"When you release games in MAY (Shuriken Block) and JUNE (Flappy Birds) that have a non-existant launch, then magically lift off 6 months later, it looks weird. Especially when your other games coincidentally all do so at the exact same time as well."
Flappy Bird is proof that no one knows what the audience wants
51–60 of 149 posts
Re: Flappy Bird is proof that no one knows what the audience wants
#52I have been wondering if the developer has made much money from the app at all really. In spite of the overwhelmingly vast number of downloads, the adverts only show whilst you are playing the game. Aside from the momentary lag when they appear, most users probably don't even notice them because they are concentrating so hard. Users are almost guaranteed to pay the adverts no attention lest they risk the possibility…
Re: Flappy Bird is proof that no one knows what the audience wants
#53Earlier quoted context omitted.
Good for them, it is always nice to see indie developers succeed. I didn't mean to come across negatively, if that's what your disparaging quote was inferring.
As someone who has a tendency to read negativity into neutral comments on the internet, allow me to point out that there's nothing in the GPs comment that suggest that it is disparaging. It is actually extremely matter of fact, and even helpful (even though it contradicted part of your original statement). Sure, the quotation could be read as snarky, but that's only because there are a lot of shitty, snarky people on…
Re: Flappy Bird is proof that no one knows what the audience wants
#54I haven't played Flappy Bird, but it seems really similar to a helicopter game that was inordinately popular in my middle school 10-12 years ago. It looks like it's still up. http://www.addictinggames.com/action-games/helicoptergame.js...
I might be wrong on this one, but as far as I remember, the originator of this type of game is "The Infamous Worm Game": http://www.youtube.com/watch?v=4OjeFYNq05k Sadly, the original site that hosted it just has a "Java Applet" placeholder there now: http://www.liquidcode.org/worm.html It had a very good balance between difficulty and frustration. Or in other words, I wasted a lot of time on it.
Re: Flappy Bird is proof that no one knows what the audience wants
#55Re: Flappy Bird is proof that no one knows what the audience wants
#56I haven't played Flappy Bird, but it seems really similar to a helicopter game that was inordinately popular in my middle school 10-12 years ago. It looks like it's still up. http://www.addictinggames.com/action-games/helicoptergame.js...
https://web.archive.org/web/20020604072320/http://www.seethr...
The main site is now spam, so don't visit it, but archive caught the original and most of the diary pages, which are an interesting read.
Re: Flappy Bird is proof that no one knows what the audience wants
#57The audience is whatever flavor of the week all the sheeple are downloading to be cool and fit in with their friends. I have never played nor downloaded angry birds flappy bird or W/E
Re: Flappy Bird is proof that no one knows what the audience wants
#58My kids had this game on their ipad. They asked me to have a go at it, I had a look, started playing... 30 minutes later "Dad can I have my my ipad back". Seriously I was hating that game, but the desire to beat my kids score outweighed my frustration at some of those issues (hitbox of the pipes etc). I HAD to beat my previous score, I HAD to master the delicate touch required to precisely navigate those pipes. It's…
It looks and feels like those previous helicopter games where you hold to accelerate up. But it's very different, in that, you top to give the bird a sudden impulse. This is much harder to control with precision.
That's where it's addictive nature comes from... It's deceptive as in "oh I know how to play this kind of game, I can do this!" but in reality it's way more difficult that you estimate it to be.
Re: Flappy Bird is proof that no one knows what the audience wants
#59Yes, VVVVVV taught me that.
Re: Flappy Bird is proof that no one knows what the audience wants
#60This is an interesting point on the rise of Flappy Bird: http://www.bluecloudsolutions.com/blog/flappy-birds-smoke-mi... "When you release games in MAY (Shuriken Block) and JUNE (Flappy Birds) that have a non-existant launch, then magically lift off 6 months later, it looks weird. Especially when your other games coincidentally all do so at the exact same time as well."