Olly Low Poly And The Zombie Tower – Post Mortem

Olly Low Poly And The Zombie Tower – Post Mortem

I spent nine months working on Olly Low Poly And The Zombie Tower, an iPad game written in Unity, writing all the code and making all the artwork myself. It was hard work, and sadly it didn’t really pay off. But it was worth it! In this article, I’ll share what I learned from making this game.


General Information

Olly Low Poly And The Zombie Tower is an arcade game about a girl whose plush friends were kidnapped by mysterious forces. She must climb five towers divided into 50 levels and win five boss battles to defeat ultimate evil, save her friends and save the planet. There are 16 types of zombies, five super-powers to help Olly in her quest and five bonus games to help Olly relax when she is tired.

The main game mechanics are based on two ideas: Olly can not jump and she can only kick zombies in the back. This means the player needs to think tactically, planning next move – otherwise they might end up in a trap or getting killed by zombies.

You can buy the game for iPad on the App Store, download it for Mac or PC from the official website, or try a cut-down web version. Check out all the assets on the game’s Behance page, too!


Where the Idea Came From

It is all started with two words: tower and zombies. There was no Olly, only “someone” killing zombies and climbing a tower. I wanted to create an experience close to Jackie Chan movies, a game where you need to think and act fast depending on the situation. Also I wanted it to be a zombie game without guns, for a change.


Why I Picked This Graphical Style

I’m not very good at 3D character modeling and animation so I decided to try super-simple low poly graphics first and see if they would be enough to tell the story. And it was more than enough.

Olly Low Poly Post Mortem

The average polygon count for Olly’s characters is around 200 polygons; the simplest Quake 1 character consisted of 400 polygons, if I’m not mistaken. For me it was like using pixel art – not only are those characters easily recognizable, but they also hold a great deal of personality.

The character animations played a huge part in giving the characters personality. I had to learn character animation from scratch on the go. It was amazing!

Olly Low Poly Post Mortem

As for the colors, proportion and textures, this graphic style is just me – I never had to really choose anything, it was all very natural. So when people say they like how this game looks it is actually very pleasant to hear because it means they understand this part of my world. I feel connected!


What Went Right

Judging by feedback, the graphical design, character design and animation definitely went right. Even Adult Swim was interested in the game after they saw video footag.

Olly Low Poly Post Mortem

Sound work went totally right, we recorded all sounds ourselves and very proud of it because the game sounds great! Story went right, too – thanks to my wife, Olly holds a very simple but great story.

Coding went right, I think; I studied very basic C++ at Uni and I was worried about whether my knowledge would be enough to finish a project of this scale. I did finish the project, learning 70% of the coding skills required on the go, and I’m pretty happy with how the finished code turned out.

I like to think the name was a good choice – it’s catchy enough and justifies the simplistic graphic style of the game. Bonus games went right, too, according to some people. (They were probably too simple for some other players though.) Level design seemed to be well received as well, at least by gamers who like challenges and visual madness.


What Went Wrong

Where do I start…?

Planning

I took my notebook and we (my wife and I), knowing the basic concept of the game, started to fantasize about the story, worlds, enemies ect ect ect. You know.. the Unleashed way!

Well, I did manage to bring everything we fantasized about to the final release, but I can’t stress enough how hard and needless it was! Olly is a huge game with tons of content. Every character holds 1000+ frames of animation, every world consists of huge numbers of objects – some of which are interactive – plus there are minigames, boss battles, 50 levels, and superpowers.

Olly Low Poly Post Mortem

The scale of the project is close to some AAA titles, but most people will never see 99% of this content. And that’s because of…

Gameplay

Gameplay. Yes, this is the second big failure of the game. For some old-school hardcore players it is going to be a hard but fun to play game. But for the absolute majority of people it is going to be too hard. There are no second chances. Kicked zombie in the face? Start again. Jumped into wrong hole? Start again. Used superpower in wrong place? Start again.

Olly Low Poly Post Mortem

For a non-AAA game with not-so-innovative gameplay I can hardly imagine how someone will justify that difficulty to himself. Olly will give you tons of fun as soon as you master controls, but mastering the controls is really hard and probably not fun at all. Besides, most people are looking for fun right from the first moments. So yeah, the learning curve is all wrong.

Honestly, I could stop here because if the gameplay fails then nothing really matters any more. However, somehow I managed to fail at some other very important moments…

Music

I actually have 12 tracks of great music ready for the game but I decided not to include them – partly to reduce the download size and partly because on hard levels music is very distracting. (We found that all testers turned it off eventually.)

However, a lot of players found it strange that there is no music in the game. So it is always better to include music by default and give people option to turn it off what they need it.

(Wait, there is no music in Angry Birds, right? Right? Hmm.)

iOS

I failed to deliver easy-to-learn controls. Just as in the desktop version, on iOS you need to master the controls before you can get real joy from the game.

Olly Low Poly Post Mortem

Also, I failed to port it properly to the iPhone – a lot of people complained that the font was too small. At first I planned to move camera closer for iPhone version so people could read the text easier, but as it turned out some levels became insanely hard because you couldn’t plan your actions any more due to not being able to see as much of the area.

I should have redone (and simplified) a lot of the levels for the iPhone… But I didn’t.

Promotion

I only told the world about my game when it was almost finished – no developer diary, no nothing. I did create a gameplay movie and a promo movie, and I think these helped, but still I’m no PR guy and I have no idea how to advertise my game properly.

I think that, even with the hard gameplay and without music, there is more than enough content to call $0.99 a fair price for my game; I’m sure that if I were a better salesman I would have sold more. I will not tell you how many copies I sold because the number is rather embarrassing for 9 month project.

I had my chance to turn it into real gold when Adult Swim contacted me and said they are interested in publishing my project. But when they played the actual game they said it was too hard – although they loved the look, and they would like to see my next project. I guess this is best thing that happened to the project. At least there is a hope for my next game to have proper PR with help of professionals like Adult Swim.


What I Would Do Differently Next Time

My next game is going to be more innovative. Before I start doing anything, I will first find some original game mechanics.

Next, I will create a very simple working prototype and let people play it – from an early stage. Only after I know for sure that the gameplay is satisfying and that there is potential will I think about how to fill the game with content, not before.

I will also make the next game much simpler. Easy. Fun. Understandable. Friendly. Easy to learn. And I will aim for iOS from very beginning.

Oh, and there will definitely be music in the game. And Facebook integration.


What I Would Do the Same

I will do everything myself, without any programming/designing help. Design will still be low poly, and the game will still look good. There definitely will be a good portion of madness and humor in the game.

Olly Low Poly Post Mortem

I will again make a game that I would love to play myself, which will use both your brain and your reflexes. And, of course, I will have a lot of fun during the process.


Overall

So I spent six months of my evenings (on top of a full-time job in a motion design studio, sleeping three or fours hours a day) and three more months of my free time creating this game. I “met” Adult Swim. I went through whole “Approved by Apple” process. Some people actually loved the game. I’ve gained goodness knows how many level-ups in programming and game development, and been featured in a couple of places. I believe more in myself now.

Olly Low Poly Post Mortem

The biggest lesson l learned is that the good old KISS motto (Keep It Simple, Stupid) applies just as much to game development as it does to graphic design, interface design or programming. Also, I learned that in game design the hardest part is finding the right idea, making it work and selling it. Designing, animation and programming is definitely the easiest part.

Last but not least, I found that the amount of time and effort you put into your game is not a predictor of how good or successful your game will be. In the future I will definitely aim for something easy to create and fun to play.

Was it hard? Insanely! Did it work? Not really! But was it worth it? Absolutely!!! Making games = true happiness!

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  • Daniel

    Thanks for sharing what you’ve learned and good luck with your next project!
    I’m currently working on a game myself and know that it takes a lot of time if you are doing it in your free-time.

    • http://space-jump.com Vladimir
      Author

      Thanks Daniel! Now I know I need a lot of luck to make my next project work. Already working on it btw!

  • http://aldoutrera.com Aldo Utrera

    Thanks for sharing. I really enjoyed reading your story.

    I’ll have to say that I’m impressed actually. Developing a full game pretty much all by yourself, learning on the go and in your spare time, nine months sounds good. I’m inspired, thanks!.

    Just one question, was this your first game? I’m just curious.

    • http://space-jump.com Vladimir
      Author

      I’m glad this story was inspiring for you!
      About your question: back at Uni I programmed very simple version of tetris and maybe 2-3 games of similar scale. So I would rather call it programming exercise and not in any way a real game. So I guess it is my first game, yes.

  • http://space-jump.com Vladimir
    Author

    You’re very welcome guys!
    It is great pleasure to share my experience especially if it is useful to someone.

  • Timo

    Interesting read, thanks for sharing your experiences! I’m sure alot of people can learn from your story.
    I really enjoy your graphic style, don’t give up and good luck with your next project :-)

  • Dom

    Thanks for writing this – it was really informative.

    I am in the process of making my first ‘proper’ game (I’ve made pong / space invaders etc. before but always from tutorials before messing around myself) Where / How did you learn to do the character animation?

    If you have the time to reply it would be greatly appreciated!

    • http://space-jump.com Vladimir
      Author

      Hey Dom, I’m glad you liked the article!
      I learned some character animation during this project actually, but before that I was motion designer for (I think) 7 years already so I developed an eye for motion and I know some animation basics and it helped me greatly. Just observing classic cartoons also helps a lot. Technical part was very easy since all my models are low poly and I don’t have to make complicated rigs and skinning. Setting up inverse kinematics for nay of those characters is only matter of 10 clicks.

  • Derek

    How was it using Unity to build and program? Did you use Mono for all the coding or something like Sublime Text?

    • http://space-jump.com Vladimir
      Author

      Unity suits my needs perfectly. I use C# to code everything because I studied basics of C++ @ Uni and it is quite similar but with more grace in it.

  • Joe

    Awesome story. I have been there too. Having a game on the App Store also with little success in comparison to the amount of time I put into it. I still call it a success for the same reasons you do. Plus how often do you hear about that guy that is always “working” on a game and never gets around to shipping it. Atleast you can say you have completed the full circle. From concept to people playing and enjoying it.

    For my second game, I thought about using Unity for the game engine. Did you find Unity hard to work with?

    • http://space-jump.com Vladimir
      Author

      “Did you find Unity hard to work with?”

      Couple of times there were situations when I could not understand why something is working not the way I expect it to work. But there is huge Unity community over the internet and if you simply google your question I guarantee you will find your answer. Once you learn all work-arounds and basic mechanics working in Unity is fast and easy. Actually even without learning a lot of stuff working in Unity is fast and easy but you know… depending on scale of the project there is always possibility of unpleasant surprises. But everything is manageable.

      Can you give app store link to your game?

  • http://ri-fo.com Роман

    Не довелось еще попробовать, но стиль и идея – очень классные.
    и статейка интересная – спасибо!
    удачи в будущих проектах!

    • http://space-jump.com Vladimir
      Author

      Большое спасибо, Роман, постараюсь сделать что-то более веселое и менее замороченное! Работа уже кипит!

  • http://home.smithwebco.com/ Sean Smith

    Hey Vladimir, thanks for sharing your game dev story. I think a lot of people are trying to do what you did and won’t get the great results of an awesome looking game like you created. The fact that you got contacted by Adult Swim, in my opinion, is more of an accomplishment than say, selling a million copies. To me, that would be a win. I wish I could play it but alas, I’m an Android person… however, I wish you best of luck in your next endeavor and thanks for the tips! I’m planning on creating a really big game myself and have spent 3 months just researching design patterns and planning all my code classes, as I know I can do the graphics and story easily. The hardest part has been keeping it simple for sure! A creative imagination leads to nightmares of code…

    • http://space-jump.com Vladimir
      Author

      You don’t need to own an iOS device to play Olly, you can download full version for mac or pc for free from i-olly.com

      I agree proper planning is never waste of time and it is true key to success! Good luck with your project!

      • http://home.smithwebco.com Sean Smith

        Nice, I am going to download it now! Thanks again for taking the time to write about your experiences!

  • http://roadha.us haliphax

    This was a joy to read. Thank you for sharing your experience–both the good and the bad parts!

    • http://space-jump.com Vladimir
      Author

      You’re welcome!
      “the bad parts” is what makes this experience good! I mean useful.

  • Elie

    Great article and thanks for posting your experience.