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

playadrift.com

221–230 of 341 posts

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

#222

Great work. The fact you can play it straight away on the website is great, I'm not really a games player but I quickly got hooked. Out of interest, do you make the levels by hand, or do you have a script to generate them? Would be interesting to know the rules for a valid level against an impossible level.

We made the levels by hand, writing a script to generate and validate levels is still an interesting math problem I would love to tackle if i had the time, its just very difficult from the limited attempt I made.

Your game struck me as pretty similar to "Crazy Cube", a fairly popular flash puzzle game. I'm sure it's crossed your mind(s), but if you used an entire three-dimensional cube like that you could probably get even more permutations for levels. Just a thought :)

Edit: Ah, didn't realize you increased the density of squares on the cube as levels progressed. Very nice.

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

#224

loved it, all 10 levels. I wish you can undo a color so it can be neutral (grey again). But I realize you can repaint it with another color while you're in the middle of dragging, you just need to drag a diff color to the mess up paint.

You can drag a 'clear' color over colored tiles to clear them again.

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

#225

Earlier quoted context omitted.

Hey, look at the top ten apps on both app stores, then come back here and try not to be cynical about anyone's chanced of succeeding there. I've seen numbers on sales in the app stores. If yer not in the top 25, you might as well not even be in the app store, from a meaningful revenue perspective. There are very few exceptions, as far as I know. One possible one would be any app that's $20. Those probably make money,…

Regarding the top 25 meaningful revenue... this all depends on your team size, does it not? If you are solo or a team of 2-3, you need a lot less revenue than a big company. We're almost done with our slot machine game for iOS (lame, I know), but we only have 2 people, and we definitely don't need to be in the top 25 to make some real money (that can fund new, "real game" projects).

Do some reading to figure out what kinds of returns you can expect. I've seen 1 and 2 person teams basically able to replicate a medium income job. That's great if you can make it sustainable, but I don't think anyone's getting rich outside of the glamorous world of a few big indie titles.

http://thegamebakers.com/money-and-the-app-store-a-few-figur...

http://www.gamesbrief.com/2011/08/selling-an-iphone-game-the...

Or really, just use this link:

http://www.pixelprospector.com/the-big-list-of-game-revenue-...

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

#226

Earlier quoted context omitted.

which browser are you using?

this got me too. I clicked the arrow, not what it was pointing at.

i had to refresh and all worked fine, but yes, this happened to me as well, the "cube" game play area never loaded first load. Chrome 25.0.1364.155

Either way, fun game. Great work.

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

#228
post #12

What is your monetization strategy if you have one? Ads? Free now but paid in the future?

For now the strategy is to avoid ads on iOS and sell in-game level packs, however I'm not sure how well that model works on android, I'd love to know if anyone has thoughts on that, it seems most people just do ad driven games on android

There are so many free things on Android that it's hard to get myself to try paid for games. The exception is games that I get to know through some other source, like your excellent web page with live demo.

I'd pay for this game on android, but paid level pack would also work for me.

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