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#11
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Playtest playtest playtest.
You really should playtest your games with other people, ideally while you watch. They'll do things you don't expect and find things fun or not fun that you may not. When it's your game, you're predisposed to enjoy / approve it. You need to find out what people with no vested interest think. |
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#12
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This :
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its better to make 5 progressively better tiny sh"t games over 12 months than one sh"t game over 12 months. expierence is learning, nobody made a sucess on their first game. if you have time watch this, interesting talk with creator of super meat boy. Youtube link | Pop Up |
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#13
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Add something like Flurry to your games or apps. Flurry is a free system that lets you get stats on users, usage etc., so you can see where people are having trouble, what device they were on etc.,
Also great if you ever end up looking to sell your apps, prospective buyer will want to see as many stats as they can get on performace. App annie is also an awesome system for receiving daily stats via email, and tracking global success and app store positions and customer reviews. |
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#14
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#15
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Good overall advice though. I will say though that it is a lot tougher than it was 2 years ago. Look at all the big names in the top spots now.I have a lot of dev "rules" I go by. My latest one is "Good Enough Isn't". If I catch myself saying, "Bah, that's good enough", I ask myself, could it be great instead? On the other hand some things are best left "good enough". Have fun. I laugh every day testing the new Daredevil Dave. Not every game is funny, and not every app is fun, but make what you can of it. Think of all the other crappy jobs out there you could be doing! Know when to say "when". I catch myself adding new things all the time. I see a lot of potential new features, but if I added them all I would never finish the game. Save some new features for updates maybe. Don't let anybody or anything bring you down, or discourage you. Try not to live in a fantasy world of expectations either, but if you know you have a good idea, go with it! |
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#16
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Wise words indeed, what a great thread.
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#17
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Great thread. I'd add:
* Don't insist on a particular method, just insist on doing it right - (not me, can't remember where I heard it, it's on a whiteboard at work now!) * "Consider a user talking about your app saying, “it can do this, it can do that”. Now compare that to them saying that with your creation “I can do this, I can do that”. The difference is syntactically small but incredibly important." - This article. * "Great design is all the work you don’t ask the people who use your products to do." - This thread on Quora. Particularly good when thinking about loading screens, journey into the game itself. Hope those help you like they've helped me
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