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Dissect my game!

08-04-2012, 08:35 AM
#1
Joined: Dec 2009
Posts: 200
Dissect my game!

I released a game called "Towers" a while ago, an interesting little twist on bullet hell games. After a few months of trying to drive sales, we've decided to put a free version out there and see if we can make a little pocket change by displaying ads on the pause screen, and offering some completely optional IAP. It's more of an experiment than anything else at this stage...

What I'm curious about is how other game developers feel about this game's design. The response during testing was very positive, and the paid version had a few really dedicated players who tried to complete every stage on the "hardcore" setting.

If you have a few minutes to spare today, I would love your feedback! Is the design of the game compelling? How do you find the difficulty of the game to be? Is there anything I should have done differently?

You can download the free game (full version, of course) right here: http://itunes.apple.com/us/app/id529741792?mt=8

Thanks in advance to anyone who decides to give some feedback!
08-04-2012, 09:08 AM
#2
Joined: Nov 2008
Location: Munich, Germany
Posts: 754
Send a message via Skype™ to mobile1up
Quote:
Originally Posted by RevolvingDoor View Post
I released a game called "Towers" a while ago, an interesting little twist on bullet hell games. After a few months of trying to drive sales, we've decided to put a free version out there and see if we can make a little pocket change by displaying ads on the pause screen, and offering some completely optional IAP. It's more of an experiment than anything else at this stage...
i'm curious how the switch to free + IAP went how did it impact sales/revenues? it seems these days - after 3 years i've been on the app store, a new title gets lost so quickly, regardless if it is free or paid.

// Aaron Ardiri
Mobile 1UP is a proud indie developer - support us!
developer of Caveman / Caveman HD and GW Series

08-04-2012, 05:39 PM
#3
Joined: Dec 2009
Posts: 200
It's honestly a bit too soon to tell how this affected revenue, but I'll be happy to share that data a few weeks from now. I'm still doing what I can to try to boost downloads. It will definitely be interesting to see if this works in our favor, as Towers is arguably a bit of a niche title.
08-04-2012, 06:19 PM
#4
Joined: Jul 2012
Posts: 20
It's not free to play, it costs 0.69, in the UK app store at least. Is it supposed to be like that?
08-04-2012, 06:32 PM
#5
Joined: Jan 2011
Location: UK
Posts: 195
Quote:
Originally Posted by Bigmac1910 View Post
It's not free to play, it costs 0.69, in the UK app store at least. Is it supposed to be like that?
I checked now and the game is free on UK appstore


@RevolvingDoor
I would strongly recommend changing the name of the app from "Towers Free" to something more unique and interesting

Naming an app properly is just as important as showing good screenshot previews
08-04-2012, 07:26 PM
#6
Joined: Jul 2012
Posts: 20
Quote:
Originally Posted by nvx View Post
I checked now and the game is free on UK appstore


@RevolvingDoor
I would strongly recommend changing the name of the app from "Towers Free" to something more unique and interesting

Naming an app properly is just as important as showing good screenshot previews
Hmm... Just checked again, still not free, I reloaded the app store as well. Maybe tomorrow then.
08-04-2012, 09:29 PM
#7
Joined: Dec 2009
Posts: 200
Try typing "Lightworx Towers Free" in the search box, that should bring it up.
08-05-2012, 03:11 AM
#8
Joined: Jul 2012
Posts: 20
Quote:
Originally Posted by RevolvingDoor View Post
Try typing "Lightworx Towers Free" in the search box, that should bring it up.
Found it, but if I just type towers in the search field in iTunes, then only the paid version shows up. (on my iPad)
08-08-2012, 06:29 PM
#9
Joined: Jun 2012
Location: Noosa, Australia
Posts: 33
Love the color palette for the projectiles. They stand out nice and clear from the background.

The game mechanics are easy to pick up.

What's going on (taking damage, powers refreshing) is all communicated clearly to the player. Nice work!

It's not my type of game so take this with a pinch of salt but I don't find it very "more-ish". I feel like I've seen everything the game has to offer in the first few minutes of playing. Perhaps introducing new elements at a slower pace or having a mission structure like "Jetpack Joyride" and "Ski Safari" would help.

I find the main character lacking in charisma. He's a bit Mister Every-man.

The art on the HuD elements is not up to the standard set by the rest of the game. I find the control arrows, buttons, pause button and health bars pixellated and needing work. The health / mana bar could be bigger on screen.

But nice work overall. I hope you find this feedback helpful.

Jason Stark
Disparity Games