Wednesday, June 5, 2019

Doctor Esker's Notebook project financial update

I've been doing a series of posts about the financial end of my game project, and I haven't posted an update for a while. I'm nearly to the break-even point, which is great! I'm at $-194 by my calculation, with revenues of $3,454 offsetting expenses of $3,649.

I have sold 386 games and sent out 35 as promo or reviewer copies. I have 134 in stock at Amazon, and another 525 or so at home (uh, I mean in my warehouse 😀 ). I make about $9 per game depending on the sales channel, and I am not incurring too many new expenses at this point - the major expenses were printing and development, and I don't have many ongoing costs (other than the cut Amazon and PayPal take from each sale). So, I could make up to about $4,000-$4,500 on this if I just sell out the print run and don't do anything else.

Sales have taken a little bit of a hit over summer. I'm at about two sales a day, where from February to April I was at more like three a day. I hope that's just seasonal and not a trend. Nearly all sales now are through Amazon.

Here's the info in graph form. First, expenses and revenues by category:

The picture above shows revenues (above zero, climbing) and expenses (below zero, mostly flat). Time progresses along the bottom, but not evenly - initially I was updating every day or two, but now I'm updating less frequently.

Next, net revenue (income minus expenses): 



On this one, the time axis is properly scaled. I'm almost back to zero, as you can see.

Of course, I'm not including the time I've put into this project. My hourly wage is something like negative fifty cents an hour. So, this isn't (yet) a good way to make a living, put food on the table, or pay for health insurance. It's not even a good investment relative to a good solid mutual fund, although it will be if I sell out the print run by the end of the year, which looks likely if sales pick up a little around the holidays.

Anyway, looking good. I should hit break even sometime later this month.

Saturday, June 1, 2019

Daggers Highschool by Jorge Zhang

One of the guys who reviewed Doctor Esker's Notebook is a game designer himself, and he's just launched a new Kickstarter for his game. The game is Daggers Highschool, a deckbuilding game that simulates a frenetic, comedic, and tremendously stressful high school, with deckbuilding mechanics. Looks like fun!

The link to see more is here: Daggers Highschool
Boardgame Geek link is here: Daggers Highschool BGG

Development version shown below:

Monday, April 29, 2019

Excessive game box size

I've been really enjoying Splendor, which I was given for Christmas. I've played a couple times in the past week after playing it for the first time a few years back.

I've been thinking about box size. I've commissioned some cool art for my card game Horde, and I'd like to get that printed up for distribution. It uses cards plus some scoring tokens, so I need a box big enough for about 90 cards plus 11 tokens and a set of rules. I've been using TheGameCrafter's token chips, which are a satisfying size and weight. All of that could probably fit handily in a small box.
Interestingly enough, that's also about the same component set as Splendor, although it has more like 40 chips instead of 11. Still, it shouldn't need a big box. But they gave it one! Here is a comparative look at the game:

The top picture shows how it's packaged. It looks nice. Below that is the space all the components actually take up.

Clearly, it doesn't need this big a box. It's bad for the environment and bad for storage. It's 80% empty space, and it needs a huge blow-mold plastic frame to hold it all. I wonder, though, if people are willing to pay more for it (and think more of it) if it looks like a bigger game than it is. At $25 retail, or $40 MSRP, I bet a big chunk of that price is actually the empty space in the box. I wonder if I can pitch a smaller box for Horde and convince people that it's as much of a value small as it would be with wasteful packaging. Sometimes when we shop we're just dumb sacks of meat, and I think this might be one of those times.


Friday, April 12, 2019

A business milestone - $2K

This past week I crossed $2,000 in revenue for Dr. Esker's Notebook. The last bit of that came from a distribution deal in Canada with a game store, who bought forty copies at a steep discount and arranged for a U.S. cargo forwarder who I could send the games to, which saved a lot on shipping and complexity for me. I am very grateful for that.

I haven't tried to get into game stores directly other than this effort, and I think that might be a cool avenue to pursue, particularly if I do another print run. Here is the updated revenue and expense chart and net revenue track. I've had pretty healthy sales on Amazon for the past week (around 2-5 per day), so that's helped too.  I've gone from being $3500 in the hole after printing to $1650 in the hole now, about two months later, so that's good progress.

Saturday, March 23, 2019

Video preview of Wrath

I made a video for my new boardgame design, Wrath. This is a game I've been working on for about a year. I'm entering it in a design contest which requires a video, so here's the video. The game is set on an island being destroyed by three angry gods. Players compete to survive the curses and save their villages by sucking up to the only remaining friendly god. The game involves buildings, worker placement, economic management, and being capriciously screwed by angry deities. I still have some changes and additions I want to make, but this describes the idea pretty well.


Facebook video for Dr. Esker - SPOILERS!

It looks like they've got Dr. Esker's Notebook available in their board game room at the Connect Games Escape Room in Fredericksburg, VA, which is totally cool. They posted a video about this to Facebook at the link below, but be careful - there are spoilers for one of the puzzles in the video if you look too closely.

James' Games Video (on Facebook)

Sunday, March 17, 2019

Yoggity

Working on Dr. Esker's Notebook has given me some energy to go back and get some of my earlier projects going again. I spent a good chunk of the weekend working on Yoggity. The earlier version was for playtesting and contests only, so I updated it to have a nicer folding gameboard and a printed box at TheGameCrafter.com. It was hard to keep the cost down, because the nicer board was $8 and the box was $10 all by themselves. To compensate, I changed some of the plastic parts to cheaper cardboard laser-cut chits. I got it in at just a little over $38, which is probably too much for this, but I can't do better at TGC. I've ordered a copy of the update, so I'll see how it looks when I get it. Still really liking the art that was done for me by Jason Greeno of Greeno Design.


Saturday, March 16, 2019

Weird Ebay reseller

This is weird. Somebody is selling two "new" copies of my game on Ebay, for $6 over new list price. They can't really be new, because the only new copies are in my basement and in the Amazon warehouse. Only two people have bought more than one copy at a time, and they're not ebay marketers - I know them personally. I also know where all the single copies that exist got sent to. So, a puzzle.

I'm not sure if they have used or promotional copies somehow, or if they're planning on fulfilling through Amazon or through me (although neither Amazon nor me offers two day shipping, which the Ebay seller promises). I guess it's possible they bought from Amazon and are repackaging, trying to make an extra $6 from markup. Or maybe it's that they're some kind of game store upselling trade-ins. Their other items for sale are all board games. If so, it would be hard for them to have gotten two copies already, and they wouldn't be new.

Obviously this doesn't really compete with me, because they are selling above my price, but it's weird. If people want to sell the game in game stores, I'm totally happy offering a discount for distribution.




Wednesday, March 13, 2019

Amazon early reviewer program

I signed up for Amazon's Early Reviewer program for Doctor Esker's Notebook, and I just got my first review through it. For $60, Amazon will offer buyers of the game a $3 Amazon gift card to purchasers who review my product until they give out five cards for five reviews. I don't have any input or control over the content of the reviews or who Amazon decides to ask. So, a pretty good deal for Amazon - they get $60 in exchange for giving out $15 in gift cards, which are only good on Amazon anyway.

Despite the benefit to Amazon and the cost, it has value for me too. I signed up for this before I had any reviews, because I thought it would help if there were early reviews on Amazon for a product few people had likely heard of, especially if the reviews came from verified customers. In the interim, four reviews have appeared there from other folks. So, at the end of this program, if five people take the gift card bait from Amazon, I'll at least have nine reviews.

This seems like a good idea, especially given all the controversy Amazon has faced with regard to review-stuffing scams. In this case, the reviews have bought the game from Amazon and should be providing authentic reviews, so they're just being compensated for sharing their opinion, whatever it is.

For more info on the program, see here.


Esker business update

For those of you following the business side of my indie game publishing project with Doctor Esker's Notebook, here's an update. I'm up to 115 total sales with revenues of $1,108, set against costs of $3,530, for a current (but shrinking) loss of $2,422.

The bulk of the costs is the development process and the print run, but I continue to have additional costs with marketing and promotion. If I sell out the entire rest of print run, I probably have another $8,800 in potential revenue, which (barring massive future marketing expenses) would make the project profitable. That assumes my time is worthless - if we paid me even a minimum-wage hourly rate for my work on the project, I'm deep underwater. Given that this is a so far a passion project, I'm fine with my time being counted as free.

Here are the numbers is in graph form:

The time axis advances to the right here, showing increasing revenue compared to mostly fixed costs, but the time isn't linear - it's just whenever I do an update.

For this one, time is linear - this is the history of the project starting with the print run at the end of last year, with additional costs added to revenues as time progresses to the right.

Tuesday, March 12, 2019

Plankton Games on Facebook

Hey, if you wouldn't mind, please like Plankton Games on Facebook. Here's the page:

https://www.facebook.com/planktongamesco

Some guy who's account is clearly hacked or fake took the planktongames username, and Facebook doesn't care, so I had to add the "co." I guess I should be flattered that my trademark is worth stealing.

Thanks!

TGC Esker Contest Continues

Only four more days until we know the winner of the TheGameCrafter Doctor Esker's Notebook Puzzle and Parts Challenge. 624 entries so far, which is wild. Who will win free games?

Monday, March 11, 2019

Cubist podcast appearance

I had the great pleasure to be on The Cubist podcast with host Bill Corey, talking about puzzle game design and lots of other topics. Give it a listen!


Thursday, March 7, 2019

Sponsored contest at TGC

I had the idea that I might be able to run a giveaway on The Game Crafter for Dr. Esker's Notebook. I have used TGC for nearly all of my game prototype production and boardgame publishing since I first heard of them in 2009, and I'm a huge fan of the site. I contacted them, and it turned out Tavis (one of the founders, and their marketing guy) was about to do a contest celebrating their adding their 2000th game piece type to their inventory.

I came up with ten clues to ten of their many, many parts, and Tavis and I developed the contest from there. I also sponsored up to ten copies of Dr. Esker's Notebook as prizes. If you want to give it a try, the link is here:

TGC Esker Contest Link

Tavis' video intro is here:



I had fun doing this, and I think it will potentially end up generating some exposure for me. I'm not sure how much I'll end up spending on the sponsorship - high-end case, it would probably be around $170 if all the winners win games and all of them are overseas, but I think it will probably be more like $40-$60 in games and postage. If I sell 5-7 games from the publicity, I make that back, but it will be hard (or impossible) to know if anybody buys for that reason. 

The contest has been live for 14 hours, and there are already 338 participants, so that's pretty good. I'll keep following it to see how it goes.

Thursday, February 28, 2019

Doctor Esker's Notebook mentioned on The Cubist

Eric from The Cubist Podcast (Episode #103) reviewed Doctor Esker's Notebook - very cool. His comments on the game run from about the two minute mark to about four minutes.


Dr. Esker's Notebook sales and revenue update

I'm nearing the end of my fourth week of Dr. Esker sales. After an initial bunch of sales to friends and acquaintances, I'm starting to see a shift to a slower but steady set of sales to people I don't know, with 78 total sales in 26 days, averaging a couple a day now. My sales have shifted almost entirely to Amazon and away from my site, so I think most folks are discovering the game either via Amazon or on other sites and then buying from Amazon. It's hard to tell exactly how that happens.

My ad campaigns have not borne much (or any) fruit, which I mostly expected. I have no apparent sales from either Facebook ads (suspended now after hitting $50) or from Google search ads (nearing $50 and suspension). I can track sales from Google via their analytics, and I also know nothing much is happening from those because I haven't sold a game through my website in two weeks. It is possible the ads led people to an Amazon purchase, but that's about the only way it could have been worth it, and even then I'd have had to sell 11 or more that way to cover the cost of the two ad campaigns. I'm pretty sure that's not the case.

I have had a positive review from Boardgamecapital.com, and a positive tweet and email feedback from The Opinionated Gamers, with a review hopefully coming soon. There are three positive reviews on Amazon, two from purchasers and one from a person who got a free copy in advance, none solicited. So, I've got a small but growing number of uniformly positive reviews, which is good. I still have seven or so copies out for review to various reviewers and influencers.

Here are the finances thus far. I'm still in the hole by a lot, but I'm gradually making headway. Here's revenues vs. expenses over time (note the dates aren't evenly spaced - just whenever I do an update):

And here is the bottom line (expense minus revenue), with a regular time axis this time. Starting to cut the corner off that block of losses, but still a ways to go until profitability.



Monday, February 18, 2019

Sunday, February 17, 2019

Sources of orders

I've been selling Doctor Esker's Notebook for a couple of weeks now. I've paid for a little advertising on Facebook and Google, but most of my customer traffic has been via Facebook, where I've posted general announcements on my feed and also posted to my very active college class page (Harvard-Radcliffe 1991). So far, the HR91 folks have come through in a very big way and represent nearly half of my sales. Here's the distribution, classified by segments of my life:

Those folks who have no connection to me, the purple wedge representing ten orders, are the group that needs to grow if I'm going to expand sales very much. I only have so many affinity groups that I can go to personally. The question is how best to reach outside those groups to people who would just take a chance on the game without a personal connection to me.

I would imagine this is what most boardgame Kickstarter campaigns look like, at least in the early stages, so even though I've already printed, this is probably parallel in terms of audience.

Saturday, February 16, 2019

Woohoo!

This is cool...


On the efficacy of Facebook ads

Here are the results from my ad campaign. It ran for about ten days.


So, did it work? Well, assuming Facebook isn't just making up numbers, they showed my ads 129,118 times to 31,662 people. Some people must have seen them a lot more than once, so I guess I'm kind of the MeUndies of puzzle card games. That's a lot of potential views. However, there were only 37 clicks on the ad, which is a fraction of a percent of the people who saw it.

Was it worth it? Well, I spent a little over $50, which means that I need to sell six games to cover the costs. I likely didn't. At this point, I have sold about eight games to people to whom I don't have a known personal connection. All but one of those were on Amazon, which wasn't where Facebook pointed. So, I can't possibly have made back my investment, unless all eight of these sales came from Facebook click-throughs that somehow ended up on Amazon, which is really unlikely. It's far more likely that I have zero sales from Facebook. My Google Analytics aren't really robust enough to track sales yet, because I handle the transactions on my site through PayPal, and I lose the thread of connectivity once they go shopping. I'm working on that, but it isn't really an issue with only one PayPal sale so far that I don't know the source for.

Caveats:
  • People may have seen the ad, become interested, but intend to buy later.
  • People may have seen the ad, stored a scrap of brand awareness in their subconscious memories, and have a vague positive association if they encounter it later.
Conclusion: 
For me, Facebook ads seem to have a return on investment value near zero.

Jury's still out on Google ads (the numbers are a lot lower), but I suspect it's similar. My guess at this point is that most of the sales for which I don't know the origin come from Amazon searches.

Fixing errors

Here's what fixing a printing error looks like. This is four cases of 11 games each laid out with the eleven cards I needed to replace in each box next to them. This set took me about an hour and fifteen minutes. I did 12 cases total today (132 games) for a total of about four hours work. The hardest task is cutting the shrinkwrap carefully on each box, although opening each box and finding and replacing the badly printed cards takes some time too. I elected not to invest the time or money in re-shrinkwrapping. No complaints so far, but I imagine if I sold in game stores I might need to rewrap them.




I really wish I didn't face this problem, but it's not insurmountable. In about four hours work today, I fixed about 12% of my print run. I have 79% of the print run (860 games) left to fix, so another 27 or so hours of boring labor to get them all done.

Thursday, February 14, 2019

Esker net revenue so far

I'm going to add a graph here for folks interested in the business of self-publishing a game. I'll update this over the next year or so as the project continues.

The graph here shows all my expenses to date (all the stuff below zero) and all my net revenue from sales (the stuff above zero). The sales income already has the fees deducted (for sales on my site, that's credit card processing and shipping; for sales on Amazon, that's their fees). I'll break even when the stuff above the line matches the stuff below the line.


Note that the dates here aren't evenly spaced, so while time advances to the right, its speed isn't even. The net revenue (income minus expenses) figure now is -$3,109, so I have a lot of ground to cover to break even. Here's a representation of that.

At my current price of $14.99, which is the same on my site and on Amazon, I net the following:

PlanktonGames.com: about $10.99
Amazon.com: $9.54

In both places, the shipping is free to customers, meaning that I pay for it. Initially, I was going to charge shipping on my site, but I changed it once I learned that even non-Prime Amazon sales had shipping included when you do fulfillment by Amazon. I thought (a) people might resent the extra shipping charge, since folks are getting used to free shipping, and (b) it was nice to have the same price on my site and Amazon.

At those prices, I'll need to sell a bit more than 300 more games to break even, although I'll obviously incur more expenses as I go if I continue to do advertising, send out review copies, and run into other stuff such as NC sales tax.

Monday, February 11, 2019

Board Game Geek Listing for Dr. Esker's Notebook

I got approved and listed on Boardgamegeek.com:

Doctor Esker's Notebook on BGG

Still waiting on approval for the game images, although they've approved one of my videos. Getting there.

I also listed the game on the Geek Market within BGG - we'll see if that goes anywhere.


Videos for Doctor Esker's Notebook

I've created two short videos showing the game. That was fun - lots of filming and editing and learning new software.

The first video here is a sample puzzle (not one from the game, just one that's similar to the game's puzzles to show how it works).


I did that one straight and to the point. I worry that it might be a little dull, but it definitely shows what the game is like.

The other one I did more creatively. I imagined two game podcasters, both aliens, doing an unboxing video for my game. I really don't know if this is a good idea, but I had a lot of fun with it.




Doctor Esker's Notebook: One week in

OK, I've had a published game out there for one week. Yay! Here are some numbers:
  • I started with 1080 copies; I've sold 24. 
  • After shipping (which I'm offering free and covering from sales revenue) and payment processing fees, I've cleared about $220 in net revenue. I'll owe a little bit of North Carolina sales tax on in-state sales.
  • Of the 24 sales, at least 22 are to people who have a personal connection to me. One of them I don't have a name for yet, and one of them (purchased on Amazon) seems to have found me in another way, but I don't know how. 
  • I really need to expand my sales beyond just people who know me, because I don't have 1080 friends.
  • I've spent about $3300 on this so far, as broken down in the chart here:
  • That comes to about $3 per game in costs. After the selling and fulfillment fees on Amazon (I'm having them ship the product), I clear about $7.50 per game. For the ones I've sold on my site via PayPal and shipped myself, I clear a little under $10 per game. So, I have to sell somewhere between 500-700 of my print run to make back what I've spent so far. 
  • I've done small ad campaigns with Facebook affinity ads and Google search ads directed to my site. They've both produced about the same (small) number of clicks, but Facebook has about 400 times the impressions (showings) as Google. That suggests that Google search results are much more efficient (i.e. clickable) than  Facebook ads. Neither of them have (as far as I can tell) resulted in any sales. Not sure I'll continue with those.
  • Board Game Geek's minimum ad package is $500, which would mean it would have to produce at least 50 sales to pay for itself. If reports from Kickstarter campaigns (which don't even have real games yet) who've advertised on BGG can be believed, that might be possible.
  • I do have a bit of a secret weapon, although I have no idea how strong it is. Although I no longer have an ownership stake in the Snood corporation, my partner there has said he would be amenable to advertising Doctor Esker's Notebook to their mailing list. The audience between Snood and a puzzle card game probably doesn't have a strong overlap, but it might have some, and there may be some residual Snood customer goodwill there.
  • I've sent the game out to several reviewers. I'm hoping to get some reviews up, either from those review sites, or from Amazon customers, or Board Game Geek users, before I do too much more marketing, because right now, there is no way for a potential buyer to know if the game is any good or not.
I'll update more later, but it's been a really exciting week.