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

playadrift.com

121–130 of 341 posts

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

#121

Not to detract from the fun of the game, but I get a strong feeling that this is probably a very studied problem in topology - and that thought keeps on nagging me to write a solver script :)

Yes in fact I've spent the past 6 months thinking about whether i could build a level generator that can verify and solve the levels too. The way I see it, with a simple 5x5x5 cube with 5 colors on it, the number of possible combinations to check is 75^5, which might take awhile to brute force, so there needs to be a intelligent way to map lines.

My thoughts: what if you select the initial 5 colors, then recursively "extend" one of the colors in one of three possible directions. The sum of results is your level-space. Store results in a DB. Then, select all levels that have a)cell coverage of 85%+ b)min path length of 5 on all paths.

In order to cut down some of the search, you can make the recursion smarter (e.g. extend one color at a time, early cycle / impossibility prediction, etc)

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

#122
Looks very nice and polished. I downloaded your app and played it for a bit. I would have paid for it after being able to play the web version and knowing what the app was about. An IAP upgrade would be cool if you decide to put ads on it. I would upgrade in a heartbeat.

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

#123

I only played a few levels so far, but I really enjoyed it. Excellent concept. I would probably buy it if it was available on Play. Some feedback from my experience playing the HTML5 version on a computer with a mouse (Firefox 19) and on an android smartphone (Chrome 18): - On both platforms the "LOADING" message does not go away after hitting "close" on the little instruction cloud, and the level does not load. Only…

thanks for feedback, i think we have bugs with asset loading in the playable demo but I haven't been able to easily debug it

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

#130
Hey guys, thought I'd throw in my 2-cents as an Independent Games Festival judge, and as press.

First of all, your presentation is terrific. Great art and sound. Top notch, feels like it came from a very talented team. With this game on your resume, you've got a great future ahead of yourselves.

Now, the bad part: from a gameplay perspective, your game is not unique enough to win out on its own merits in any app store. If you have any money left, spend that cash on those awful, dark-alley fake review and promotion services. Take all of Ronyeh's advice, it's excellent, but you can't stop there. To succeed today in the app stores, you have to cheat, so go buy some reviews and downloads so you can raise your ranking in the store. It's a self-fulfilling cycle: higher rankings, more sales.

There is an awful lot to be said for this being a complete game with a pleasing experience, but there are already a dozen games with similar gameplay in the AppStore. though yours may be the most polished, sales of games in AppStores are less about quality and more about cheating to get more sales, or having a juggernaut that's already on top, like Angry Birds.

That being said, this is a perfect game to hang such cheating tactics around: it looks the part and sounds the part of a successful game, and it doesn't go the easy route of copying Angry Birds in every single interface window. Compare that to, say, Hill Climb Racing, a top ten app store game that looks awful and is infested with spyware.

But I think the best advice I can give you is to add some sort of meta-layer to your game. The fundamental gameplay is interesting and often challenging in the right ways, but there's no uniqueness factor. Perhaps adding some type of incremental reward for the puzzles. Completing a puzzle without reset gets you some form of currency, which can then be spent on customizing your hot air balloon, or on some form on in-game assistance. Think Dungeon Raid. Most mobile game companies just implement the puzzle and are done with it. The real stand out games take those simple puzzle interfaces and layer complex game elements triggered by successes and failures in the puzzle game.

Keep up the good work. You're obviously talented. You'll make money at this, but you can't rely solely on the press and the quality of your game. You have to game the app stores to succeed.

Oh, and when it comes to press, I really don't have any good advice. Try to find some small outlets to work with because the big guys will ignore you, and do so in a mean and churlish way. It's sad to say, but the gaming press these days are mostly retarded monkeys with no idea what it actually takes to make a game. Yer not going to get to the front page of IGN, so don't waste time trying. Find some small app store review sites no one has ever heard of and be nice to them. They'll give you a bigger bang for your buck.

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