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iPhone: Rockfall - Your opinion

08-26-2008, 03:41 PM
Joined: Aug 2008
Posts: 22
Rockfall - Your opinion

Ok, Now Ill come clean right at the start. I wrote Rockfall.

I am asking here because I want feedback on the game. I want to know if people bought it, if so why, if not why not?

Also, for those that did buy it, What do you think? do you still play it, have the updates changed your opinion of the game?

Please, in order for me to make my next game better I value your feedback.

Is the 1.19 price point right? too much? too cheap?

Even if you havent bought it I would value your opinion on the graphics, check out the screenshots in the AppStore on iTunes.
08-26-2008, 04:16 PM
Joined: Aug 2008
Location: Monroe, WA
Posts: 125
Hey Pyrofer,

First of all, let me congratulate you on getting your app into the store and working. That's a major accomplishment, and one that you should be quite proud of, regardless of what I'm about to say.

I think the thing that kept me from purchasing your game is that it just isn't attractive at all. The screenshots that you have in the store just don't look that great to me, and while I think that a great game can make up for poor graphics, I wasn't willing to take the chance, based on what I saw.

You might consider putting up a "lite" version of the game, if you feel your gameplay is strong enough and try to bring people in that way. I would give a lite version of just about anything a shot, and if the gameplay is solid enough, would then be more than willing to purchase the full.

Hope that helps!
08-27-2008, 03:48 AM
Joined: Aug 2008
Posts: 22
Thanks. I hear that a lot. Im not an artist, its hard to produce graphics and that is the major stumbling block in my development. Ive had an artist do some new graphics but it takes time and they are mainly working on the newer games for me rather than this one.

Its a shame its holding back sales. Why not have a look at this simple demo on


To get an idea of gameplay. Yes, a "lite" version has entered my mind, Im not sure what I should do. Is one level enough?
08-27-2008, 05:21 AM
Joined: Jul 2008
Location: Formerly Zimbabwe - now England.
Posts: 1,394
Hi Pyrofer,

I was going to give a detailed description of my opinion here too, but I realised that 3Dave has said pretty much exactly what I would have said anyway...

It could be a great game, in terms of the actual gameplay itself, but with all the 100's and 100's of other great games out there, where I choose to throw my 1.19 is a difficult choice, and invariably that means going for a combination of how I *think* the gameplay will be, based on the developer's description, and also my own impressions of how the game looks.
If a game doesn't look so hot, graphically-speaking, then unfortunately for that developer, chances are I'm going to overlook that game in favour of another.
It's just the way it is...

There are a couple of things you can do to counter this though (apart from the major task of a complete UI overhaul, that is)...
As has already been mentioned, a free "lite" version will go a looooooong way to getting people to try your game. For free, people have nothing to lose and can download it and try it out.
As for how much of the game to provide in the "lite" version... Well, that's a debatable point. It depends on how many levels are in the full game.
As a rough estimate, I'd say anywhere between 5%-10% of the full game. Give people a real taste - get them hooked - and then just when they're wanting more, then hit them with the info that they need to buy the full game in order to continue.
I think one level is not enough to get someone hooked. It might give them a feel for the game and how it plays, but it won't necessarily leave them wanting more.

The other thing to do is to provide a demo video on your website, so people can actually see the game in action, rather than just try and figure out if perhaps maybe it might potentially be good, based on your own description of how it works.

But ultimately, good games are good games because they play good AND they look good. Like it or not, that's just how the buyers' minds work...
So yeah, if you're a coder and not a designer, then getting a designer to sort out the UI would be a more expensive solution, but the returns would ultimately outweigh the costs, and you'd reap more in the end.

That's just my opinion though...
08-27-2008, 05:34 AM
Joined: Jul 2008
Location: Formerly Zimbabwe - now England.
Posts: 1,394
Quite coincidentally I just so happen to be a designer who specialises in UI design & small-screen layout, icon design, graphics, and also general concept of ideas, and I'm looking to collaborate with some hardcore coders to get some good-looking and well-coded games produced.

I'm putting together a web page "advert" with more details on this as we speak, and should have something to show off soon hopefully, when I've gathered some assets together.

Keep checking this space if you're interested...

Last edited by BrettArchibald; 08-27-2008 at 10:09 AM.