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What do you do with your gaming abortions?

03-06-2017, 04:31 PM
#1
Joined: Jun 2015
Posts: 32
What do you do with your gaming abortions?

I'm curious what people do with their game ideas that, for whatever reason, after you get a ways into it, just decide it isn't working out and abandon it.

I started working on a puzzle game a while back, in ionic, with the intent to build an iOS and Android app. Got all the fundamentals working, some OK placeholder graphics, and it running enough so you can actually play the game.

I've had a few people try it, some like it, some don't (too hard they say).

My main problem is, a game like this is one that I would need to create, say, 200+ puzzles for. I do have a decent puzzle creation tool, but even so, I've only been able to create 36 puzzles and I'm all tapped out.

How the heck do these puzzle game creators do it? I have no clue how I'd come up with 200+ puzzles.

So the Q is, what now?

1) just chuck it all and move on
2) try to trick random people into creating puzzles for me
3) post all the code somewhere and hope someone else does something fun with it?

As of now, I've turned it into a browser app ... figuring at least that way I can include it in my developer's portfolio.

I'm super hesitant to release the code on sourceforge, as it's REALLY bad. Like, I taught myself javascript while writing this, so it's REALLY REALLY bad.

I am still a little attached to it, so it'd be cool if I could do SOMETHING with it, but I dunno what.
03-07-2017, 07:42 AM
#2
Joined: Nov 2016
Location: Mumbai
Posts: 32
Release it with 36 puzzles.
If people like it then spend more time on creating more levels otherwise feel happy about a shipped product.

We developed trivia game 'Bro or Not'. Original plan was to have 100+ animations/scenarios. Then we launched with 50. We'll create more if it goes up in popularity

Bro Or Not

03-07-2017, 06:10 PM
#3
Joined: Apr 2010
Location: California, USA
Posts: 4,655
I just usually cut the stem cells out and burn the rest.
03-08-2017, 08:09 AM
#4
If its functioning and at a level of polish a customer can see, I'd launch it totally free! Why? Because in the trash it would make me 0$ anyway and I can use it as a learning experience.

Get customer feedback, learn where I failed as a designer, maybe even fix an issue or two. If there's enough demand, and the majority of the negative comments are 'it's too short', I'd update with more levels at $.99.

Don't waste it if you don't have to!

Looking for a writer? PM me

Game Designer of:
Family Feud Live A Synchronous Multiplayer Gameshow in a Phone!
Family Feud 2 My First Huge Apple Feature!
Pickpawcket
And more!
03-08-2017, 12:20 PM
#5
Joined: Jun 2015
Posts: 32
Hmm, I don't know ... this is the web version of what I've got so far:

http://beardysoftware.com/rocketdots/index.html

Any thoughts of if this is worth pursuing?

I think my main issue I'm having, is that the game board can only get so big, and still be usable on a small mobile device. Otherwise it gets hard to click on individual squares. But then that really limits the size and complexity of the puzzles. So maybe a web app is the way to go?
03-08-2017, 03:16 PM
#6
Joined: Oct 2014
Posts: 67
I just played your web app version for about 15 minutes. Super cool concept man, bring it to mobile and see what happens for sure.. Get it up to 50 levels before release, I'm sure you can make a push for those extra levels.
03-08-2017, 04:36 PM
#7
Joined: Jun 2015
Posts: 32
Thanks!

My initial goal was to ship the level editor with the game, and allow people to create their own levels, and update them to some master server, where other people could play them. Needless to say, that ended up being a bit out of scope for this project
03-09-2017, 08:28 AM
#8
The number of levels is just a number. Do you really believe someone won't download a 35 level game they know nothing about but will download a 50 level game?

Package it on the app store as "bite sized fun". Don't try to hide it's length, but don't tell it like it's a negative.

Looking for a writer? PM me

Game Designer of:
Family Feud Live A Synchronous Multiplayer Gameshow in a Phone!
Family Feud 2 My First Huge Apple Feature!
Pickpawcket
And more!
03-09-2017, 10:16 AM
#9
Joined: Dec 2015
Location: UK
Posts: 894
Quote:
Originally Posted by beardysoftware View Post
Hmm, I don't know ... this is the web version of what I've got so far:

http://beardysoftware.com/rocketdots/index.html

Any thoughts of if this is worth pursuing?

I think my main issue I'm having, is that the game board can only get so big, and still be usable on a small mobile device. Otherwise it gets hard to click on individual squares. But then that really limits the size and complexity of the puzzles. So maybe a web app is the way to go?
Yeah, love this puzzle concept. I think you definitely have something here. Release it free, maybe with ads after every six levels or so, then add a 99c purchase for extra levels (and maybe an ad remover) as and when you come up with more.

2017 GOTY nominations: SAO: Memory Defrag, Death Road to Canada
Switch ID: Krillin 5948-6652-1589
03-12-2017, 11:28 AM
#10
Joined: Jun 2015
Posts: 32
Ok, you guys have convinced me to stick to it. I'm up to 41 puzzles now, and it isn't so bad. I guess the problem is I either make them way too easy or way too hard. But at least they are there