Category Archives: Game Nook

Some thoughts on IAP for the Nook

Barnes and Noble announced this week that in-app purchasing was coming to the Nook, through a partnership with Fortumo. As a parent I have enjoyed fact that the Nook does NOT have  advertisements and in-game purchases.  But, I would expect that this will be a good move for the Nook, since tablet users expect to find a wide selection of high-quality free games on mobile devices and tablets, this move should bring the Nook more in line with its competitors markets.  And, while you may not think that the Nook needs games like Subway Surfer (which uses both IAP and interstitial advertisements), that is exactly the kind of game that is not on the Nook right now, and that kids (like my own) want to play!

As a developer, I also expect that the addition of IAP is going to have an impact on the Nook marketplace, though how quickly this will happen depends on how fast new free apps are added.  In general, this will development will hurt the visibility of my own games, and I would expect, those of other small, independent game studios.  Personally, I have found the Nook to be a great market: my strongest sales have been on the Nook, as have the vast majority of downloads of my free games (or of my paid games when on a temporary sale).

For example, in December I released a new game, Amnesia Island, on the Nook.  As with all of my games, Amnesia Island was part of a research study, and in this particular study I was looking to test some navigation tasks (based on classic animal tasks such as the Barnes maze, the Morris water maze, and the 8-arm radial maze).  These were tasks that I’ve been using for some time, and which I (and my colleagues) am hoping to bring to my research on mobile platforms that I’m hoping to use over the next few years.

As I was preparing Amnesia Island, I thought that the Nook would be a good market, as I was planning to release the game for free, and was willing to forgo ads (or any monetization).  In my past few releases, I’ve been working to combine research with games that are enjoyable.  But, I knew that Amnesia Island was going to be more “research” than it was “entertainment.”  Unlike some of my recent releases, Amnesia Island is not really a game: you get points as you complete trials in each task, and your high score is tracked for each task variant, but the game is not really intended to be entertaining, as I indicated in the product description.  It was intended to let people try out virtual versions of several rat tasks that are widely used in studies of memory, and which are regularly used in human memory studies.  So, I felt it was best to release the game for free, rather than charging even a nominal amount ($0.99).  And, since there are relatively few free games on the Nook, I thought this strategy could help me obtain enough downloads to help me develop a better version of these tasks for my research studies.

Now, if I had released Amnesia Island on Google Play, or iTunes or the Amazon Appstore, I expect it would have had a few downloads, but without investing a substantial amount of money in advertising, Amnesia Island probably would have yielded less than a 1,000 total downloads on any of those platforms (based on my experience with my previous releases).  And, that at that rate, it really would not be worth my time.  But, on the Nook, Amnesia Island did much, much better.

In the three months since the game was released (from December 20th, 2012 to March 25th 2013), Barnes and Noble’s sales reports indicate that Amnesia Island was downloaded by 55,230 Nook users.  Many of these downloads came in during the first week of sales, which included the Christmas holiday in the U.S. (and 18,957 downloads were reported for December 20th through the 31st).  But, even after the holiday rush, the game has been drawing in respectable numbers: so far in March, the game has had 7,521 installs.  For a small research study, this was wonderful performance: I was able to collect data from a large sample of users in a relatively short period of time (more on that in a future post).  That is not to say that the game was well received by the users, however.  Early  user ratings of the game(in late December and early January) were polarized (with most users either giving it 1 or 5 starts), but over time the average rating has slid to 2 stars, and currently 56 of the 102 ratings logged were 1-star.  That was to be expected, given that the game is, in the end, basically a research study.  I am encouraged, though, that currently the review rated as “Most Helpful” is a 5-star review acknowledging that the app is not a game, in the sense that we might usually expect, but that the game is an interesting adaptation of classic animal memory tasks.

So, what do I think will change with Barnes and Noble’s announcement?  Well, I think that only reason Amnesia Island (a game with weak user reviews) has been able to attract +50k installs is that there are relatively few free games for the Nook.  I expect that if I had tried to release the same game after IAP gets established in the Nook market, I would have seen very few downloads.  As IAP gets off the ground, visibility in the market will change quite a bit (though, I’m curious if the lack of advertising options will continue to hold the market back), as the number of high-quality, free apps (and games) increases.

And, for the long-term viability of the Nook, this is great news.  IAP would seem to be a critical part of an Android app store (or any app store) in the current market and without it, I would expect that the future prospects for the Nook look grim (not that some are not already worried!).  But for developers, especially independent developers, the erosion of visibility on the Nook market (which is already underway simply as the number of apps released increases) is going to be greatly accelerated by IAP.

So, the end is coming, and there is no need to wait until it’s too late.  Let’s come up with some creative strategies to maintain visibility, and I’d be happy to hear your ideas (What about a homemade cross-promotional campaigns across developers, if that would be allowed by B&N?) to help us get our games in front of eyeballs.

Doodle Hangman

Recommendation: (3 out of 5) Straightforward hangman game for the Nook.
Pros: Runs well, and uses a wide range of words.
Cons: No scoring system or levels of difficulty.

Since Christmas, there have been a handful of new Nook games released (most notable among these was Temple Run: Brave, which has rapidly shot up to the top of the bestselling chart on the Nook).  I avoided the slot machine games, and what appeared to be twelve different koala-themed bubble popping games (which I did not realize was such a large genre) and picked up a copy of Doodle Hangman by Chris Martone (AppHappy Studios).

Doodle Hangman is a basic hangman game, and Martone indicates in the description that the game uses over 2,500 words in the game.  In each round of the game, you start with 8 guesses (and each incorrect guess is penalized by drawing in another piece of the doodle character.  Overall, I thought the game ran well on my Nook, and I found it to be rather challenging.  However, the app is listed in the Children’s Game category, and for ages 4+, which I would not recommend.  As a relatively literate adult, I struggled with some of the words (“whereat” for instance), and I doubt even the above average 4 year old would find such a game rewarding.  And, in the end, I think that is the biggest limitation of Doodle Hangman: it would greatly benefit from separating the words used into levels of difficulty.  For younger kids, words like cat, dog, fish, etc. could be very challenging.

Also, the game would be improved with some type of scoring system, perhaps based on the number of incorrect guesses, and the overall time required to solve each puzzle.  Or, even something as simple as keeping track of how many puzzles are solved correctly would give players a reason to struggle with each one.  All in all, I would recommend Doodle Hangman to anyone who likes word puzzle.  But, I would recommend you get it while it is on sale (currently the game is advertised as being on sale for $0.99, and is presumably going to go up to $1.99).

New on Nook (week of 12/20): Ant Raid

New games for the Nook tend to be released each Thursday, and I’ve taken a look through the new offerings.
I won’t talk too much about my new game, Amnesia Island, except to say that it is free, and is essentially a game version of some of the memory  tasks that I use in my psychology research (more about that game later!).

Looking through this week’s other Nook releases, there weren’t too many that caught my eye right away (but let me know of any I should check out).  However, Ant Raid, released by Herocraft (and developed by Prank, Ltd.) looks to be an interesting addition, and I grabbed a copy this morning.  I’m not familiar with the game, but Herocraft has many successful games on the Nook, and Ant Raid has done well on iOS (for a good review of the iOS version, check out Gamezebo).  So far as I can tell, Ant Raid has not yet been released on Google Play or the Amazon Appstore, so for the time being it looks like Barnes and Noble has the exclusive Android version of the game.

I have not played very far into Ant Raid, so I can’t comment on the quality of the game.  But, it looks like a cute and entertaining defense game, and it runs well on my Nook Color, and for only $0.99 I would certainly recommend trying it out.


 Recommendation: (4 out of 5) A fun game for anyone who likes puzzles.
Pros: Challenging, lots of variety (multiple play modes, board types), clean design.
Cons: Graphics are fine, but basic.

I sat down recently with Pegopolis by Jon Hatton (The Code Zone) on my Nook Color, a peg board puzzle game.  As a kid, I had spent many hours playing a triangular peg board puzzle, at restaurants like Cracker Barrel, and at family gatherings.  But, until I came across Pegopolis, I had no idea how many more types of peg board games there are out there!

Pegopolis includes what I think of as the standard peg board game.  You play with a triangular board, laid out with a grid of peg holes.  All of the holes are filled with pegs, save one.  Then, your object is to clear the board.  If two pegs are adjacent, you can remove one by jumping over it with another.  A simple mechanic, but as the game plays out, and your pegs end up stranded all alone after a jump, it turns out to be devilishly difficult to remove all but one of the pegs.

In playing Clear the Board mode in Pegopolis, one of the features that I found especially useful an Undo button (which I really wish I had years ago, playing with the triangular peg board game).  If you end up taking a wrong turn with your jumps, you can back track and try another approach.  This made the game much more enjoyable, and I thought it was a great advantage over a physical (real-life) version of the game.

Besides Clear the Board, Pegopolis also includes a number of other game modes, such as puzzles where you need to end with one peg in the center of the board, puzzles where you need to swap two types of pegs, and more.  Perhaps my favorite of these variations was Ninja Solitaire, which turns around the board clearing puzzles.  Now, you start with one peg, and as you jump over empty spaces, new pegs will be created.  As in the Clear the Board mode, the mechanic is simple, but you may soon find yourself trapped with no where else to jump.

Overall, Pegopolis’ greatest strength was its variety: with multiple types of puzzle modes, and a plethora of board shapes, the game includes hours of challenging puzzles.

For $1, you can’t go wrong with Pegopolis.

Pegopolis is on the Nook, Google Play, Amazon Appstore, iTunes, and the Playbook.