngryBird, Candy Crush, Slither.io, QuizUp etc. All the best MTV team.
MarcdeKoning - Administrator
Traffic Value: $468,983.12758 Netherlands
9 like this post 0 people
21/11/2016 23:15
How are the graphics of a flappy bird game any more "new school"? tongue
dragonx996
Traffic Value: $13,804.15918 Singapore
2 like this post 0 people
22/11/2016 01:52
Yes, although Flappy Bird's graphics is not that "new school", but they are legend, addictive, unique and simple. Whereas, Training Camp have a lot of competitors out there, 2 choose 1, will you choose Training Camp as your favourite game?

Flappy Bird earn $50,000 a day from in-app advertisements as well as sales.  Let see how Training Camp can bring how much revenue per day.
slosumo - Administrator
Traffic Value: $28,438.4426 Slovenia
4 like this post 1 people
22/11/2016 08:18
"Yes, although Flappy Bird's graphics is not that "new school", but they are legend, addictive, unique and simple. Whereas, Training Camp have a lot of competitors out there, 2 choose 1, will you choose Training Camp as your favorite game?"

Such as?

This genre of games is one of the most unexplored and in constant rise the last year or two. In a way it is also one of the least cost-heavy to build, compared to most of the games you mentioned, which are heavily cloned and have huge market competition for years, and it's much harder to break through with those types of games, or it requires significantly more budget.

Moreover, idle games are mostly played for their mechanics and usually use simple/clean graphics - mainly because anything "complex" is really not required for a fun experience. The mechanics are the main selling point of these games and also what attracts and keeps users playing. The graphics need not be the main emphasis on this type of games.
richiem
Traffic Value: $283.24108 Philippines
1 like this post 0 people
22/11/2016 08:53
I've seen the game have been playing it and I enjoy it. Very simple and still fun!

I would just like to request that though it is a browser game, I hope that it will fit a mobile device. I don't have a desktop or laptop at home and the only way I can play it is using a mobile phone. (Of course, I need to play it to get the daily rewards! smile )

I think the dimensions are fixed and they don't fit a mobile browser. I hope it can be adaptive to mobile.
slosumo - Administrator
Traffic Value: $28,438.4426 Slovenia
19 like this post 0 people
09/12/2016 08:42
Development update

Unit cycling, action saving and update state handling is nearing completion. This was one of the core builds, so just some final things to sort here.

Various optimizations have also been done regarding modularity of the game, and changing any bit of the site/game to conform with the updated graphic design.

Modular popups for various game actions (that can be used in active part as well for important game notes or patch notes, announcements) have been prepared. Will give us easy graphical handling of Troop Deploying, converting PP and watching ads with one simple function.

In the following days we will be able to begin with user experience/first-impression tests, to adjust the early game numbers and progression, and also decide on best tutorial breakpoints. The active game tutorial will also be updated to adapt to the full game upload.

We are also working on the updated first-impression and with it retention rate, by changing the way users are "welcomed" into the game. We'll be removing the current preroll video ad and replacing it with a sexy loading screen, where users will also be shown various in-game tips while they wait for the game to load.

Here's a first look at a complex pure CSS loading animation, something we will also try and apply to other parts of the existing game to spice it up towards the end of the build, if there's time left to really improve the game feel:

redigaffi
Traffic Value: $1,654.17 Spain
0 like this post 0 people
13/12/2016 17:49
@slosumo

CSS KeyFrames?
slosumo - Administrator
Traffic Value: $28,438.4426 Slovenia
3 like this post 0 people
13/12/2016 18:00
Indeed.
slosumo - Administrator
Traffic Value: $28,438.4426 Slovenia
8 like this post 0 people
22/12/2016 14:44
Development Update


We are nearing completion of all the main mechanics of the idle part!

We've done first playability tests of the game and even without optimized statistics/progression, sounds and fancy animation additions I have to say the game already feels great smile
Next week that is something we will focus on, so we can then work on adding tutorials, opening points and final UX improvements. If we get that out of our way fast, we will also find some time to do additional improvements to the old active part, from improved (backend and frontend) performance, UX, auto scaling/infinity.

Due to the high-impact re-launch we will be doing with the addition of the idle part, we are seriously considering performing a game restart, to put everyone on the same level to enduce a highly competitive environment for thousands of new players that will enter the game, as well as take the opportunity for various optimizations of the game.

If we decide to go with it we will not forget about existing players, some who have played the game for almost a year now, to reward them properly and not let everything they've done go invain. We are in close contact with some of them, so will be asking them for valuable input regarding this matter, to ensure that they welcome what will be a great update overall for them and their experience included.

Before giving you the list of latest most notable improvements/changes, here's a first preview of one of the cycling animations (still to be improved):



Development log:
IDLE:
-unit cycling animations, timer animations, proper cycling calculations work properly and have been optimized additionally
-Issues on refresh for upgrades, managers and investor purchases not displaying correctly
managers, upgrades and investors dynamically refresh as you gain/lose the required PP
-issues with update state not saving game state correctly
-return to idle part notification and state update based on idle time, showing profit gained while user was idle
-currency icons added next to all spendings
-modularity of all pages improved
-loading screen finalized, now takes the tank properly to get to the end
-shop added to idle part


ACTIVE:
-Autoclicker fixes
-display improvements to conform with the new design
-various game parts added to spritesheets for optimization purposes
-invasion part, minigames fixes
-don't show rank&level notifications while defending
-A bunch of other fixes, but not revealing every single part of the active part to all of you yet smile
vicura
Traffic Value: $4,969.3683 Spain
0 like this post 0 people
22/12/2016 14:51
Im quite lost. This game was announced 1 month ago and you said now there are players that have been playing it for a year now... The only idea it comes to my mind is that we have bought this game and we are improving it. Is it right? Otherwise, how could it be 1 year old already?
slosumo - Administrator
Traffic Value: $28,438.4426 Slovenia
3 like this post 0 people
22/12/2016 14:56
The basic version of the game has indeed been out for almost a year, and as we have repeatedly said we are not revealing it to other than existing players (from other channels), as it might ruin the first game experience for everyone now, compared to what it will be after this update.

First experience is worth a lot, so before we reveal it to everyone here we want to make sure it gives you the best impression possible. It's not being marketed for the time being due to the same reason as well.
dguy
Traffic Value: $15,993.01608 Canada
3 like this post 0 people
22/12/2016 16:08
Just make sure you give plenty of communication when you do the reset so as not to lose people. Yes, a legacy gift or status position (maybe a special skill/ability or immunity) would be a great idea and thanks for beta testing.

Do you guys have a player forum? That would be a great advertising venue as well as bonding place. Maybe it would be possible to duplicate the PV forum if you don't.

As a matter of fact, it might be cool to make member forums for all your projects if it isn't too much work. That could be very beneficial for the gambling sites for example. Forums are very search engine friendly
vicura
Traffic Value: $4,969.3683 Spain
0 like this post 0 people
22/12/2016 16:54
Indeed! a forum in PPMG and PBG would make people way more confident, also if it has some kind of referral earning. I don't actually know if this would be a great idea or not, gamblers referring other gamblers (the ethics...) but will this game also have a referral thing? 

I remember trying to make my friends play travian to get some free gold. We could make the same with this game (maybe you already said it will be made, didn't read the full post, sorry).
vecors
Traffic Value: $2,173.146 Portugal
2 like this post 0 people
22/12/2016 17:04
You can just create a pop up ad warning current players that a reset will be made to deploy the new version.
dguy
Traffic Value: $15,993.01608 Canada
10 like this post 0 people
22/12/2016 18:59
Candy crush used the referral method via facebook. You don't even need to make people refer. If you give them some sort of in game bonus or have a secret mission access for people who post to their facebook or other social media,then that will create huge word of mouth advertising
slosumo - Administrator
Traffic Value: $28,438.4426 Slovenia
7 like this post 0 people
23/12/2016 08:00
@dguy Not a forum at present (we might make one if the future if it'll make sense), but we have a blog to connect with users, and will expand heavily on reddit as it is one of the best places for users to discuss this type of games.

The game does have a referral program, and also we have plans to add like/share rewards - just never found the time to get to it myself, but we'll definitely try to add that in as well before the launch.
Malik7
Traffic Value: $18.78983 Pakistan
0 like this post 0 people
02/01/2017 17:29
January has started.When will reveale its name so we can play??
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