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#11
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I think it's a good first app and I would start your next app. I think you will be surprised at how your games improve. It's a business that you need to grow and learn over time. Get as much feedback as you can early on to make sure people like what you are doing and can help improve it. It's not easy to get the attention of a reviewer to help spread the word. With 500 apps a day being released their inbox must be constantly full. I treat it as an amazing creative experience and if my app takes off its a bonus.
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#12
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Great advice everyone.
I'm all for prototyping game ideas, but the app store isn't where they should be tested. Matthew |
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#13
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#14
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#15
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iTunes says the App is not available in the US. That is a big market to exclude. Any reason that it is not available in the US?
You are also competing against the Bejeweled line of apps. That is tough line of apps to compete with. The problem with Match # games is people don't like to feel rushed and your mechanic adds a rushed feel to the game. Art assets may not be your biggest issue with the game but Art never hurts. Remember the rules to getting downloads. 1. Title needs to peak my interest. 2. Icon says love me, look at me, CLICK ME!!!!. Very important rule. 3. Screen shots 1 and 2 says BUY ME! You must have me! 4. Game is actually good to promote word of mouth and good reviews. If you have 1-3 then then nice downloads you will have. If you have 1-4 then hit you will have. |
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