Hi,
A few friends and I think that it should be made possible for players to receive in-game gifts regardless the game(s) they play.
We think that the best way would be to put together wish lists of the items you would like and then send these wishes to your friends and family so they can find the perfect present for you.
What do you think of the idea?
Google play already supports gift cards
knutson said:
Google play already supports gift cards
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Exactly, but like in real life, I think that it's much nicer to get a nice object from someone rather than a gift card.
Regarding the original question:
1/ Do you think that players would be interested in getting in-game gifts in the form of items?
2/ Do you think that the building + sharing of wishlists is the way to go to do that?
For question 1. I feel answer is a big no. The idea seems lame to me
For question 2. Yeah sharing of wishlist wouldn‘t necessarily be bad
Heracklion85 said:
Exactly, but like in real life, I think that it's much nicer to get a nice object from someone rather than a gift card.
Regarding the original question:
1/ Do you think that players would be interested in getting in-game gifts in the form of items?
2/ Do you think that the building + sharing of wishlists is the way to go to do that?
Click to expand...
Click to collapse
I do not think it is a good idea and Google will probably never implement it in GooglePlay. Fortunately in-game items cost much-much lesser than corresponding items in the real world, so it is easy for players just to buy in-app items immediately. It is so pleasure to buy some modern super-car for 1 buck
Heracklion85 said:
Exactly, but like in real life, I think that it's much nicer to get a nice object from someone rather than a gift card.
Regarding the original question:
1/ Do you think that players would be interested in getting in-game gifts in the form of items?
2/ Do you think that the building + sharing of wishlists is the way to go to do that?
Click to expand...
Click to collapse
The problem is, this would mean that all games would have to support some kind of cross-game way of sharing these wishlists. It would have to be compatible and tie in to each of them. I just don't think it's feasible.
This is not something that Google Play could do, this is something that ALL GAME DEVELOPERS would have to sit down and work out. Since the payments go through Play, maybe it could be done (but I notice that when buying something it doesn't seem all that well-organised and I'd wonder how much is done on the dev's end), but that would then be a massive amount of crap for GP to sort out and organise and classify all for very little profit.
And, really, since their in-app purchases are like, $1, there's really no big incentive to do this. It would cost them money to develop and most people who want that $1 in-game item can and will just buy it themselves. If it's a kid, I don't think their parents really care about what specific item the kid wants and would be happier to just give them a giftcard instead of trying to understand what the individual items even are. I don't think that's bad parenting and not being involved - that's buying your kid a video game and then not caring what they do in it (you know, following the story or being 3-years-old and just jumping in circles) - as long as you know the game isn't "Naked Boobie City" for a 7-year-old, who cares what colour car exactly they want in the game ?
Also, I'd never send a wish-list like that, personally, it just seems rude. "Here, please just click this button and buy me something" - in this case, even buying a gift card is going to feel more personal. Yes, I have a relationship with my parents where I'm going to tell my mom what I want for my birthday (I want some rings to make chainmail, okay) - but if I wanted an app or something worth $5, I'd just ask for $5 - it would be EASIER for her.
I think your heart is in the right place when you thought of this, but you need to think of it from the perspective of the parents who would be getting these wishlists (because, really, who else is going to be getting them ?).
Related
Hi,
I created a game Fifty Five that was launched last month but I am having problem telling the users about it so they can try it out and give me feedback
Can you suggest ways to make it popular or seen??
Thank you
Modify the description to actually describe what the game is. Right now it just says, "Enjoy playing a simple and addictive game." and shows reviews... but there are hundreds of simple and addictive games on WP7... what differentiates your game?
Take out the part about the dithered screenshots from the description. It's unnecessary. Most WP7 users are just consumers and might get confused about what you're talking about when you refer to the emulator and such.
Ask sites like wmpoweruser, wp7central, pocketnow, etc. to do a post about it or include it in their "WP7 Apps in Review".
Advertise on xda-devs or one of those Windows Phone blog sites.
Put a link to it in your signature and start participating in xda discussion. Do that at any forum you're active in. If you sound like you know your stuff, people will notice you and check out things from your signature.
Edit: By the way, it won't launch on my HD7. It's hard for people to form an opinion who are unable to play it. Clean up the code, make it compatible with all devices, and you'll see an increase in exposure.
If you scroll down it will shows the features and thanks for the tips
But I think it is hard to get a review on these sites because I tried and they told me they have many apps to be reviewed before mine and that reviewing my game is not guaranteed
Put the description of the game at the beginning of the app description. Get your friends to download the game and give it a good review. Post at several forums about it. Create a website for support/info and include good meta tags to attract Google searches for people looking for WP7 games.
Not a bad game but also not the type most people would pay for... More the type that should be ad-supported.
baracatwp7 said:
Hi,
I created a game Fifty Five that was launched last month but I am having problem telling the users about it so they can try it out and give me feedback
Can you suggest ways to make it popular or seen??
Thank you
Click to expand...
Click to collapse
Build a name for yourself with a free game or two. Free games get reviewed by bloggers and other people.
You need to establish a reason for people to buy a game for you. I know that on android, the screenshots you show in the listing are very important.
If your first game is paid, it will be hard to get going - nobody has heard of you, few will try it... I have never bought an app from a dev that hasn't released a free one before that - it just seems like buying the contents of a paper bag, without knowing what's in the paper bag, other than what the seller claims.
Once people like one of them, they may try other games from you.
I agree with the consensus. Make an ad-supported version in addition to the trial and purchase versions. I remember reading somewhere that a WP7 developer was making like $400 a day on free ad-supported games.
Thanks for the Comments
I will consider creating an Ad supported version
pulser_g2 said:
Build a name for yourself with a free game or two. Free games get reviewed by bloggers and other people.
You need to establish a reason for people to buy a game for you. I know that on android, the screenshots you show in the listing are very important.
If your first game is paid, it will be hard to get going - nobody has heard of you, few will try it... I have never bought an app from a dev that hasn't released a free one before that - it just seems like buying the contents of a paper bag, without knowing what's in the paper bag, other than what the seller claims.
Once people like one of them, they may try other games from you.
Click to expand...
Click to collapse
What do you think of the description and the screenshots??
What should be added?improved?
I am thinking of changing the name
z33dev33l said:
Not a bad game but also not the type most people would pay for... More the type that should be ad-supported.
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If I added Multiplayer support and new game modes with bonuses and animations would it be then worth the money
Just a noob's input here, but think about getting a YouTube demo put together. Personally speaking, I've bought a few apps just based on a decent video demo; it gives me a flavour of what the game is all about and what the gameplay is like.
Add some good tags to the YouTube video and it'll turn up in searches.
Free advertising for just a little outlay (in terms of time and effort).
TheAperture said:
Just a noob's input here, but think about getting a YouTube demo put together. Personally speaking, I've bought a few apps just based on a decent video demo; it gives me a flavour of what the game is all about and what the gameplay is like.
Add some good tags to the YouTube video and it'll turn up in searches.
Free advertising for just a little outlay (in terms of time and effort).
Click to expand...
Click to collapse
yes, I am definitely considering a youtube video but I am waiting untill making it professional enough to attract users.
Can you tell me what do you mean by Free advertising for just a little outlay?
baracatwp7 said:
Can you tell me what do you mean by Free advertising for just a little outlay?
Click to expand...
Click to collapse
I mean that YouTube accounts are free. By "outlay", I mean your time and effort in producing a video, not meaning any financial cost.
TheAperture said:
I mean that YouTube accounts are free. By "outlay", I mean your time and effort in producing a video, not meaning any financial cost.
Click to expand...
Click to collapse
Aslo coming from a noob, I think these are all excellent suggestions. I'd like to emphasize the screenshots aspect-- for me they really make or break my interest in any app, but especially games. Also I appreciate the fact that the OP did not, in fact, turn this into a stealth advertisement for the game but is legitimately soliciting advice. Best of luck with your game!
-R
sketchy9 said:
Aslo coming from a noob, I think these are all excellent suggestions. I'd like to emphasize the screenshots aspect-- for me they really make or break my interest in any app, but especially games. Also I appreciate the fact that the OP did not, in fact, turn this into a stealth advertisement for the game but is legitimately soliciting advice. Best of luck with your game!
-R
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Click to collapse
Thanks but What do you think of the screenshots are they attractive enough??
Cool!
thesecondsfade said:
Modify the description to actually describe what the game is. Right now it just says, "Enjoy playing a simple and addictive game." and shows reviews... but there are hundreds of simple and addictive games on WP7... what differentiates your game?
Take out the part about the dithered screenshots from the description. It's unnecessary. Most WP7 users are just consumers and might get confused about what you're talking about when you refer to the emulator and such.
Ask sites like wmpoweruser, wp7central, pocketnow, etc. to do a post about it or include it in their "WP7 Apps in Review".
Advertise on xda-devs or one of those Windows Phone blog sites.
Put a link to it in your signature and start participating in xda discussion. Do that at any forum you're active in. If you sound like you know your stuff, people will notice you and check out things from your signature.
Edit: By the way, it won't launch on my HD7. It's hard for people to form an opinion who are unable to play it. Clean up the code, make it compatible with all devices, and you'll see an increase in exposure.
Click to expand...
Click to collapse
Very helpful tips you have got there. Glad that i came here to read your post.
Thanks!
Game developer Camoflaj, led by Metal Gear Solid 4 producer and Halo 4 creative director Ryan Payton, are making an awesome new game for mobile, and they are using Kickstarter to fund it. Take a look (check out the video!):
http://www.kickstarter.com/projects/486250632/republique-by-camouflaj-logan
It looks to be the first truly promising "real game" for mobile.
Sadly, the game is currently announced for iOS only, but I backed it anyway. I noticed many backers in the comments asking for an Android version, so I emailed Ryan asking about it. Here's what he had to say:
"Thanks for the AWESOME email. I totally hear you regarding Android.
We definitely want the game on Android, it's just a matter of funding and resources for us. If funding goes well, it'll be a natural step for us to do an Android version. I sincerely want you to be able to play this game.
Thanks for writing in, my friend.
-rp"
So, if Android fans back this game and indicate that they want an Android version on day 1 in the project's comment section on Kickstarter, we will guarantee that this extremely promising game comes to Android.
This will also send a strong message that Android users are serious about games and are willing to pay good money for great games.
NSider said:
Sadly, the game is currently announced for iOS only, but I backed it anyway. I noticed many backers in the comments asking for an Android version, so I emailed Ryan asking about it. Here's what he had to say:
"Thanks for the AWESOME email. I totally hear you regarding Android.
We definitely want the game on Android, it's just a matter of funding and resources for us. If funding goes well, it'll be a natural step for us to do an Android version. I sincerely want you to be able to play this game.
Thanks for writing in, my friend.
-rp"
So, if Android fans back this game and indicate that they want an Android version on day 1 in the project's comment section on Kickstarter, we will guarantee that this extremely promising game comes to Android.
This will also send a strong message that Android users are serious about games and are willing to pay good money for great games.
Click to expand...
Click to collapse
No offence m8 ...... i can tell that your all puppy pissing it's self excited about this revolutionary game.
But your talking garbage when you claim
"we will guarantee that this extremely promising game comes to Android."
The quote you posted from the developers DOES NOT say anything of the sort, all it makes is an extremely vague 'Aspiration' to bring the game to Android ........ to anyone with any real experience of corporate doublespeak all it actually says is 'if, maybe, could, we would like to'. Their concept blurb says NOTHING about Android at all
Also your title is completely misleading ....... the entire concept needs funding (which it won't get) just to bootstrap the iOS version, never mind Android. Pledging money at this stage gives not even the vaguest suggestion of supporting development of an Android version
I'd also like to point out that devs with a track record like these guys have really shouldn't need to use distributed participatory funding sources as they should be able to go direct to big games publishers and get all the funding they needed ....... if the idea is any good. Only reason i can logically put forth for using this type of fan based funding is to avoid being under the thumb of a publisher .. but these guys have enough industry weight to negotiate a hands off development funding deal anyway ...........
Further i can understand gamers getting all 'am involved in the dev industry' excited about this type of proposal, kids get excited about all kinds of crap. But the minimum bonus pledge is about twice the cost of a top price Mobile game, am not even going to comment on how much it costs to get awarded a hoody or a signed piece of junk from the devs.
What i would like to know (but really can't be arsed to research, as i really don't care enough) is what happens to the pledges when this proposal fails to achieve its minimum funding requirement .........
I'll state right here right now no way will they make $500,000 ...... if they do i will add a banner to my sig that says something like "République developers kicked my ass please support this project it is of galactic significance" for 6 months or something.
Being positive it does sound like an interesting game concept, somewhat like a hifi next gen version of the old early 3D Amiga game interphase, and i definitely like the "non-sexualized female lead" concept, can't help the sneaking suspicion that "non-sexualized female lead" is pretty naive though game kiddies love tits and ass ... fact.
If you want to support developers then choose to support genuine up and coming indies who genuinely need the support as they do not have a track record that can delivery serious industry funding.
Hello all. My name is Joseph Truax. Check me out on LinkedIn. I'm the one with the suit. I'm fairly well connected to most of the big dogs on the planet, but I want to use indie talent to do a redevelop.
My game, Part 3: Dodge the Dots has well over 10k downloads total on Android and iTunes, but I had zero marketing in place prior to launch.
I have just received a multi million dollar marketing package that needs to be fully taken of. If you have not heard of the Ziosk, Google it. I get to put my game in front of 600k users daily, and there are only 20 games to play at a time. In more than 200 Chili's and Red Robins across the US. A very difficult platform to get involved with.
I'm trying to get Dodge rebuilt in Corona. All we have to do is recreate the current game, but change or update 3 critical elements, and we win.
Any interested party please respond. It's a real opportunity with minimal work. Just follow the current build and add a couple updates. A cake walk for you experts.
I hope to get some responses, and will pay the middle-men for the hook-up of a fantastic developer. All revenue will be split evenly by all parties involved.
So, here is the question: Want to help?
Thank you for your time and lets make money.
Also, to the moderators, I went to DevS and there was nothing there, so I hope this is the right place to post.
Best regards,
-Joe
hmm...
Is there a better way to come at this? I speak on these forums like I would speak to a person's face. I'm not trying to be a salesman, I'm just trying to make some legitimate money. So, any tips for me on here to get involved with the collective would be highly appreciated.
Thanks guys and gals.
Best,
-Joe
Hi. Don't take as self adv., but I'm newbie developer, who released few aps and just released one game 3 days ago.
As XDA is the forum where gathered all experienced guys, I wanted to ask for some advices regarding the game.
(Can't attach the links, but it's easy to find by name "AMAZING CIRCLE")
How do you think, is name and icon of the game attractive enough? I don't plan to spend money for promotion, and from 3 days in market, game got 150 downloads. Any advices how to promote game for free?
Thank you for all your replies :cyclops:
DealWithMeal said:
Hi. Don't take as self adv., but I'm newbie developer, who released few aps and just released one game 3 days ago.
As XDA is the forum where gathered all experienced guys, I wanted to ask for some advices regarding the game.
(Can't attach the links, but it's easy to find by name "AMAZING CIRCLE")
How do you think, is name and icon of the game attractive enough? I don't plan to spend money for promotion, and from 3 days in market, game got 150 downloads. Any advices how to promote game for free?
Thank you for all your replies :cyclops:
Click to expand...
Click to collapse
I decided to give your game a go. For a first release this is pretty good. I'm not a dev, but a few comments:
1) The game mechanics work well, and i think it's a good enough time-passer
2) Your Google Play listing has poor grammer, I would look into getting this checked by a fluent speaker.
3) The ads are extremely annoying. Enough so that I'm going to uninstall. I understand that this is probably your main monetization strategy, but covering up the "restart" button with an ad is clickbaiting. I don't mind ads so long as not made to accidentally click them, and by doing so it's infuriating me more than failing at the game itself.
4) The graphics are way too minimalistic. I understand you haven't got a AAA budget, but a few tweaks would everything look much better. White background is very dull. Also, if possible I would replace the circles with some textured vectors. If the whole thing looked like balls a tabletop it would much better. If you look at something like flappy birds, the art quality is very high (even if borrowed).
Not trying to slate your app, just giving my honest opinions.
Thanks for reply, darkdreamingdan.
I will check my grammar for sure, didn't see any mistakes Don't have native speaker near though.
I fully understand that interestial ads are bad, but when I tried just banner ads, they brought me like 50 cents per day maximum.
I made a research and almost every game with same kind of idea uses same kind of iterestial ad showing system - unexpected by user.
I'm sure, if I remove the interestial ad (which is shown once per 5-8 replays actually), i will get less than 0.5$ per day which is not great...
(now I'm getting about $10 per day, and game only on market for 3 days)
And basically, users are not offended on this type of add (if I consider what they write in reviews, only few mentioned this).
Finally, just turn off your WiFi . Plus, there is an Ad Free version for a very small price.
BUT. I decided to look, what will happened with app today (how many installs / uninstalls) and on base of it, I will think what to do next.
I'm thinking about graphics as well now... No ideas.
But thank you very much for replies.
Well study your market and create a plan
before making any game just don't jump into the war . there are really big companies are there like gameloft. sometimes you don't have a proper concept but graphics make you better. sometimes concept is better but the overall management is not uptothe mark. well there are ample of ideas available for you.
study,study and study. create plan. do some sort of survey. see some online polls which kind of games are going on these days. what people are liking. before doing that make sure that you knows your right audience. i mean whether it is going to be played by youngsters or it is for smaller kids. you need to add things accordingly.
well you are asking for ideas i know then you knows about these things. as per mine experience in gaming industry, i think you should do market study. sometimes great concepts come from it. ..
http://www.gamasutra.com/blogs/Alek...20703/173489/No_You_Cant_Make_Video_Games.php
read this before....:good:
Hello!
I've recently completed the first book of my text adventure game after a year of work, and I would be very grateful if you could give it a try and give me some feedback. In this game you play as an ordinary guy trying to win a mage tournament against the most powerful mages in the world, in the hopes of winning the grand prize, and using it to fulfill your lifelong dream of becoming a mage yourself.
As you progress, you will also get to know the inhabitants of the continent that the tournament takes place on, and you will learn that a person called the Creator established several utopias in this realm a few hundred years ago, where animals and humans could live in harmony, and where food was created through magic. What you will get to experience throughout the game, however, is the downfall of these utopias, and you can even choose to save them from destruction if you so desire.
Besides the traditional choice making, you also have stats you can level up, and there are different checks in the game to see if you have the necessary level to take a certain action. For example, if your ancient languages level is high enough, you can understand when the animals or monsters speak.
Here is the link to the game: https://play.google.com/store/apps/details?id=com.magiumgames.magium
I hope you'll all enjoy playing this game as much as I enjoyed making it!
Cheers!
Congratulations
Dude, your game is just amazing, the best app I have ever downloaded in my phone, I just want to congratulate you and say that I cant wait to see what happens next! Keep up with the good work (and please tell me the first book's ending can be reversed ).
P.S.: why don't you put your game for ios as well? I have some friends that loved the idea but only have iPhones.
I just saw the XDA thread on r/androiddev and I remembered this forum. Just wanted to let everyone here know that since my initial post on this forum, the 2nd book has also been completed and the story is still in progress. Chapter 4 of book 3 was published a few days ago on android and iOS.
Cheers!
Hey there, thanks for sharing your game!
Not available in my country (Montenegro) for some reason...
czarkoff said:
Not available in my country (Montenegro) for some reason...
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I can post link to dropbox and you can download my copy. It is avaible here in Slovenia.
its nice game to play.. thx..
czarkoff said:
Not available in my country (Montenegro) for some reason...
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Unfortunately, it looks like Google Play purchases are unavailable in Montenegro, and this game relies exclusively on IAPs for income (the game doesn't have any ads). Aside from that, if I were to publish the game there without an option to pay to unlock the next books faster, I'd be sure to get negative reviews from people. I'll publish it there if Google ever makes purchases available in that region.
Nemeean_lion said:
Unfortunately, it looks like Google Play purchases are unavailable in Montenegro, and this game relies exclusively on IAPs for income (the game doesn't have any ads). Aside from that, if I were to publish the game there without an option to pay to unlock the next books faster, I'd be sure to get negative reviews from people. I'll publish it there if Google ever makes purchases available in that region.
Click to expand...
Click to collapse
Makes sense. Maybe you could consider making an alternative version without IAPs, so that you could sell it from Play Store and XDA store with an upfront price? Or maybe there are other IAP providers that do not depend on Google's slow expansion? I have no idea how practical that would be, but at least you would be able to reach a few more people...
czarkoff said:
Makes sense. Maybe you could consider making an alternative version without IAPs, so that you could sell it from Play Store and XDA store with an upfront price? Or maybe there are other IAP providers that do not depend on Google's slow expansion? I have no idea how practical that would be, but at least you would be able to reach a few more people...
Click to expand...
Click to collapse
I can't really sell it with an upfront price because the game is still in development. The first two books and first four chapters of book 3 are available, which all amount to around 600k words on all paths, but the series will have 5 books or more, and I don't want to ask for the full price now, because it takes a long time to write these.
I had the game up on the amazon store for some time, but there were barely any downloads coming from there, so I pulled it out, because it wasn't worth the extra effort to port a new version for that store.
When the whole story is finished, I'm planning to put a full-priced version of the game on Steam, and maybe then I'll also consider some other stores, but that will be years from now.
Ok, good luck and sorry for noise.
Amazing story, enjoyable and fun. Must be crazy hard to keep up with writing it tho.
A song that kinda feels like it matches this is "Tabi no Tochuu (Spice and Wolf)" by AmaLee.
Barry (my one at least) is a crazy but smart guy focused on his aim, which I love.
Good luck with the rest of it, I'll defo be keeping up.
PS - You might wanna secure achievements by forcing over the cloud or something cause someone can get the books for free by editing the savefile as root.
This is interesting