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Show HN: 6 months ago I quit my job to pursue indie dev. Here is our first game

playadrift.com

81–90 of 341 posts

Re: Show HN: 6 months ago I quit my job to pursue indie dev. Here is our first game

#82
post #52

It looks very nice! Here is some initial feedback: - Even though it's bouncing, I didn't see the "play now" arrow, and went directly for the video button. You might also want a "Play now" button in the main button list. - In the video, I had to watch quite a bit of it to even know what the game was actually about. I would have liked if you showed me actual gameplay earlier in the video. Keep it up!

Thanks for the feedback, I think accurately portraying game mechanics is a challenge we keep try to solve. Any thought on a way to better convey how the game works?

Re: Show HN: 6 months ago I quit my job to pursue indie dev. Here is our first game

#83
post #67

Pretty great work with all the little touches. How were you able to write both the web version as well as the iOS versions? Did you have two different code bases, or did you use something like Phonegap or trigger.io? Were you in game dev before you quit to do this? And would there be a possibility of rotating the cube?

Id like to know this too, do you use some kind of JS wrapper for iOS ?

Re: Show HN: 6 months ago I quit my job to pursue indie dev. Here is our first game

#85
The puzzle is identical to 3D Logic: http://www.kongregate.com/games/AlexMatveev/3d-logic-2-stron...

Are you sure this won't be a problem?

Edit:

https://news.ycombinator.com/item?id=5332485

  Yeah, its a clone of an old shockwave game I played
  about 10 years ago and felt it would be perfect for
  touch interaction.
If you played it 10 years ago, it seems like a reasonable idea to clone it, but the fact that the old devs have been active may prove itself to be an issue.

Re: Show HN: 6 months ago I quit my job to pursue indie dev. Here is our first game

#86
I loved the demo! The 10th level had me stuck for a few. How many levels does the normal game have? It may be cool to include some text that describes that. Maybe like "Features 100+ levels. Try the first 10 below" or something like that.

Re: Show HN: 6 months ago I quit my job to pursue indie dev. Here is our first game

#87
Welcome to the App Store! I'm very impressed with what you guys have done in 6 months; it took me much longer to ship my first app.

Here's a little bit of feedback:

+ The graphics are super polished. Great work!

+ The touch interaction could use some work. Sometimes, I drag and I feel it colors squares that I don't want to color. Or it colors squares that I've successfully colored already, and it's not clear how I can backtrack. Take a look at path drawing games like Scramble with Friends to see how they handle backtracking.

+ I understand that advertisements are ugly and you want to keep your game very slick and polished, but... you are leaving a lot of money on the table. I would make your app a Universal Binary (add iPad support) and then throw an iAds/AdMob banner ad at the bottom of the screen. Then, make it very clear that if the user buys an IAP, that you'll remove ads forever. You can keep your iPhone version ad-free.

+ Why isn't your app just called "Adrift"? Was it taken already? "Adrift by Tack" looks a little clumsy, or err... tacky.

+ From appstorerankings.net, it looks like your keywords are "3d cube connect center adrift by tack". Center comes from Game Center, and Adrift by Tack comes from your title. So it looks like you don't use many keywords. As a new app on the store, I'd add more keywords like: puzzle, flow, board, etc. And try to find more unique ones where you might rank highly.

+ Good luck working the press! You've already done a great job with HN. :-)

Email me at {my_user_name}@gmail if you want to chat.

Re: Show HN: 6 months ago I quit my job to pursue indie dev. Here is our first game

#90

I wanted to share this with you guys because it's taken around 3 years of reading HN to really convince myself to quit my job and build my a business with my friends

You should charge for it.

I agree. Free demo on website + charge for app = profit... probably.

Does the website demo work on an iPhone (I don't have one to test)?

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