Subscribe to the TouchArcade YouTube channel Subscribe to the TouchArcade YouTube channel Floris No ads, no IAP, just pure puzzle pleasure.********Fall in love with FLORIS, a beautiful SPIN on the … $1.99 Buy Now Watch Media DetailsNo ads, no IAP, just pure puzzle pleasure.********Fall in love with FLORIS, a beautiful SPIN on the classic falling block puzzle game. Florus petals fall from a virtual universe, pulled harmoniously toward Floris' circular center point. Placement is key to mastering the magical Bloom when either five like petals are stacked, or a ring of twelve completes a full Floris Blossom. Intuitive controls allow for a beautifully hypnotic experience as you adjust groups of falling petals and rotate your board in delightful anticipation of a Bloom or Blossom. As you become a Florii arrangement architect many game modes are available and ripe for the picking. --Timed - Play for 1 min, 2 min, 5 min, or infinite--By Song - Play through the duration of any one of 5 breath-taking original scores from the Floris soundtrack--One Ring - Play for the highest score and end with your first Blossom/Floret--100 - A finite number of petals fall the to Florii center--Petal Palette - Add more colors; increase difficultyEngage with Floris and discover the true intensity of motivated repose. Boding five original tracks, composed exclusively to elevate strategic stimulation, this is one of the most immersive audio-visual gaming experiences available on the app market right now. GAME FEATURES:Game CenterGlobal LeaderboardsHD GraphicsHD SoundEndless REPLAYS5 Original Music Tracks Multiple Game Modes100% Indie GameInvert ControlTetrimino evolved.Follow:https://www.facebook.com/Floris.OxAndCoonTwitter - http://twitter.com/andrewbbowersBlog - http://www.OxAndCoon.com Information Seller: Genre:Action, Family, Music, Puzzle Release:Apr 18, 2013 Updated:Nov 30, -0001 Version: Size:0.0 TouchArcade Rating:Unrated User Rating: (12) Your Rating:unrated Compatibility:HD Universal Phoenix24 Well-Known Member Patreon Bronze Apr 7, 2012 313 0 0 Lancashire, England #2 Phoenix24, May 10, 2013 I think that you are going to alienate a load of people who bought this game a couple of weeks ago. I understand that you are trying to establish the game but changing the price every few days is not the way to go, IMHO. The game looks fun, but, I have so many paid-for games I have not played yet (2 folders!) and so I have not got around to buying. Your earlier post about the last chance at $1.99 before it goes up to $3.99 was followed by a $.99 sale. The TA community try to support indie devs where we can but when you change the price after implying sales were over, you risk losing that support. I will probably pick this up, but suggest you decide a price point and stick with it. Sorry....rant over grillaface Well-Known Member Apr 1, 2013 112 0 0 Richmond VA #3 grillaface, May 11, 2013 Last edited: May 11, 2013 I hear ya Phoenix. The game isn't selling though, and it's hard to know if people are making that purchase decision (or not) based on the price point. I personally am in the category of consumer that doesn't discern between a $0.99 app and a $2.99 one.. But you're right - I said I was going to hold the price, and I didn't, and I'm sorry if that upset anyone. Don't really know how to correct that. I'd make it free if I could but since there are no ads or IAP there would be zero opportunity for any monetization.. I just want people to play the game - I want to make enough money so that I can make another game and actually work on this full time. 99c is seriously a "give it away" price. And only making 70c a day with this is heartbreaking. But I've more work to do before I can be upset that no one cares about Floris... Anyway I appreciate your thoughts. Here's that new Donnie Darko themed trailer: Subscribe to the TouchArcade YouTube channel pluto6 Well-Known Member Jun 21, 2009 5,837 3 38 Military #4 pluto6, May 11, 2013 I am sure that you have looked in the developer's forum here at TA? There are lots of stories there. I have been involved with the iOS scene (buying, not a devl) since 2009? or there abouts... as with many things, why a few apps succeed, and most fail is not easy to put one's finger on. If there was a guaranteed mode of success, everyone would do it right? Assuming you have a polished app - people need to find it "addictive" (whatever the heck that means), developer needs to continue to support it, and make it better, and probably the most important thing - it needs to be featured by Apple, and the "big sites" (IGN, CNET, MacWorld, etc.) need to continue to mention / feature / score your app well. The smaller devs that I have watched that seem to do well have continued to push out new products on a fairly regular basis so they have a lot of inventory that can all make some money. Putting you eggs in one basket (app) is probably not going to work. There are still going to be people that come out with something that for whatever reason "goes viral", but why that happens? If you hang around these forums, you will see lots and lots and lots of quality games / apps that generate positive comments, people think are really good, sell a couple dozen copies a day for the first few days, and then peter off. People move on to next weeks offerings, and no one cares / remembers about last weeks fun app - most apps just don't have staying power, or addictiveness, or whatever. Most people that say an app is addictive seem to mean it captured their attention for more than 20 - 30 seconds, and they actually played the game for 10 -15 minutes, or even an hour or 2... but how many people play that game the next day, and the next, and the next.... From my own personal experience (I literally own thousands of apps...) I have a couple dozen that I go back to, and a number of them are famous old standbys... solitaire, sudoku, some dual sticks, pinball... you get the idea. I wish you good success. I truly applaud the creativity, the hard work, and dedication that people such as yourself have. Most of the world does not have that. But for every Bill Gates, or Steve Jobs, or Michael Dell, or Angry Birds, Doodle Jump, etc.. there are thousands upon thousands that either eke out, or fold. Some obviously do OK, and don't make a killing, but do well. Sorry for the long rant - I am sure you know all this, I am just in a writing mood today... grillaface Well-Known Member Apr 1, 2013 112 0 0 Richmond VA #5 grillaface, May 11, 2013 Thank you Pluto6 you sound like someone you really gets it and you made some great points. I feel stuck in a paradox of sorts... I'm tempted to make the app free even just for a few days to give people a reason to try it - but like stated above that could end up alienating previous purchasers and I get nothing for it... So what can I do? It's a strange market, and as much as people publically cry against it I'm starting to believe that Freemium (I hate even typing that) is the model with the best chance of success. nightc1 Well-Known Member Oct 19, 2012 4,362 0 0 AL #6 nightc1, May 11, 2013 I'm not sure what I have to do with this sale ... Seriously though, heres my formula that I think seems to work moderately well. The first thing to finis finish the game. Yes. This time right now shouldn't be about selling but rather tweaking and tuning since you skipped doing a proper QA/QC and finishing the game so its complete. Who's going to buy something to sit and wait for the game to be done? Features like GameCenter need to be in place and so on. Trying to sell something incomplete isn't going to work. Once the game is done, that's when you do a free promotion for a couple days ( maybe wed and thurs so it can go back up for the weekend) to get the game up in the charts. Once in the charts the deal ends and it switches back to the paid chart and that's when it either takes off or doesn't. Wash and repeat once every two months with a drop from $1.99 to $0.99... But free deals should be mega rare. Pricing above 1.99 for a puzzle game isn't going to work in a genre so flooded with great $0.99 apps. Anyway you can do whatever you want but all this price shifting when the game needs to be finalized is kind of off putting. grillaface Well-Known Member Apr 1, 2013 112 0 0 Richmond VA #7 grillaface, May 11, 2013 You're right @nightc1 - that is what I need to accept. That in present state the game is not finished and thus not sellable thus I must continue to build in the additional features it needs. I think if you can see around the rough edges, there's a lot of game to really like. But likewise I can't be upset that it isn't receiving exposure. Thanks again as always for your objective / upfront opinions. There needs to be an indie developer support group pluto6 Well-Known Member Jun 21, 2009 5,837 3 38 Military #8 pluto6, May 11, 2013 Maybe you have not seen this forum here on TA?? http://forums.toucharcade.com/forumdisplay.php?f=17 One of the groups in there is a private developer discussion area. I have no idea what gets discussed - I am not part of it - but you could apply and see. Also, the public developer forum is available, and there are a lot of discussions as well.. There is definitely a learning curve to all this. But, I read through the public area (as do a lot of the more interested TA members) and there is frequently a lot of good advice. Some of it harsh reality, but that is OK - because truth is truth... There are also a number of developers out there that you can read their reports of the game development, problems they encountered with coding, Apple, publishing, promotions, sales, etc... I am not sure where, but google is your friend, or you can ask in the developer area, and probably get some good responses. I have not tried your game, but if what NightC1 is correct - that it is not finished, and promises are being made of "future" things - you have to have some big cajones to pull that one off... you can do that if you are Rovio, or Chillingo, or EA - but - they DON'T!!! An unfinished game, is an unfinished game... Imagine a contractor asking for final payment, and he promises he'll put the roof on next week.... yeah, right.... It's not professional... Lots of devs do it though, some get away with it, many more people "mark" and don't ever buy their products again. Most people don't complain about it though - you are actually fortunate when you get constructive criticism - because otherwise you are left with wondering why people aren't playing your game- you have no idea, except no one does... Good luck, my friend. It's probably a bit like Sisyphus. However, generally persistence and continued hard work are a recipe if not for success, at least for knowing a job well done. Taking the easy road sometimes works, but more often does not. (sorry I'm an old guy with kids - you can tell I preach at them a lot) grillaface Well-Known Member Apr 1, 2013 112 0 0 Richmond VA #9 grillaface, May 11, 2013 Thanks Pluto6 I'm sending you a promo code so you can try it and as thanks for your advice. It is admittedly unfinished because it needs: GameCenter Achievements Tutorial Localization Better UI Alternate controls ColorBlind Support Polish IAP Ads But STILL - and you'll of course judge for yourself - but it's a better core game than a large majority of the crApps out there. I'll go back to $1.99 in a few days, actually maybe $99 would be a better price until the above is implemented. In the off chance that even one person bought it it'd be more profitable than it has all month!! nightc1 Well-Known Member Oct 19, 2012 4,362 0 0 AL #10 nightc1, May 12, 2013 I think your joking, but te mention of IAP and ads is typically how devs burn all relation with core gamers. Those are the folks that spread the word about games. I think this is soooo close to being a complete product. The core game is good. When its complete it'll be easy for me to help spread the word. Connector Well-Known Member May 6, 2012 15,512 1 0 In the Chatroom http://thechatroom.freeforums.net/ #11 Connector, May 12, 2013 Iap & Ads = Freemium grillaface Well-Known Member Apr 1, 2013 112 0 0 Richmond VA #12 grillaface, May 13, 2013 Exactly - and all indications thus far is that Freemium is the best model for financial success. Floris has none of the above - IAP, ads, or success nightc1 Well-Known Member Oct 19, 2012 4,362 0 0 AL #13 nightc1, May 13, 2013 Many people with much more experience than you have failed at making freemium games. There is no easy road to financial success on the appstore. I had a longer post that I was going to throw out there, but I'm starting to feel a bit too negative towards your attitude and I think it's better if I just walk away for now. Best of luck to you. grillaface Well-Known Member Apr 1, 2013 112 0 0 Richmond VA #14 grillaface, May 13, 2013 Hey nightc1 it's ok - you don't need to hold back any blows. I know I'm capable of having an objective conversation on the topic and we can do that without flaming or negativity. But I'm really curious about your opinion in my attitude... All I'm trying to say is that if you look at the market, the most successful games, by far even, are Freemium. I don't like that either but I must willing and capable of adapting to what can give Floris the best chance of success. Maybe you just mean that I shouldn't be talking about it because you and I both know there are obvious and critical ways that I can improve the product - but I'm not going to put words in your mouth. Anyways thanks for your opinion as always. grillaface Well-Known Member Apr 1, 2013 112 0 0 Richmond VA #15 grillaface, May 13, 2013 And know also that I'm working on this as hard as I possibly can and in no way feel entitled to success. I'm just a dude who loves games, passionately, and with unwavering focus and commitment am dedicating my life to making them. I wanna please people at the same time - finding that's easier said than done. try2bcool Well-Known Member Feb 15, 2012 164 0 0 #16 try2bcool, May 13, 2013 Part of the problem with this game is that the screenshots don't really explain the type of game it is, or how it is played. Yours is not alone in this regard, I've passed up on dozens of apps because they didn't do an adequate job of telling me what kind of game they are. Judging the game solely by the screenshots, it makes it look like it's either a 'toy' app (looks like a kaleidoscope), or some sort of rhythm game. (Which I now realize it isn't either one since this thread forced me to look at it closer. But not everyone frequents TA forums!) The icon is an attention grabber, but the screenshots need some description of the gameplay to sell it since the visuals are rather abstract. gquiller Well-Known Member Nov 15, 2011 330 3 18 #17 gquiller, May 13, 2013 I hear ya, but unfortunately you can't & it's the hardest lesson you will ever learn... grillaface Well-Known Member Apr 1, 2013 112 0 0 Richmond VA #18 grillaface, May 13, 2013 This is great feedback and something I'll try hard to fix with the impending update. So I need to raise the price back to at least $1.99.. Before I do that I'm considering making it free for one day. Is that a dumb idea / would piss people off? I really don't want to upset anyone in this wonderful community... andsoitgoes Well-Known Member Jun 30, 2010 2,673 58 48 In a van, down by the river! #19 andsoitgoes, May 13, 2013 It will get you a TON of downloads, pushing it up in the ranks if it is popular enough. Because it's outside if my interest zone, I haven't picked it up. But if it were free, I might download it just... Because. It's not that I don't want to be cheap, I just stopped buying games unless they really fit into my likes. m44 Well-Known Member Feb 16, 2013 372 0 0 #20 m44, May 14, 2013 I bought the game two days ago. I'm enjoying it a good bit (great music by the way ). It's a fun game, making a "Floris" (solid ring around the play field) is about as challenging as making a "Tetris". I'm colorblind so I usually play set on two colors; but, it's still challenging. Anyways on to the "free for a day" thing. . . A lot of times those promotions come with advertisements. People might download the game for free, not enjoy the game because of the ads, and delete it. . . . . . . . One time I got really mad when one of my favorite games went free and got ads (I thought it was a permanent change at the time). Some people won't like it, but switching from 2-3 dollars and back down to $0.99 will help draw attention to the game. A lot of people check the "freebies, discounts" sections of the forums. (You must log in or sign up to post here.) Show Ignored Content Page 1 of 2 1 2 Next > Share This Page Tweet Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password? Stay logged in
I think that you are going to alienate a load of people who bought this game a couple of weeks ago. I understand that you are trying to establish the game but changing the price every few days is not the way to go, IMHO. The game looks fun, but, I have so many paid-for games I have not played yet (2 folders!) and so I have not got around to buying. Your earlier post about the last chance at $1.99 before it goes up to $3.99 was followed by a $.99 sale. The TA community try to support indie devs where we can but when you change the price after implying sales were over, you risk losing that support. I will probably pick this up, but suggest you decide a price point and stick with it. Sorry....rant over
I hear ya Phoenix. The game isn't selling though, and it's hard to know if people are making that purchase decision (or not) based on the price point. I personally am in the category of consumer that doesn't discern between a $0.99 app and a $2.99 one.. But you're right - I said I was going to hold the price, and I didn't, and I'm sorry if that upset anyone. Don't really know how to correct that. I'd make it free if I could but since there are no ads or IAP there would be zero opportunity for any monetization.. I just want people to play the game - I want to make enough money so that I can make another game and actually work on this full time. 99c is seriously a "give it away" price. And only making 70c a day with this is heartbreaking. But I've more work to do before I can be upset that no one cares about Floris... Anyway I appreciate your thoughts. Here's that new Donnie Darko themed trailer: Subscribe to the TouchArcade YouTube channel
I am sure that you have looked in the developer's forum here at TA? There are lots of stories there. I have been involved with the iOS scene (buying, not a devl) since 2009? or there abouts... as with many things, why a few apps succeed, and most fail is not easy to put one's finger on. If there was a guaranteed mode of success, everyone would do it right? Assuming you have a polished app - people need to find it "addictive" (whatever the heck that means), developer needs to continue to support it, and make it better, and probably the most important thing - it needs to be featured by Apple, and the "big sites" (IGN, CNET, MacWorld, etc.) need to continue to mention / feature / score your app well. The smaller devs that I have watched that seem to do well have continued to push out new products on a fairly regular basis so they have a lot of inventory that can all make some money. Putting you eggs in one basket (app) is probably not going to work. There are still going to be people that come out with something that for whatever reason "goes viral", but why that happens? If you hang around these forums, you will see lots and lots and lots of quality games / apps that generate positive comments, people think are really good, sell a couple dozen copies a day for the first few days, and then peter off. People move on to next weeks offerings, and no one cares / remembers about last weeks fun app - most apps just don't have staying power, or addictiveness, or whatever. Most people that say an app is addictive seem to mean it captured their attention for more than 20 - 30 seconds, and they actually played the game for 10 -15 minutes, or even an hour or 2... but how many people play that game the next day, and the next, and the next.... From my own personal experience (I literally own thousands of apps...) I have a couple dozen that I go back to, and a number of them are famous old standbys... solitaire, sudoku, some dual sticks, pinball... you get the idea. I wish you good success. I truly applaud the creativity, the hard work, and dedication that people such as yourself have. Most of the world does not have that. But for every Bill Gates, or Steve Jobs, or Michael Dell, or Angry Birds, Doodle Jump, etc.. there are thousands upon thousands that either eke out, or fold. Some obviously do OK, and don't make a killing, but do well. Sorry for the long rant - I am sure you know all this, I am just in a writing mood today...
Thank you Pluto6 you sound like someone you really gets it and you made some great points. I feel stuck in a paradox of sorts... I'm tempted to make the app free even just for a few days to give people a reason to try it - but like stated above that could end up alienating previous purchasers and I get nothing for it... So what can I do? It's a strange market, and as much as people publically cry against it I'm starting to believe that Freemium (I hate even typing that) is the model with the best chance of success.
I'm not sure what I have to do with this sale ... Seriously though, heres my formula that I think seems to work moderately well. The first thing to finis finish the game. Yes. This time right now shouldn't be about selling but rather tweaking and tuning since you skipped doing a proper QA/QC and finishing the game so its complete. Who's going to buy something to sit and wait for the game to be done? Features like GameCenter need to be in place and so on. Trying to sell something incomplete isn't going to work. Once the game is done, that's when you do a free promotion for a couple days ( maybe wed and thurs so it can go back up for the weekend) to get the game up in the charts. Once in the charts the deal ends and it switches back to the paid chart and that's when it either takes off or doesn't. Wash and repeat once every two months with a drop from $1.99 to $0.99... But free deals should be mega rare. Pricing above 1.99 for a puzzle game isn't going to work in a genre so flooded with great $0.99 apps. Anyway you can do whatever you want but all this price shifting when the game needs to be finalized is kind of off putting.
You're right @nightc1 - that is what I need to accept. That in present state the game is not finished and thus not sellable thus I must continue to build in the additional features it needs. I think if you can see around the rough edges, there's a lot of game to really like. But likewise I can't be upset that it isn't receiving exposure. Thanks again as always for your objective / upfront opinions. There needs to be an indie developer support group
Maybe you have not seen this forum here on TA?? http://forums.toucharcade.com/forumdisplay.php?f=17 One of the groups in there is a private developer discussion area. I have no idea what gets discussed - I am not part of it - but you could apply and see. Also, the public developer forum is available, and there are a lot of discussions as well.. There is definitely a learning curve to all this. But, I read through the public area (as do a lot of the more interested TA members) and there is frequently a lot of good advice. Some of it harsh reality, but that is OK - because truth is truth... There are also a number of developers out there that you can read their reports of the game development, problems they encountered with coding, Apple, publishing, promotions, sales, etc... I am not sure where, but google is your friend, or you can ask in the developer area, and probably get some good responses. I have not tried your game, but if what NightC1 is correct - that it is not finished, and promises are being made of "future" things - you have to have some big cajones to pull that one off... you can do that if you are Rovio, or Chillingo, or EA - but - they DON'T!!! An unfinished game, is an unfinished game... Imagine a contractor asking for final payment, and he promises he'll put the roof on next week.... yeah, right.... It's not professional... Lots of devs do it though, some get away with it, many more people "mark" and don't ever buy their products again. Most people don't complain about it though - you are actually fortunate when you get constructive criticism - because otherwise you are left with wondering why people aren't playing your game- you have no idea, except no one does... Good luck, my friend. It's probably a bit like Sisyphus. However, generally persistence and continued hard work are a recipe if not for success, at least for knowing a job well done. Taking the easy road sometimes works, but more often does not. (sorry I'm an old guy with kids - you can tell I preach at them a lot)
Thanks Pluto6 I'm sending you a promo code so you can try it and as thanks for your advice. It is admittedly unfinished because it needs: GameCenter Achievements Tutorial Localization Better UI Alternate controls ColorBlind Support Polish IAP Ads But STILL - and you'll of course judge for yourself - but it's a better core game than a large majority of the crApps out there. I'll go back to $1.99 in a few days, actually maybe $99 would be a better price until the above is implemented. In the off chance that even one person bought it it'd be more profitable than it has all month!!
I think your joking, but te mention of IAP and ads is typically how devs burn all relation with core gamers. Those are the folks that spread the word about games. I think this is soooo close to being a complete product. The core game is good. When its complete it'll be easy for me to help spread the word.
Exactly - and all indications thus far is that Freemium is the best model for financial success. Floris has none of the above - IAP, ads, or success
Many people with much more experience than you have failed at making freemium games. There is no easy road to financial success on the appstore. I had a longer post that I was going to throw out there, but I'm starting to feel a bit too negative towards your attitude and I think it's better if I just walk away for now. Best of luck to you.
Hey nightc1 it's ok - you don't need to hold back any blows. I know I'm capable of having an objective conversation on the topic and we can do that without flaming or negativity. But I'm really curious about your opinion in my attitude... All I'm trying to say is that if you look at the market, the most successful games, by far even, are Freemium. I don't like that either but I must willing and capable of adapting to what can give Floris the best chance of success. Maybe you just mean that I shouldn't be talking about it because you and I both know there are obvious and critical ways that I can improve the product - but I'm not going to put words in your mouth. Anyways thanks for your opinion as always.
And know also that I'm working on this as hard as I possibly can and in no way feel entitled to success. I'm just a dude who loves games, passionately, and with unwavering focus and commitment am dedicating my life to making them. I wanna please people at the same time - finding that's easier said than done.
Part of the problem with this game is that the screenshots don't really explain the type of game it is, or how it is played. Yours is not alone in this regard, I've passed up on dozens of apps because they didn't do an adequate job of telling me what kind of game they are. Judging the game solely by the screenshots, it makes it look like it's either a 'toy' app (looks like a kaleidoscope), or some sort of rhythm game. (Which I now realize it isn't either one since this thread forced me to look at it closer. But not everyone frequents TA forums!) The icon is an attention grabber, but the screenshots need some description of the gameplay to sell it since the visuals are rather abstract.
This is great feedback and something I'll try hard to fix with the impending update. So I need to raise the price back to at least $1.99.. Before I do that I'm considering making it free for one day. Is that a dumb idea / would piss people off? I really don't want to upset anyone in this wonderful community...
It will get you a TON of downloads, pushing it up in the ranks if it is popular enough. Because it's outside if my interest zone, I haven't picked it up. But if it were free, I might download it just... Because. It's not that I don't want to be cheap, I just stopped buying games unless they really fit into my likes.
I bought the game two days ago. I'm enjoying it a good bit (great music by the way ). It's a fun game, making a "Floris" (solid ring around the play field) is about as challenging as making a "Tetris". I'm colorblind so I usually play set on two colors; but, it's still challenging. Anyways on to the "free for a day" thing. . . A lot of times those promotions come with advertisements. People might download the game for free, not enjoy the game because of the ads, and delete it. . . . . . . . One time I got really mad when one of my favorite games went free and got ads (I thought it was a permanent change at the time). Some people won't like it, but switching from 2-3 dollars and back down to $0.99 will help draw attention to the game. A lot of people check the "freebies, discounts" sections of the forums.