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  #11  
Old 01-25-2013, 03:01 AM
Freespirit Freespirit is offline
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iPad 2, iOS 5.x
 
Join Date: Oct 2012
Posts: 24
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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  
Old 01-25-2013, 04:30 AM
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MHille MHille is offline
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iPhone 4S, iOS 5.x
 
Join Date: Oct 2011
Location: Melbourne
Posts: 54
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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  
Old 02-01-2013, 04:06 AM
willzeng willzeng is offline
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iPad 2, iOS 4.x
 
Join Date: Jan 2012
Posts: 207
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Quote:
Originally Posted by MHille View Post
I took a look.

It's a simple polished game. It may open up and become more complex over time.

Your pricing looked a bit strange. It was $2 and it includes in app purchase to accelerate progress. You are about to find out how it goes as a free app. You might make more money just from the coin sales.

Look up a game design video about juice. It's a very good example of how to add visual interest to a game. A game can never have too much juice .

As to whether you should write another app. That's hard. I find myself in a very similar situation. One app in the store, almost completly ignored. I have been trying to work on a second game but just can't get motivated. In the end you are the only one who can decide.

Matthew
I'm not going to make mony by coin sales. The IAP's there only to satisfy possible impatients.
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  #14  
Old 02-01-2013, 04:08 AM
willzeng willzeng is offline
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iPad 2, iOS 4.x
 
Join Date: Jan 2012
Posts: 207
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Quote:
Originally Posted by mobile1up View Post
as others have mentioned; the thing stopping you here is your artwork.

pricing is another issue; you would be better being free and have user buy coins - or offer two variants.. pricing/strategies are cut and miss.. never know how it can go.. you need a tonne of free downloads to get exposure of any form.

i suggest you update your graphics, hire an artist to help you.. www.elance.com is a good place to ask for a bid; you can get anything from $100 to $lots to get stuff done.. let people bid.. this looks like a simple job.. but you just need to do it right for it to be appealing. lots of competition.
Artwork is a problem, but not the key one.
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  #15  
Old 02-01-2013, 02:32 PM
Simengie Simengie is offline
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iPad (3rd Gen), iOS 5.x
 
Join Date: May 2012
Posts: 44
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Quote:
Originally Posted by willzeng View Post
Artwork is a problem, but not the key one.
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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