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

playadrift.com

101–110 of 341 posts

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

#101
You forgot about "colorblind users"! Best and easiest way to make the game accessible for people with color vision deficiencies would be to also use a unique symbol for each color and a variation of the same for the connecting tiles.

Very nice presentation!

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

#103
post #96

Earlier quoted context omitted.

You should charge for it.

He/she probably can't. The concept is not new. Here's a flash version of the same game. it is a few years old. [1]: http://www.addictinggames.com/puzzle-games/3dlogic2.jsp

Who says you need completely novel gameplay mechanics to charge money for an app? Surely more polish, hand-built levels and an app are sufficient. Whether OP would make more on ads or IAP remains to be seen, though. An IAP to get more levels would be a good way to hook users.

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

#105
post #96

Earlier quoted context omitted.

You should charge for it.

He/she probably can't. The concept is not new. Here's a flash version of the same game. it is a few years old. [1]: http://www.addictinggames.com/puzzle-games/3dlogic2.jsp

I saw someone charging for a game based on the exact same principle last week. No reason not to.

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

#107
post #97
post #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 ca…

Additionally: Since you already have a web-playable version of the game, you should have a feature where a user can share a puzzle with a friend. Once they complete a challenging puzzle, say something like "Congrats. You demolished that puzzle! Want to share this with a friend?" Then when they hit the FB/TW share icon, you can share the same exact puzzle ( http://playadrift.com/?puzzle=3653 ) as a link. This will imp…

Thanks for all the feedback, it's all really good advice, We've gone back and forth on the ad thing and we're still not sold on whether to integrate them or not. The game was written in cocos2d, and I wrote the initial prototype in html5, so thats whats being used on the website. Also yeah "Adrift" was taken as an app store entry, so we had to figure out something else for the title, I agree its a bit clunky.

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

#108
post #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 ?

Nope, Web is all custom, iOS is all native, but the data format for the levels is shared.
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