Everybody loves pictures, so I’m going to lead with a few.

These are the Week 1 charts for downloads and sales of Zombie Armageddon, our zombie-themed tower defense game for Xbox LIVE Indie Games. We did a fair amount of pre-launch PR work, including a facebook page and word-of-mouth “buzz” building. That effort was pretty successful in that there were a number of “key” people who had heard of Zombie Armageddon prior to launch.
On launch day we sent out a PR email announcement and free codes to a number of folks at various key places like XBLA & XBLIG Ratings, xnPlay, and gaygamer.net. We had prepared a Press Kit with info about the game and the developers, as well as assets for inclusion in online posts. In short, we had done a pretty thorough job of getting an indie PR campaign going.
On the game front, we had done a lot of work to balance and polish the game. It’s come a long way since the limited alpha we ran late last year. With the bugs from our peer review fixed and automated testing ensuring that the game was solid, we thought our chances for a solid showing in Xbox LIVE Indie Games were pretty good.
And while our Day 1 results looked good, the charts show that things went downhill from there. We knew we had a problem when the early customer ratings were averaging 3 stars. We thought the game was better than that. Also, we could see that the quantity of ratings coming in was significantly less than the numbers for other games like Avatar Showdown.
Now that the game has been out for a week, we’ve started getting some feedback from people on why the game isn’t knocking people’s socks off. The top three reasons are (in order, I think):
- Graphics/visuals
- Difficulty level
- Zombies
While we made a conscious decision to go with the cartoon-style graphics in the cutscenes, that style hasn’t really resonated with folks. It’s been criticized as “MS Paint”-quality. This is one of those things where you go with something and it works or it doesn’t. We’re not saying that the critics are wrong, but we aren’t going to go redo the art direction there. We still like it a lot. Evidently our sales are going to suffer some because of that, but so be it.
The difficulty level is something we intend to address in a title update. We went back and forth on this in development, but even though we added an Easy difficulty it’s not the one that the game uses by default and the option to adjust difficulty isn’t very discoverable. Even with the extensive balancing it’s still not where it needs to be for the people who are trying the game. And for the hardcore tower defense players out there we still will have the Reckless and Suicidal difficulty levels.
The last problem is hard to accept.
But… zombies may (MAY!) not be as popular as they once were. We absolutely love Zombies here at citizen12 studio, but with the proper grief counseling and a fully stocked fridge we may be able to accept that not everyone feels the way we do about our decomposing reanimated friends.
Bottom line is we’re disappointed by our Week 1 sales. No question. But we’re taking steps to address some of the things we think will help make it a better and better-selling game. We draw the line at firing the zombie team, though. After all, nobody wants armies of unemployed undead walking the streets…
Share your thoughts! Do you have thoughts about what works and what doesn’t in Zombie Armageddon? Comments are open.
In case you’re wondering, I used Excel to make the little graphs based on the data feed we get from Microsoft. If you’d like a copy of the spreadsheet for your Xbox LIVE Indie Game, just email me at james (at) citizen12.com.