★ TouchArcade needs your help. Click here to support us on Patreon.

5 popular games

01-14-2011, 07:47 PM
#1
Joined: Jan 2011
Posts: 33
Send a message via Skype™ to kii
5 popular games

hi im an independent artist -

iphone games are a great medium for small studios to enter the market -
and maybe make it big

What do think it takes to make a great iphone game ?

cheers kevin

there's a touch of animators madness at go-ideas
http://go-ideas.org

Last edited by kii; 01-15-2011 at 10:50 AM.
01-14-2011, 08:03 PM
#2
silent hill/mystique/resident evil/Fallen EP-1/Forgotten Memories

01-15-2011, 04:16 AM
#3
Joined: Sep 2010
Location: Morestel, France
Posts: 572
Quote:
Originally Posted by kii View Post
can someone tell me how i put a signature in here
Click on "User CP" on the top left of your screen.

JC
01-16-2011, 11:46 PM
#4
Joined: Nov 2010
Location: Portland, OR
Posts: 82
Quote:
Originally Posted by kii View Post
hi im an independent artist -

iphone games are a great medium for small studios to enter the market -
and maybe make it big

What do think it takes to make a great iphone game ?

cheers kevin
Time + Money + Quality. The magic software triangle.

RAMPS!! Previously iPhone Game of the Week on the App Store.
"... a simple and stylish physics puzzler that you won't want to put down." - Apple

COMING 10/11/12: Lotsa Blocks!

http://lotsablocks.com
01-17-2011, 05:59 PM
#5
My favorite iphone's five games.
Scrabble
Galcon Labs
Teragati
Doodle Jump
Sword of Fargoal
01-26-2011, 09:38 AM
#6
Really not much different from any other platform. The key is to have a "hook" or some "magic" that makes people want to compulsively play your game.

Then the hard part is letting them know about it. The simplest ideas often sell the best because people "get them" straight away. Try explain to Psychonauts or Beyond Good and Evil to someone in a short sentence. Great games but even their titles and graphic advertisements left most wondering what the hell they were about. If people can't get the idea from the name, a screenshot or maybe a video..then they just won't bother buying your game.

I see hundreds of puzzle and physics games on the app store that I have no idea what the gameplay is actually like. Trailers without decent gameplay footage are also a no no. Crysis 2 might get away with it, but it did them no favours with fans.
01-26-2011, 02:24 PM
#7
Joined: Dec 2008
Location: California, USA
Posts: 2,143
Quote:
Originally Posted by u2elan View Post
Time + Money + Quality. The magic software triangle.
Daredevil Dave was, and still is, successful and I spent virtually no money. I bought a Mac Mini and some software. My sales would be considered a moderate success for a large publisher, but for an indy solo developer it's doing fantastic. It has literally changed my life.

Quote:
Originally Posted by Beyondtool View Post
Really not much different from any other platform. The key is to have a "hook" or some "magic" that makes people want to compulsively play your game.

Then the hard part is letting them know about it. The simplest ideas often sell the best because people "get them" straight away. Try explain to Psychonauts or Beyond Good and Evil to someone in a short sentence. Great games but even their titles and graphic advertisements left most wondering what the hell they were about. If people can't get the idea from the name, a screenshot or maybe a video..then they just won't bother buying your game.

I see hundreds of puzzle and physics games on the app store that I have no idea what the gameplay is actually like. Trailers without decent gameplay footage are also a no no. Crysis 2 might get away with it, but it did them no favours with fans.
Good points.
01-26-2011, 07:07 PM
#8
Joined: Jan 2011
Posts: 33
Send a message via Skype™ to kii
good points BeyondTool

there's a touch of animators madness at go-ideas
http://go-ideas.org