chickdigger802
Banned
Anyone see the announcement for Real Myst that comes out Thursday? It looks...Kind of exciting. Will be buying!
A better looking myst won't make it any less terrible though.
Anyone see the announcement for Real Myst that comes out Thursday? It looks...Kind of exciting. Will be buying!
is it possible to stream ipad to appletv via airplay and control via iCade?
I know you want more general commentary on iOS dev viability, but some quick comments below on things you could do that might help Brainsss specifically (excuse me if I come across a little blunt)
- your icon needs to stand out more and be more polished. It is too muted amongst other icons on the store.
- the first line of your iTunes App Store text should be a creative/marketing line which tries to hook the player in and speaks to what the game is, not a compatibility warning.
- put some text callouts on your App Store screenshots that highlight the features of the game (you note screens are an issue on the website already).
- a $2.99 price point is a tough ask as a paid download. Plants vs Zombies can get away with it because it has brand recognition and Popcap's traffic behind it. You should experiment with pricing such as dropping your game to 99c or free (given you have IAP). It doesn't appear like you have done so yet via AppShopper.
- if you aren't converting many people with the IAP, consider dropping the price points of the IAP drastically.
- if you do end up switching your game to free, try to have an update out there first which includes Facebook and Twitter functionality to improve virality.
- beyond that, the paid model is in general becoming harder and harder on the App Store. You may consider moving your game free to play permanently over time. Any new apps I would design with that business model in mind.
- if you can get your game across to other platforms like Android for a low incremental cost, then you should consider doing so (I note you mention this on the website).
In general, the App Store (and mobile in a broader sense) is becoming a harder market because consumer expectations and the quality bar for entry and value for money are going up. It is becoming increasingly competitive.
In order to be successful, you need to think about your business holistically rather than one game at a time. Think about each game and how the design supports the business model and vice versa, how you can fund multiple products to build up a portfolio, think about how those products can build and share a userbase, and think about how that content can be leveraged to deliver increasing revenues over time.
You've learned a lot from your first title, so use that to improve this game and have a better start to the next.
Hope this helps.
Congrats to the halfbrick boys for winning an apple design award for jetpack joyride
Try to play a little more at least until you get some faster cars. It's definitely one of my top iPad games.Wish I didn't buy DrawRace 2, even for $1 I feel ripped off. I figured you "drew" the race line as the race was going, not before, and then just watching (basically) the cars go around, and with no collision with other cars. I dunno what people see in that game, but I think it sucks.
Wish I didn't buy DrawRace 2, even for $1 I feel ripped off. I figured you "drew" the race line as the race was going, not before, and then just watching (basically) the cars go around, and with no collision with other cars. I dunno what people see in that game, but I think it sucks.
It seems simple, but it's a game with a lot of depth. Turn the sound on, and try varying the speed of your drawing, slowing to hit the brakes, and speeding up to rocket out of curves. The sound effects give you real time feedback (you can hear when your tires lose grip). I love the way the game allows you to perform, then see the fruits of your labor. Definitely one of the best iOS games out.
Is there really no way to "rewind" or fix your racing line while you are drawing it? Its really annoying to fuck up the line, and then having to redo the entire thing. Honestly, I just don't think the game is for me. I definitely don't see how it is anywhere NEAR "one of the best iOS games".
Is there really no way to "rewind" or fix your racing line while you are drawing it? Its really annoying to fuck up the line, and then having to redo the entire thing. Honestly, I just don't think the game is for me. I definitely don't see how it is anywhere NEAR "one of the best iOS games".
Is there really no way to "rewind" or fix your racing line while you are drawing it? Its really annoying to fuck up the line, and then having to redo the entire thing. Honestly, I just don't think the game is for me. I definitely don't see how it is anywhere NEAR "one of the best iOS games".
I'm thinking about doing that, too. Except with the HDMI adapter and perhaps an actual BT control pad (as opposed to the iCade). Basically then, you have the worlds most portable emulator (provided you're jailbroken, of course).Yup. Haven't done it myself to test but I've read that it can be done. iCade is just basically a bluetooth controller.
If it makes you feel any better, it never clicked with me either (and I love racing games and working out racing lines!). Grabbed it on day 1, tried to enjoy it but never actually did.
Like most racing games, Draw Race expects precision on the curves and doesn't let you rewind to fix mistakes. It's a skill game, and you have to work to get good at it. Sounds like you don't have a lot of patience.
The problem with this is instead of having a max speed your car can go, guess what, your finger can move as fast as you want. You don't have any direct feedback. I think if I wasn't into racing games, perhaps I'd enjoy this game, but I just don't see the appeal.
I know you want more general commentary on iOS dev viability, but some quick comments below on things you could do that might help Brainsss specifically (excuse me if I come across a little blunt)
- your icon needs to stand out more and be more polished. It is too muted amongst other icons on the store.
- the first line of your iTunes App Store text should be a creative/marketing line which tries to hook the player in and speaks to what the game is, not a compatibility warning.
- put some text callouts on your App Store screenshots that highlight the features of the game (you note screens are an issue on the website already).
- a $2.99 price point is a tough ask as a paid download. Plants vs Zombies can get away with it because it has brand recognition and Popcap's traffic behind it. You should experiment with pricing such as dropping your game to 99c or free (given you have IAP). It doesn't appear like you have done so yet via AppShopper.
- if you aren't converting many people with the IAP, consider dropping the price points of the IAP drastically.
- if you do end up switching your game to free, try to have an update out there first which includes Facebook and Twitter functionality to improve virality.
- beyond that, the paid model is in general becoming harder and harder on the App Store. You may consider moving your game free to play permanently over time. Any new apps I would design with that business model in mind.
- if you can get your game across to other platforms like Android for a low incremental cost, then you should consider doing so (I note you mention this on the website).
In general, the App Store (and mobile in a broader sense) is becoming a harder market because consumer expectations and the quality bar for entry and value for money are going up. It is becoming increasingly competitive.
In order to be successful, you need to think about your business holistically rather than one game at a time. Think about each game and how the design supports the business model and vice versa, how you can fund multiple products to build up a portfolio, think about how those products can build and share a userbase, and think about how that content can be leveraged to deliver increasing revenues over time.
You've learned a lot from your first title, so use that to improve this game and have a better start to the next.
Hope this helps.
Since I'm already posting today: Anyone who enjoys a good Roguelike should check out Cardinal Quest. Super streamlined and charming appetizer-sized RPG for busy grown up people.
http://youtu.be/BWCoE8aXgks
PS: How in the world do you embed a YouTube video in a post?
Yes, but if you listen to the sound, it's very easy to hear when you've reached maximum speed, silly. And, guess what, there are many non-physical feedback cues we have to put up with on a touch screen. Your finger always moves as fast as you want (and to wherever you want it to go!)
As far as I know you don't specifically embed YouTube videos, but the mobile site will automatically convert YouTube links into embeds.
Waitwait "we"? Congratz on the great game!
I just also want to add that the game is also a lot of fun for local multiplayer in hot seat mode, IMHO one of the best on iOS for that modeeveryone draws and then you see the results, it's pretty neat to see whp got the best line/speed
I have to agree with most people here, the fact that you can't rewind (neither can you in other racing games if you overestimate your speed) and are bound by what your finger does is a big appeal, it forces you to really get into the game, and as it goes on you get a much better feel for how fast and with what line to get into curves. It's definitely one of the most innovative iOS games I own, if not one of the best.
Yep. Which, oddly enough, makes the mobile site slightly better than the actual site.
Pretty excited about Pocket Planes from Nimblebit coming out on Thursday, I was really addicted to Tiny Tower for quite a while and this game sounds like it has a lot more depth.
Oh shit, really? Didn't realise it was coming so soon.
Bye life.
Is anyone making an official thread for Pocket Planes? Should we use #NeoGAF as the name for our flight crew?
Is anyone making an official thread for Pocket Planes? Should we use #NeoGAF as the name for our flight crew?
Yep. Which, oddly enough, makes the mobile site slightly better than the actual site.
Haha I wishOh look! A volunteer!
Pocket Planes tomorrow night. Oh fuck. RIP Vita and everything else
http://www.insidemobileapps.com/201...es/?utm_source=twitterfeed&utm_medium=twitter
Pocket Planes tomorrow night. Oh fuck. RIP Vita and everything else
http://www.insidemobileapps.com/201...es/?utm_source=twitterfeed&utm_medium=twitter
Pocket Planes tomorrow night. Oh fuck. RIP Vita and everything else
http://www.insidemobileapps.com/201...es/?utm_source=twitterfeed&utm_medium=twitter
Pocket Planes tomorrow night. Oh fuck. RIP Vita and everything else
http://www.insidemobileapps.com/201...es/?utm_source=twitterfeed&utm_medium=twitter
A new Flight Crew mode also allows players to team up simply by entering the same crew tag in the game and then compete in large-scale time-limited events for in-game prizes such as special aircraft.
Besides the Flight Crew component and the ability to trade plane parts with friends, Game Center leaderboards allow players to compete against one another for the peak value of their airline, their experience level, the total number of miles flown, the total number of flights completed, the longest flight and the most profitable flight.
Time to start adding GC friends!! add me: panama chief
Pocket Planes is not as good as Tiny Tower.
It's my understanding that you do not need GC names for this one. It should all be going through flight crews, right? As long as we all set our crew to #NeoGAF we should all be in the same group I think.
Tiny Tower was so boring IMO. Will skip out on this then, I guess!
I'm just trying to stomp your game boners into a bloody pulp. : ) Embargo is up late tonight, I think? I'd wait for less cynical impressions.