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Survive in iPhone App Store
          --A Chinese Indie Story




                Wesley Bao
      Coconut Island Studio
Background
Background
Background

 Independent   game studio
Background

 Independentgame studio
 Founded 18 months ago
Background

 Independentgame studio
 Founded 18 months ago

 Gamer & dreamer
Facts
Facts
 Shipped   on: 2009-7-13
Facts
 Shipped  on: 2009-7-13
 Total downloads: 7 million
Facts
 Shipped  on: 2009-7-13
 Total downloads: 7 million

 Peak downloads: 290,000/day
Facts
 Shipped  on: 2009-7-13
 Total downloads: 7 million

 Peak downloads: 290,000/day
 Ranked No.1 on top overall free apps
Facts
Facts
 Rankedtop 10 in US, UK and DE
 Paid version


 Ranked   No.1 in UK, DE, HK
Facts
 Rankedtop 10 in US, UK and DE
 Paid version


 RankedNo.1 in UK, DE, HK
 Free version
Agenda
Agenda



 Development
Agenda



 Development   Marketing
Agenda



 Development               Marketing




         The hit formula
Development
 Innovation
Band Band Jump
 Shipped  on: 2009-12-05
 Featured on “Hot New Games”

 Total revenue: $3,000
Copy doesn’t work
Copy doesn’t work
 Simply   copied Doodle Jump
Copy doesn’t work
 Simply
       copied Doodle Jump
 App Store is full of ideas
Copy doesn’t work
 Simply
       copied Doodle Jump
 App Store is full of ideas
 Clones have no future
Copy doesn’t work
 Simply
       copied Doodle Jump
 App Store is full of ideas
 Clones have no future
 Fabulous artwork won’t save you
Innovation To The Rescue
Innovation To The Rescue
Innovation To The Rescue

 On   App Store “Featured”
Innovation To The Rescue

 On
   App Store “Featured”
 Original gameplay
Innovation To The Rescue

 On
   App Store “Featured”
 Original gameplay
 Unique art style
Innovation To The Rescue

 On App Store “Featured”
  Original gameplay
  Unique art style

 Top 10 on U.S. chart
Innovation To The Rescue

 On App Store “Featured”
  Original gameplay
  Unique art style

 Top 10 on U.S. chart
  In less than 48 hrs
The Importance of Innovation
The Importance of Innovation


 Apple   wants innovation
The Importance of Innovation


 Apple   wants innovation

 Users   want innovation
Development
 Innovation

 Polishing
Polishing
Polishing
Demo   version
Polishing
Demo   version
 Programmer   arts
Polishing
Polishing
 First   version, metal style
Polishing
 First   version, metal style
Polishing
 Firstversion, metal style
 Disposed completely
Polishing
Polishing
Preview   version for press
Polishing
Preview   version for press
Polishing
Preview   version for press
Polishing
Preview  version for press
Retro style
Polishing
Preview  version for press
Retro style
18 levels
Polishing
Polishing
1.0   Release on 2010-08-05
Polishing
1.0 Release on 2010-08-05
30 Levels
Result
Result
Sales   - 3 days after release
Inflection Point
Inflection Point
Sales   - 14 days after release
Inflection Point
Sales - 14 days after release
The reason
Development
 Innovation

 Polishing

 Feedback-driven   development
Voices From Customers
Voices From Customers



Average   rating = 2.5
Voices From Customers



Average rating = 2.5
Take care of 1 star rating
Voices From Customers



Average rating = 2.5
Take care of 1 star rating

“I was enjoying this app for about 6
minutes, then it jumped to a ridiculous
hard level...”
Voices From Customers



Average rating = 2.5
Take care of 1 star rating
Voices From Customers



Average  rating = 2.5
Take care of 1 star rating
Steep learning curve
Feedback-driven development
Feedback-driven development

Update
Feedback-driven development

Update
 Casual   mode -- for light users
Feedback-driven development

Update
 Casual   mode -- for light users
Feedback-driven development

Update
 Casual   mode -- for light users
Feedback-driven development

Update
 Casualmode -- for light users
 Reverse mode -- for hardcores
Feedback-driven development

Update
 Casualmode -- for light users
 Reverse mode -- for hardcores
Feedback-driven development

Update
 Casualmode -- for light users
 Reverse mode -- for hardcores
Feedback-driven development

Update
 Casual mode -- for light users
 Reverse mode -- for hardcores
 Levels ×3
Result
Result
Average   rating from 2.5 to 4
Development
 Innovation

 Polishing

 Feedback-driven   development
Marketing
Marketing
 Free   version
Free Version

 Promotion   for paid version
Free Version

 Promotion   for paid version
Free Version

 Promotion   for paid version




          Before          After
Free Version

 Promotion for paid version
 Incoming from ads
  Stable revenue
Free Version

 Promotion for paid version
 Incoming from ads
  Stable revenue
Free Version

 Promotion for paid version
 Incoming from ads

 Large amount of users
Marketing
 Freeversion
 Ad Campaign
Ad Campaign
Ad Campaign
Invest     mobile ad
 Don’t   invest website ad
Ad Campaign
Invest     mobile ad
 Don’t   invest website ad

Ad   for free version
 Not   for paid version.
Ad Campaign
Invest     mobile ad
 Don’t   invest website ad

Ad   for free version
 Not   for paid version.

Burst    campaign
 Don’t   run the campaign periodically
Burst Campaign
Burst Campaign
Buying   clicks or downloads
 In a large amount
 In a short period
Burst Campaign
Buying   clicks or downloads
 In a large amount
 In a short period


Target
 No.1 top overall free app
 Boost paid version to top 25
Burst Campaign
Burst Campaign
Ad   source
 House ads
 House ads exchange
 Purchase
Campaign for FB
4 days
300k clicks
Campaign for FB
4 days
300k clicks


                  28%


           48%




                 24%

                        Self House Ads
                        Exchange House Ads
                        Purchase
Result
Result
 RankedNo.1 in UK, DE, HK
 Free version
Result
 RankedNo.1 in UK, DE, HK
 Free version

 Rankedtop 10 in UK, DE,HK
 Paid version
Marketing
 Free version
 Ad campaign

 User community
User Community
User Community
 Social   methods
  Facebook
  Twitter
  Youtube
  Email
User Community
 Social   methods
  Facebook
  Twitter
  Youtube
  Email

 Export   from game
User community
User community
 Closer   to users
User community
 Closer
      to users
 Community events
User community
 Closer
       to users
 Community events

 Accumulate users for new games
Summary




Development   Marketing
Summary




Development           Marketing
   Innovation
   Polishing
   Feedback-driven
Summary




Development           Marketing
   Innovation           Free version
   Polishing            Ad campaign
   Feedback-driven      User community
The hit formula


         =   ×
 Sales           Marketing
The hit formula


         =             ×
 Sales       Product       Marketing
The hit formula


         =               ×
 Sales         Product         Marketing
                  ||
   (Innovation × Polishing - Average)
Takeaway
Takeaway
Tips   for Chinese developers
Takeaway
Tips   for Chinese developers
 Embrace   western culture
Takeaway
Tips   for Chinese developers
 Embrace  western culture
 Long term strategy
Takeaway
Tips   for Chinese developers
 Embrace  western culture
 Long term strategy



“
                             ” ---
(Edward Yang, Movie Director)
Takeaway
Tips   for Chinese developers
 Embrace  western culture
 Long term strategy
Thank You

 wesley.bao@CoconutIslandStudio.com

 twitter.com/Coconut_Island

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Survive in App Store--a Chinese indie story

Notes de l'éditeur

  1. \n
  2. 以我自己的亲身经历为案例,独立开发者如何在 拥挤的市场之中生存,\n我们做对了哪些事情\n做错过哪些事情\n希望今天的演讲能给大家一些启发和帮助\n
  3. 09年7月我们第一次以CI的名义发布产品到App Store\n在18个月的过程中我们没有任何的外部投资\n我们这群人之所以会聚在一起做游戏\n相对开放平台和良性的生态系统,给了我们这个机会\n看看,我们在这18个月中都做了一些什么事情吧\n
  4. 09年7月我们第一次以CI的名义发布产品到App Store\n在18个月的过程中我们没有任何的外部投资\n我们这群人之所以会聚在一起做游戏\n相对开放平台和良性的生态系统,给了我们这个机会\n看看,我们在这18个月中都做了一些什么事情吧\n
  5. 09年7月我们第一次以CI的名义发布产品到App Store\n在18个月的过程中我们没有任何的外部投资\n我们这群人之所以会聚在一起做游戏\n相对开放平台和良性的生态系统,给了我们这个机会\n看看,我们在这18个月中都做了一些什么事情吧\n
  6. 09年7月我们第一次以CI的名义发布产品到App Store\n在18个月的过程中我们没有任何的外部投资\n我们这群人之所以会聚在一起做游戏\n相对开放平台和良性的生态系统,给了我们这个机会\n看看,我们在这18个月中都做了一些什么事情吧\n
  7. 有免费的有收费的,\n有非常简单的无脑游戏,也有复杂一点的puzzle game,\n有iphone游戏也有ipad游戏。各种各样。\n其中最欢迎的还是iDragPaper\n\n
  8. 他的玩法就是拉完屏幕中的一卷厕纸,比赛谁拉得快。\n第一个游戏 为了验证,中国开发者可以收到钱,期待10份下载\n2009年Holiday Season期间\n 让我们偿到了免费版的甜头,广告收入,影响了我们后来的思维方式\n
  9. 他的玩法就是拉完屏幕中的一卷厕纸,比赛谁拉得快。\n第一个游戏 为了验证,中国开发者可以收到钱,期待10份下载\n2009年Holiday Season期间\n 让我们偿到了免费版的甜头,广告收入,影响了我们后来的思维方式\n
  10. 他的玩法就是拉完屏幕中的一卷厕纸,比赛谁拉得快。\n第一个游戏 为了验证,中国开发者可以收到钱,期待10份下载\n2009年Holiday Season期间\n 让我们偿到了免费版的甜头,广告收入,影响了我们后来的思维方式\n
  11. 他的玩法就是拉完屏幕中的一卷厕纸,比赛谁拉得快。\n第一个游戏 为了验证,中国开发者可以收到钱,期待10份下载\n2009年Holiday Season期间\n 让我们偿到了免费版的甜头,广告收入,影响了我们后来的思维方式\n
  12. 另一个需要重点介绍的游戏就是fib\n之后,我会经常提到这个游戏,他给我们带来很多经验以及教训\n
  13. 另一个需要重点介绍的游戏就是fib\n之后,我会经常提到这个游戏,他给我们带来很多经验以及教训\n
  14. 另一个需要重点介绍的游戏就是fib\n之后,我会经常提到这个游戏,他给我们带来很多经验以及教训\n
  15. 另一个需要重点介绍的游戏就是fib\n之后,我会经常提到这个游戏,他给我们带来很多经验以及教训\n
  16. 我们的另一款比较受欢迎的游戏是Finger Balance\n这些成绩,在大发行商面前,可能根本不算什么,\n我们是如何做到这些的呢,我们是如何一年内两次对市场造成冲击的呢\n
  17. 我们的另一款比较受欢迎的游戏是Finger Balance\n这些成绩,在大发行商面前,可能根本不算什么,\n我们是如何做到这些的呢,我们是如何一年内两次对市场造成冲击的呢\n
  18. 我们的另一款比较受欢迎的游戏是Finger Balance\n这些成绩,在大发行商面前,可能根本不算什么,\n我们是如何做到这些的呢,我们是如何一年内两次对市场造成冲击的呢\n
  19. 我们的另一款比较受欢迎的游戏是Finger Balance\n这些成绩,在大发行商面前,可能根本不算什么,\n我们是如何做到这些的呢,我们是如何一年内两次对市场造成冲击的呢\n
  20. 我们的另一款比较受欢迎的游戏是Finger Balance\n这些成绩,在大发行商面前,可能根本不算什么,\n我们是如何做到这些的呢,我们是如何一年内两次对市场造成冲击的呢\n
  21. 我们的另一款比较受欢迎的游戏是Finger Balance\n这些成绩,在大发行商面前,可能根本不算什么,\n我们是如何做到这些的呢,我们是如何一年内两次对市场造成冲击的呢\n
  22. 我们的另一款比较受欢迎的游戏是Finger Balance\n这些成绩,在大发行商面前,可能根本不算什么,\n我们是如何做到这些的呢,我们是如何一年内两次对市场造成冲击的呢\n
  23. 首先我会谈到一些开发的要点,然后会给大家展现我们是如何做市场推广的\n最后,我们总结了一个卖座方程式(做到哪些事情就几乎一定能赚钱)\n先来看一下开发\n
  24. 首先我会谈到一些开发的要点,然后会给大家展现我们是如何做市场推广的\n最后,我们总结了一个卖座方程式(做到哪些事情就几乎一定能赚钱)\n先来看一下开发\n
  25. 首先我会谈到一些开发的要点,然后会给大家展现我们是如何做市场推广的\n最后,我们总结了一个卖座方程式(做到哪些事情就几乎一定能赚钱)\n先来看一下开发\n
  26. 首先我会谈到一些开发的要点,然后会给大家展现我们是如何做市场推广的\n最后,我们总结了一个卖座方程式(做到哪些事情就几乎一定能赚钱)\n先来看一下开发\n
  27. 首先我会谈到一些开发的要点,然后会给大家展现我们是如何做市场推广的\n最后,我们总结了一个卖座方程式(做到哪些事情就几乎一定能赚钱)\n先来看一下开发\n
  28. 首先我会谈到一些开发的要点,然后会给大家展现我们是如何做市场推广的\n最后,我们总结了一个卖座方程式(做到哪些事情就几乎一定能赚钱)\n先来看一下开发\n
  29. 首先我会谈到一些开发的要点,然后会给大家展现我们是如何做市场推广的\n最后,我们总结了一个卖座方程式(做到哪些事情就几乎一定能赚钱)\n先来看一下开发\n
  30. 首先我会谈到一些开发的要点,然后会给大家展现我们是如何做市场推广的\n最后,我们总结了一个卖座方程式(做到哪些事情就几乎一定能赚钱)\n先来看一下开发\n
  31. 我觉得这对于中国开发者尤其重要\n中国的山寨文化过于盛行\n
  32. 这个游戏我们做了4个月\n想复制doodle jump的成功。\n玩法是男人就下100层\n如果我们只靠他 我们就已经关门了\n为什么他会失败呢\n
  33. 这个游戏我们做了4个月\n想复制doodle jump的成功。\n玩法是男人就下100层\n如果我们只靠他 我们就已经关门了\n为什么他会失败呢\n
  34. 这个游戏我们做了4个月\n想复制doodle jump的成功。\n玩法是男人就下100层\n如果我们只靠他 我们就已经关门了\n为什么他会失败呢\n
  35. 这个游戏我们做了4个月\n想复制doodle jump的成功。\n玩法是男人就下100层\n如果我们只靠他 我们就已经关门了\n为什么他会失败呢\n
  36. 这个游戏我们做了4个月\n想复制doodle jump的成功。\n玩法是男人就下100层\n如果我们只靠他 我们就已经关门了\n为什么他会失败呢\n
  37. 这个游戏我们做了4个月\n想复制doodle jump的成功。\n玩法是男人就下100层\n如果我们只靠他 我们就已经关门了\n为什么他会失败呢\n
  38. 这个游戏我们做了4个月\n想复制doodle jump的成功。\n玩法是男人就下100层\n如果我们只靠他 我们就已经关门了\n为什么他会失败呢\n
  39. 这个游戏我们做了4个月\n想复制doodle jump的成功。\n玩法是男人就下100层\n如果我们只靠他 我们就已经关门了\n为什么他会失败呢\n
  40. \n
  41. \n
  42. \n
  43. 在中国市场上,也许去copy欧美的一些游戏 会成功\n但是app store不行\n10个玩法接近的游戏 否则就不要\n
  44. 在中国市场上,也许去copy欧美的一些游戏 会成功\n但是app store不行\n10个玩法接近的游戏 否则就不要\n
  45. 在中国市场上,也许去copy欧美的一些游戏 会成功\n但是app store不行\n10个玩法接近的游戏 否则就不要\n
  46. 在中国市场上,也许去copy欧美的一些游戏 会成功\n但是app store不行\n10个玩法接近的游戏 否则就不要\n
  47. 我觉得我们做不到,更愿意去创新\nfib的玩法 设备\n实际上创新并没有那么难,只要把某些不相关的概念联系起来就好了。\n4分钟\n
  48. 这种程度的创新\n得到的回报如何呢\n更快的马\n
  49. 这种程度的创新\n得到的回报如何呢\n更快的马\n
  50. 这种程度的创新\n得到的回报如何呢\n更快的马\n
  51. 这种程度的创新\n得到的回报如何呢\n更快的马\n
  52. 这种程度的创新\n得到的回报如何呢\n更快的马\n
  53. 这种程度的创新\n得到的回报如何呢\n更快的马\n
  54. app store是apple主宰一切,\n被apple feature 就意味着巨大利润\n而Apple 注重创新,所以他会feature 新意\n不是每个feature app都能进入top 10的,\n只有创新还不够\n
  55. app store是apple主宰一切,\n被apple feature 就意味着巨大利润\n而Apple 注重创新,所以他会feature 新意\n不是每个feature app都能进入top 10的,\n只有创新还不够\n
  56. app store是apple主宰一切,\n被apple feature 就意味着巨大利润\n而Apple 注重创新,所以他会feature 新意\n不是每个feature app都能进入top 10的,\n只有创新还不够\n
  57. app store是apple主宰一切,\n被apple feature 就意味着巨大利润\n而Apple 注重创新,所以他会feature 新意\n不是每个feature app都能进入top 10的,\n只有创新还不够\n
  58. 在这个行业里面每天都会冒出无数个好的idea,\n可是被真正做出好游戏的也就那么几个\n另外一件重要的事情就是打磨\n
  59. 2月 一个朋友拿这个demo来\n没有人帮助\n我决定帮他做\n5分钟\n
  60. 2月 一个朋友拿这个demo来\n没有人帮助\n我决定帮他做\n5分钟\n
  61. 2月 一个朋友拿这个demo来\n没有人帮助\n我决定帮他做\n5分钟\n
  62. 美术无法继续\n细节处理不好\n担心市场\n让美术自己决定自己想要画的东西\n
  63. 美术无法继续\n细节处理不好\n担心市场\n让美术自己决定自己想要画的东西\n
  64. 美术无法继续\n细节处理不好\n担心市场\n让美术自己决定自己想要画的东西\n
  65. 放弃是否值得\n为了质量牺牲时间是值得的\n曾经自责\n
  66. 放弃是否值得\n为了质量牺牲时间是值得的\n曾经自责\n
  67. 经历过一些尝试之后\n忐忑 朋友说不好\n拿给媒体预览,拿去展会\n画面好 有新意 得到信心\n
  68. 经历过一些尝试之后\n忐忑 朋友说不好\n拿给媒体预览,拿去展会\n画面好 有新意 得到信心\n
  69. 经历过一些尝试之后\n忐忑 朋友说不好\n拿给媒体预览,拿去展会\n画面好 有新意 得到信心\n
  70. 经历过一些尝试之后\n忐忑 朋友说不好\n拿给媒体预览,拿去展会\n画面好 有新意 得到信心\n
  71. 经历过一些尝试之后\n忐忑 朋友说不好\n拿给媒体预览,拿去展会\n画面好 有新意 得到信心\n
  72. \n
  73. \n
  74. \n
  75. 很多细节无法谈到了\n\n
  76. 很多细节无法谈到了\n\n
  77. 很多细节无法谈到了\n\n
  78. 看一下结果\n有新意的原型\n花时间的打磨\n
  79. 看一下结果\n有新意的原型\n花时间的打磨\n
  80. 极速下跌\n心情沮丧\n被用户抛弃\n
  81. 极速下跌\n心情沮丧\n被用户抛弃\n
  82. 极速下跌\n心情沮丧\n被用户抛弃\n
  83. 根据用户的反馈来改变游戏的某些设计,达到满足大多数用户的目的。\n这是一个很有效很直接的和用户互动的方式。\n设想一下你是一个玩家,\n但是designer\n寻找一个最佳的解决方案\n
  84. 我们忽略了学习曲线 对创新操作尤其重要\n用户自动学习的耐心很有限\n用户是为了得到成就感有趣而来\n5星评价,难度\n
  85. 我们忽略了学习曲线 对创新操作尤其重要\n用户自动学习的耐心很有限\n用户是为了得到成就感有趣而来\n5星评价,难度\n
  86. 我们忽略了学习曲线 对创新操作尤其重要\n用户自动学习的耐心很有限\n用户是为了得到成就感有趣而来\n5星评价,难度\n
  87. 我们忽略了学习曲线 对创新操作尤其重要\n用户自动学习的耐心很有限\n用户是为了得到成就感有趣而来\n5星评价,难度\n
  88. 我们忽略了学习曲线 对创新操作尤其重要\n用户自动学习的耐心很有限\n用户是为了得到成就感有趣而来\n5星评价,难度\n
  89. 我们忽略了学习曲线 对创新操作尤其重要\n用户自动学习的耐心很有限\n用户是为了得到成就感有趣而来\n5星评价,难度\n
  90. 不会坐以待毙 不知道结果\n吸取了教训的30个休闲关\nFollow: easy to play, hard to master\n
  91. 不会坐以待毙 不知道结果\n吸取了教训的30个休闲关\nFollow: easy to play, hard to master\n
  92. 不会坐以待毙 不知道结果\n吸取了教训的30个休闲关\nFollow: easy to play, hard to master\n
  93. 不会坐以待毙 不知道结果\n吸取了教训的30个休闲关\nFollow: easy to play, hard to master\n
  94. 不会坐以待毙 不知道结果\n吸取了教训的30个休闲关\nFollow: easy to play, hard to master\n
  95. 不会坐以待毙 不知道结果\n吸取了教训的30个休闲关\nFollow: easy to play, hard to master\n
  96. 不会坐以待毙 不知道结果\n吸取了教训的30个休闲关\nFollow: easy to play, hard to master\n
  97. 不会坐以待毙 不知道结果\n吸取了教训的30个休闲关\nFollow: easy to play, hard to master\n
  98. 如果我们能做好 不会有当中一段下跌\n希望我们下次不再犯错\n更早得到用户反馈\n
  99. 如果我们能做好 不会有当中一段下跌\n希望我们下次不再犯错\n更早得到用户反馈\n
  100. \n
  101. 坦白讲不是每次更新都能有那样的上升\n而是因为集中marketing\n其他时间也有做\n
  102. 坦白讲不是每次更新都能有那样的上升\n而是因为集中marketing\n其他时间也有做\n
  103. 坦白讲不是每次更新都能有那样的上升\n而是因为集中marketing\n其他时间也有做\n
  104. 坦白讲不是每次更新都能有那样的上升\n而是因为集中marketing\n其他时间也有做\n
  105. 免费版的经验 idp\n我一上来就说 idp得到了很大的免费下载量\n
  106. 免费版的经验 idp\n我一上来就说 idp得到了很大的免费下载量\n
  107. 免费版的经验 idp\n我一上来就说 idp得到了很大的免费下载量\n
  108. 免费版的经验 idp\n我一上来就说 idp得到了很大的免费下载量\n
  109. 免费版的经验 idp\n我一上来就说 idp得到了很大的免费下载量\n
  110. 免费版的经验 idp\n我一上来就说 idp得到了很大的免费下载量\n
  111. 补同时期的收费版收入图\n流量就是钱\n
  112. 用户是最重要的资源\n用户的流量 可以就是钱\n免费用户可以成为下一个游戏的基础\n
  113. \n
  114. \n
  115. 90%的用户直接在手机上下载app\n5倍conv rate than收费\nindie方式 有钱的公司可以不这样\n
  116. 90%的用户直接在手机上下载app\n5倍conv rate than收费\nindie方式 有钱的公司可以不这样\n
  117. 90%的用户直接在手机上下载app\n5倍conv rate than收费\nindie方式 有钱的公司可以不这样\n
  118. 为什么要有burst?\n排行榜游戏,最有效的曝光就是charts\n排行公式\n
  119. 为什么要有burst?\n排行榜游戏,最有效的曝光就是charts\n排行公式\n
  120. (A,T,F company)\n
  121. \n
  122. \n
  123. 国内很少有人提起\n
  124. 国内很少有人提起\n
  125. 国内很少有人提起\n
  126. \n
  127. \n
  128. \n
  129. \n
  130. \n
  131. \n
  132. \n
  133. 当我们在开发时,仍然能保持用户社区的活跃\n让大家不要遗忘我们\nevents 展开\n
  134. 当我们在开发时,仍然能保持用户社区的活跃\n让大家不要遗忘我们\nevents 展开\n
  135. 当我们在开发时,仍然能保持用户社区的活跃\n让大家不要遗忘我们\nevents 展开\n
  136. \n
  137. \n
  138. \n
  139. \n
  140. \n
  141. 做自己想玩的游戏\n
  142. 做自己想玩的游戏\n
  143. 做自己想玩的游戏\n
  144. 做自己想玩的游戏\n
  145. 做自己想玩的游戏\n
  146. 大家有空可以下去展台看一下\n我们的新的游戏demo\ncrossout\n