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

playadrift.com

191–200 of 341 posts

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

#193
post #92

Earlier quoted context omitted.

This game is really fun. Congrats on that.

Yeah, I got to level 9 before I had to pull myself away. Good work.

You mean totally unwinnable I'm so mad right now I can't see straight level 9?

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

#195
post #16

I really like the look of this. Any plans for an Android version?

absolutely, its probably our highest priority for the next month or so, we focused on just iOS for release since we have a small team.

Please post an update to HN when you release the Android version.

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

#197

Earlier quoted context omitted.

> If you stand by it, why not attach your real name to it? Seriously? You don't understand why not?

Since it is obvious he does not – and you give the impression of possessing some kind of explanation – why not directly explain your view of it to him instead of asking snarky questions that you already know the answer to? It is a much more meaningful way to advance the discussion.

Excellent comment, a very meaningful way to advance the discussion. Please post more of the same, more often.

Also you may want to look up "rhetorical question" when you have a spare moment.

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

#198
post #97

Earlier quoted context omitted.

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.

I sympathise with you 100% from first hand experience as an iOS dev[1] on the ad front. As designers we want our products to be beautiful and "pure", and for every single user to love the experience of using our app. You have to remember though that at the end of the day you want your company to do well and provide some sort of return on your investment.

Having said that let me give you some numbers which you can correlate to your download figures to come up with an estimate of how much ad revenue you are leaving on the table. Today you can expect your ad revenue to be about 3-10 USD per 1k bootups. Maybe more if you do some ad mediation between networks to increase fill rates[2] but this is a realistic estimate. This is from personal experience using Chartboost and revmob. To achieve a steady 1k daily bootups, you will need about 150 downloads/day. This is a steady state equilibrium I've found true for my apps, it takes into account new user acquisition rate and churn rate (which is surprisingly high, from my stats only about 80% of users will even open you app, and of those 80% only 30% will open it on the next day, after 30 days you can expect about 5% of users to still be using your app).

There's a lot to be said about App Store monetization but take these numbers into account when considering whether to ad ads to your app. Btw all of the above is for full screen interstitial ads shown once on app launch. And honestly most users are ok with tactful ads that don't interfere with the user experience (predictable and consistent positioning out of the way of gameplay--e.g. at app launch or between levels/after you "die"), I can tell you I've never had a bad review because of ads.

I just wanted to give you some advice re. ads as it's something I emotionally struggled with at the beginning, and I'd hate to see a talented team like yours not get the results you deserve, esp. by leaving money on the table.

Cute game btw!

[1] www.goonbee.com [2] www.github.com/lmirosevic/GBAds

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

#199

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 stor…

I'm not sure cheating helps as much as it used to, and even so is a poor tactic and will possibly get you banned. That said, Apple's App Store is an absurdly tough market in the U.S. When your game goes live, it needs to be at its best, and even large gaming companies have trouble getting games out there that do well, even with significant legitimate ad spend. Here are some ideas, based loosely off of the experience…

Far better advice than I gave, and far more timely. This fellow has more recent info than I, I'd bet.

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

#200

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

It's a fun game and has a great style. Great work!

I'm not sure how making a game for free is a business, but still, best of luck!

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