In the fifth entry of this 2014 'Year in Development' series we chat to Phil Tossell, co-creator of Nyamyam. The UK based studio released its first game in 2014, Tengami, an experience with a pop-up storybook vibe and hugely attractive paper-based aesthetic. Including music by fellow Rare alumni David Wise, it's a contemplative, beautiful experience; that's our opinion, at least.
First of all, can you introduce us to the team and give us a brief history of Nyamyam?
Nyamyam was formed in September 2010 originally by 2 ex-Rare members Phil Tossell and Jennifer Schneidereit. Around March of the following year another ex-Rare staffer Ryo Agarie joined to form what is the core of Nyamyam. Our intention with Nyamyam is to create beautifully crafted games with a sense of individuality and a spark of magic. We began working on our first game Tengami straight away after forming the company and it took us three years to complete. Tengami was released earlier this year.
2014 has clearly been a big year for you. Can you talk about the early weeks building up to the iOS release? Was it a 'crunch' period?
2014 has been a huge year for us as it saw the release of our very first game Tengami at first on iOS in February and then later in the year on Wii U. The period prior to the iOS release was crazy and very much a 'crunch' period. While we all would have preferred not to crunch it was unavoidable as we had committed to a date with Apple for the release and we didn't want to blow any chances we might have of getting featured. I think we put together the final build at 5am in the morning before doing some final testing and then uploading it to the App Store. I wasn't at all confident that there wasn't a serious bug in there somewhere, so it was a very nervy time waiting to see if any issues came up. We were of course also incredibly excited to see how the game was received by players.
Once it arrived on iOS, how much of your time (in the initial month or two) was on post-launch activities, and how much focus was on the Wii U version?
At least for the first couple of months it was almost entirely post-launch activities: promoting the game, doing interviews, adding additional features and fixing any issues. It took more of our time than we anticipated and prevented us getting on with the Wii U version as quickly as we would have liked. I think also we were all suffering from burnout to varying degrees, having worked so hard to get the game finished. For a while it was hard to get focused clearly on the Wii U version.
Can you talk a little about the process in Spring / Summer of completing the Wii U version? Were there any particular challenges in development, submission etc?
We already had a mostly finished version of Tengami by the time the iOS version was finished. This is because we had shown the game at Pax Prime on Wii U. I think this probably fooled us into thinking that we were most of the way there, but I should have known better having worked on console before. We lost way more time than we expected getting the game through the various age rating agencies around the world, as well as to Nintendo's lot check procedures which proved to be very time consuming. Having come from iOS where submission is straightforward and quick, Nintendo's procedures (like all of the console makers) are overly bureaucratic and error prone and geared more towards disc-based games than digital games.
How would you summarise the key differences between publishing on iOS and Wii U, then?
There's a number of key differences. Looking at submissions, on iOS Apple leaves almost everything down to the developer. If there's an issue in your game or your app then it's your responsibility. They do basic quality checking and some conformance testing when you submit your game but not much. If there's defects then it's up to you to interact with customers directly to fix them. On Wii U it's still very much how consoles have always been. The console manufacturer wants to protect their brand and their name, and so they are much more rigorous and careful about what they let through.
With respect to interacting with the publishers, we found both Nintendo and Apple to be approachable. Nintendo Europe in particular were great to us and were always there to help in any way that they could. We really did appreciate their support. Apple are definitely more hands off but if they take an interest in what you are doing then they will also keep an eye on you and track how things are going.
The other obvious difference is that on iOS there are no age ratings which is a tremendous time and money saver.
Is it accurate to say that Tengami achieved some notable success on iOS, through being featured, for example? In comparison, how has it fared on the Wii U?
Yes it's accurate to say that. Tengami has done very well for us on iOS. No doubt the worldwide Editor's Choice was a large contributing factor. I hate to think what might have happened had we not been featured. I'd say that the Wii U sales have been somewhat disappointing. Although we had much lower expectations than iOS, I think even taking that into consideration we've been disappointed with the sales so far.
Have you met any resistance due to the pricing discrepancy between versions, and what determined that gap from your perspective?
Pricing was one of the most difficult decisions we faced. In an ideal world we would price the game the same everywhere but the reality is that each market is very different and will support differing price levels and sales volumes. The price gap came for those reasons and also because of the additional development costs for a platform that we knew was unlikely to generate a lot of sales for us.
We always felt that Wii U would be a low volume platform and so if we priced too low we just wouldn't even break even. Would we have sold twice as many if the price was halved? My feeling is probably not. In contrast on iOS the market will just not support higher prices. We went with what is still considered a premium price on that platform (£2.99) and were happy in the end with that decision. All of us feel that the game is 'worth' more than £2.99, but that has no real relevance to anything. I do sometimes wish I could sit people down and explain just how little goes to the developer after all is said and done.
With a title of this nature there's naturally a possibility that opinions will vary wildly. Overall, have you been happy with Tengami's reception?
Yes, very much so. We knew, and we accepted from the very beginning, that the game would polarise opinions to some extent. What we wanted was to make something that had a strong vision and was uncompromising in its design decisions. In doing so you will always get those people who don't like what it is that you're trying to do. But then you also get people who totally get it and love it. We had so many people, especially from atypical gaming demographics, that told us they loved the game and had never experienced anything like it. How can you ever be unhappy with that?
As you look back on the year, how would you grade 2014 for Nyamyam?
That's a difficult question to answer. I think as an individual, and as a company you always have to be clear about what it is you're trying to achieve. It's only then that you can really assess how you've done and where you can improve. I think Tengami achieved beyond anything that I was expecting and met the goals that we set out with for the game.
Are you able to say anything about plans for 2015, and are you considering a return to Nintendo hardware with your next project?
We're just now finishing up a few other versions of Tengami. Then we'll reconvene in January and consider what we will do next. We really don't have any firm plans at all so far!
We'd like to thank Phil Tossell for his time.
Comments 31
I really liked the art style and the puzzles and such, but it was such a shame that the game was just too short
I wonder if maybe the price difference pushed people to get the game on mobile once they discovered it existed on Wii U, even prior to release of this version. I find it hard to justify the purchase at different price levels, the game is on my wishlist, but I certainly don't want to pay 6~7 dollars more, it is still mostly the same game save for minor features as Miiverse stamps.
I did not mind paying more on Wii U to support it and to have the game on my HD screen.
Sad to see they had disappointing sales, and I'm guilty of not helping. Will be picking this up next time I get funds though. If they worked for Rare in the 90's, they definitely get my money.
2$/€ on iOS and 8$/€ on Nintendo. I don't have to guess the reason
Too bad the sales aren't there, because the quality certainly is.
I'd assume many of the potential Wii U customers thought it weird they had to wait that long AND pay a premium. Most of them would have some way to access the iOS version anyway.
I'm happy with the Wii U version, it's a buatiful game on the big screen and a joy to have the sound coming through a good set of speakers.
The only thing I'd want to request was Wii Remote IR pointer support.
I'll eventually get Tengami, especially because of the David Wise soundtrack. It was never the kind of game I'd rush to get on release day, but it's still too bad it isn't selling well.
"I do sometimes wish I could sit people down and explain just how little goes to the developer after all is said and done."
That right there is the real problem with all of these services and platforms because in a fair world the developer should be getting the vast bulk of the money from sales.
It's always the middlemen, and the giants, that seem to stand in the way of the little men just trying to catch a break.
Tengami is an experience that I would not like to have on an iPad. The HD screen and good sound is absolutely essential. A pity that the sales aren't good. It would be nice if Wii U users would start discovering other things than VC titles and Shovel Knight. There are quite a few gems on the eShop.
@RCMADIAX So if a game is generating buzz and as a result gets heavily promoted, it's somehow excluded from the third party group just for the sake of the "Nintendo gamers only buy first-party games" argument? It doesn't work like that.
Shovel Knight is not first party at all, and in fact is coming to PS4 in the near future. It's a great example of how a great indie game can definitely sell a lot on Nintendo platforms.
@RCMADIAX Sony and Microsoft heavily promote third party games all the time. Just last month, Microsoft debuted a ridiculously advantageous Assassin's Creed bundle, for example. This is nothing new: a company sees potential on a third-party release, they go out of the way to help them achieve it.
There's a reason why Nintendo promoted Shovel Knight: it was excellent, had a ton of buzz potential, AND it was Nintendo-exclusive on consoles. I'm pretty sure they would be more than happy to do this again if a similar game comes around.
Pricing is everything..this shows how ambitious they were in this re release..I don't mind paying 10 to 15 dollars for a content rich indie game...But a pop up book /game with a lack of puzzles has limited appeal..
put this against another puzzle game like pushmo which is 10 dollars and has endless replayability.it's no contest...These developers should have priced their game more aggressively..consumers aren't dumb..we are cheap.it's why iPad free ware and dollar games are competing highly with consoles
I bought this within a month of release on Wii U. Price isn't a factor for me when I have a choice between console and iPad, but I acknowledge I might be an exception there. It's a great experience and I'm going to enjoy completing it with my partner.
Here is one of the main reasons it didn't sell well:
It was released 8 months after a cheaper version with zero marketing and messaging.
No one will buy your game if they don't know about it (I didn't know this was out and I was following the game) and if they do know they will probably spring for the cheaper portable version.
Overly easy, short and 3 to 5 times pricier than on mobile platforms? Yeah, I can't imagine why it hasn't broken the bank on the Wii U.
In all seriousness though, this entire article makes Nyamyam sound like Ubisoft. Tons of 'stress' and 'issues' and 'burnout' just sounds like the team was waiting for a bigger fish to bring more water to the pond.
Gamers don't like being ripped off and to be blunt, Tengami doesn't do enough more to warrant such a price increase.
Maybe the team did more, but I personally find it incredibly ignorant to ask the community the top price they'd be willing to pay, before adding 20-30% to that. That's not a gratuity. That's an attempt to exploit your paying customers because the user base is small. I paid for it. I loved every minute. And I won't look at or touch it again.
Really, what more can be said about the profundity of obscurity?
Tengami was one of my favorite eShop releases this past year!
That said, a late, overpriced, stuttering port of a very short game is going to have struggles lighting up the sales chart.
I strongly recommend Tengami, in fact I consider it a must play! I'd love to see it get a permanent price drop down the line - $5.99 would be ideal.
It was alright. Needed harder puzzles, Wiimote pointer "point and click" style controls (big time needed that) and maybe twice the length.
@RCMADIAX I get what you mean. Nintendo games dominate the charts and Shovel Knight is one of the few games competing with them. I don't think Nintendo has the strongest advertising power either way though. As far as advertising from them goes for me, all I see is a Hulu Commercial for Smash Bros. every once in awhile.
There are several Indie games that I believe deserved to sell just as well as Shovel Knight.
@RCMADIAX
Well I think this is what he's getting at: Apple, Google, Steam etc, all take a cut of the sales plus their additional yearly fees in some cases. The tax man takes a cut. The team members all have to get paid. There's probably some advertising and promotion costs...
30% or whatever it is that goes to Apple, Google and Steam right off the bat is ridiculous imo; considering all they're really offering is the glorified storefronts.
At the end of the day there's not much left to put in the bank or invest in the next game and this is an even bigger issue if these guys aren't selling many units in the first place.
I am a firm believer in same price across platforms (Regardless of any other factors). I am going to get Shovel Knight again for that reason (Already bought it on Steam when it came out but it got a discount on Steam and on Wii U at roughly the same time and I believe in that).
This game is a clever idea that doesn't sound fun to play. Maybe on iOS, where shallow puzzle games thrive, as a quick, relaxing pick-up... But for more demanding gamers on a dedicated platform, there is not enough there to stand out over much meatier games. If you are not charmed by the aesthetic (which, to many, is only nice or pleasant), then this game is not going to justify the cost.
It's the unfortunate market reality. But I will say that I found Tengami to be a rather indulgent product... And not necessarily in a good way.
It really was a beautiful game. It should just have been twice as long though.
Like everyone else, I enjoyed what I played, but for $10, it just wasn't enough. I will keep an eye out for them in the future, though.
I'm glad I got the game, but I have to echo the comments lamenting the game's length. It was just way too short for the price. My fiancé liked it, so it's okay.
"The console manufacturer wants to protect their brand and their name, and so they are much more rigorous and careful about what they let through."
And yet The Letter and Meme Run exist on the eShop. Why?
Very ambitious, costly, and challenging project doesn't translate into tophit bestseller because of game length.
I think it was worth playing it for the atmosphere, the overall experience, and the unique graphic style that created interesting puzzles and was nice to look at.
If you're ok with that and want the bonus of 1080p graphics on a HD tv, plus off-tv play, plus Miiverse stamps, then the Wii U version is obviously a better choice.
I figured 4 ex-Rare-staffers worked on this and everyone deserved at least 2 bucks for bringing it to Wii U! So I payed the asking price of 8 bucks day one, knowing it would be a short game, but also knowing it's containing part of the spirit of a Rare gem. The graphics and sound certainly shine through.
Our support adds to the chances that their next game is coming to Wii U. And we don't wanna lose such talent. Again.
@Nyamyam: You made your first game a crazy load of work that not everyone is able to acknowledge. I guess big publishers would run away scared finding out about your concept. That's ok. You're an indie. But before running out of funds I hope you find an idea for a game that is easier to create, developed in less time and bigger in content. With all the time and energy you put into such a complex graphic style, I'm sure you're able to create bigger games in less time when using more traditional graphic tools.
I can only speak for myself but the price they put on the wii u version compared to the ios version has stopped me buying it so far. I generally tend to set myself around a £5 limit on any game I purchase on the eshop unless it's something really special. So when it comes down in a sale i'll pick it up then. I really think a £5 price point would have seen them sell quite a few more at launch. I dont know why developers find it so hard to find a decent price point for their games on the eshop.
great game at a low price. honestly if its worth your time, its worth the money. i dont care if its cheaper on ios. i dont consider phones and tablets game platforms, all phones have done for gaming is flappy birds, ads and a delusional sense of entitlement amongst gamers
thanks nyamnyam i loved it
Delayed release date, extremely short, repetitive puzzles, reviews revealing the shortcomings prior to Wii U release...... all add up to poor performance. How can these people not figure it out? No one ever takes responsibility for their performance it's always someone else's fault.
Grow up, put a full effort forward AND sell something worth peoples hard earned money or quit whining and trying to deflect your short comings onto someone else. Take a look in the mirror and work on what you see rather than being a complainer.
I was going to buy this game. I didn't for many of the reasons stated above. Now, I will not support these people in the future either. I'm a consumer and the people providing the service better realize they are serving me and I'm not there to be their chump to pad their bank account.
I really liked the game but they delayed the Wii U release by half a year and priced it at a huge premium over iOS and are disappointed with the sales? Yet another case of awful management sinking a great game, and one that has a natural home on the platform.
Put it on sale and I suspect a lot of people might give it a shot. It's still really expensive for a very short game.
A nice little game, especially because it has David Wise's soundtrack and some really creative puzzles.
Really enjoyed this game, magical and immersive. Stayed with me for a while afterwards.
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