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TIGSource ForumsCommunityDevLogsButton Up! - Android and iOS - latest release: 13th March 2015
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oodavid
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« Reply #280 on: February 04, 2015, 04:55:46 AM »

Since the MVP (Minimum Viable Product) is out in the wild I figured now is a good time to talk about my long-term strategy, like everything you read online, this is just a snapshot of right-now; that is to say I'll be adapting and reacting as I go forward.

Release Cycle

I've noticed that the Google Play Store and (possibly) the App Store give extra weight to games that have been updated recently, it used to be that new releases took all the glory, meaning the window of opportunity to ride off a successful release was small, now this is less of a problem. This is excellent news for me as I'm a big fan of getting the product out the door ASAP. So I've committed myself to a regular release pattern:

Weekly Minor Releases

Every Wednesday I plan to release a new version of the game containing minor tweaks and changes, a prime example of these changes would be tweaked levels (based on user-feedback / analytics data), minor GFX changes (like the partially threaded animation in my last post). The purpose of this release is to make sure that I keep banging the drum of progress so that players know the game is under constant development.

Monthly Chapter Releases

On the last Wednesday of every month I will release a new chapter of levels, possibly with new GFX, play mechanics or other more complex changes. By promising myself that I do this every month it will help me stay focussed and that I reward my players for their continued support!

It might seem simple, but my editor has 2 "doomsday clocks" that notify me of impending releases:



Change of Routine

In the lead up to MVP, I've been happy to just smash away at my todo list, making sure the game runs smoothly, that the GFX are good enough etc. I know that post MVP will make different demands on my time so I'm documenting changes my routine needs to reflect different demands for the game, I've nothing solid just yet, but...

  • I must dedicate time to press-releases
  • I must have constant-contact with gaming networks
  • I must consider advertising
  • I must consider partnerships
  • I must consider non-english markets / translations

I reckon the split will end up being something like 50% development and 50% marketing. It'll be a shock to the system, but it must be done!

The randomly rotated buttons look nice. It's a small change, but i'm asking myself why did i not think of this and suggested it, some 'chaos' totally fits the new theme. Nice detail that matters. Smiley

Pulsing/rotation animation is too much. You could try to give the buttons a small spin while falling.

Oooh, I really like the idea of the buttons spinning when they drop, it's added to my todo list!
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« Reply #281 on: February 04, 2015, 02:00:07 PM »

Okay I think this will be my final comment I think.  So at level 21 you lost me.   The level was much too random.   In other words I just had to use my reset about 8 times before I could complete.   For me games  are about choice.  Hitting a random button for me is not fun as had no strategic value--I do find shifting buttons a bit more interesting.  You might want to consider a smart drop where the 3 and 4s don't hit the corners or sides.   Again great stuff.     
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oodavid
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« Reply #282 on: February 04, 2015, 02:27:24 PM »

@DoomVegan - yeah, you're playing the old game Molecule Match which is badly balanced, Button Up! however is much better, all that randomness in the level design has been tidied up:

https://play.google.com/store/apps/details?id=com.oodavid.buttonup

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oodavid
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« Reply #283 on: February 06, 2015, 03:24:12 AM »

Weekly Releases Suck Balls

So I've just encountered the first problem with weekly releases, Google Play is instant, Facebook canvas is instant, Apple App Store? Well, I've been waiting 10 days and still haven't had it reviewed...



In the interim I've already rolled out 3 minor updates to Google Play with patches, fixes and re-balanced levels, meaning that I'm left waiting for an already-out-of-date version to be live on iOS! There's no way to know what sort of policies Apple have about submitting a torrent of updates, I could imagine that I would get penalised for submitting updates before even the first version is released...

So with that in mind, I might go for fortnightly updates. Seems like a shame as I really like the idea of weekly sprints.

Development Ideas

I've realised that some people are struggling with the idea of imperfect patterns, so am probably going to invert the bad pattern so that it pops out. My hope is that the player could then see that their pattern isn't contiguous; ie: doesn't connect all buttons into a single shape:

WiP


Analytics

I have a tab on my "mega spreadsheet" with goals to hit for each month...

MetricRealityGoal
Installs278500
App Reviews2150
Facebook Likes126100
3rd Party Articles210

Since I'm only 6 days into the Month, this is looking great! I should definitely get the installs, probably the reviews (since that appears to be linked to installs), I've already got the Facebook Likes (awesome!) but lagging behind on the 3rd Party articles.

It's probably obvious that I've picked these metrics as they are a big part of the virality of a game, gaining traction is the first part, then momentum, then critical mass. Having a foundation of players is a big part of that process!
« Last Edit: February 06, 2015, 04:50:21 AM by oodavid » Logged


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« Reply #284 on: February 09, 2015, 09:37:10 AM »

There's no way to know what sort of policies Apple have about submitting a torrent of updates, I could imagine that I would get penalised for submitting updates before even the first version is released...
I think you have to abort the reviewing process and then can upload a new binary for reviewing. I don't think there's any penalty, as they've probably not even touched your app so far (some of the processes are also automatized).

Btw. welcome to the club, I'm also waiting for review. ^^
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oodavid
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« Reply #285 on: February 09, 2015, 11:08:40 AM »

Finally got the game reviewed for iOS! It's already a little out of date compared to Android, but all good! I'll submit the next version on Wednesday with various fixes, patcehs and re-balanced levels:



Even though it's been on the market for only 2 days, it's already generated $15.40 of In-App-Sales! If I can prove a trend in the coming months it will be a doddle to get funding for marketing! Happy happy days!



There's no way to know what sort of policies Apple have about submitting a torrent of updates, I could imagine that I would get penalised for submitting updates before even the first version is released...
I think you have to abort the reviewing process and then can upload a new binary for reviewing. I don't think there's any penalty, as they've probably not even touched your app so far (some of the processes are also automatized).

Btw. welcome to the club, I'm also waiting for review. ^^

Great news man! I've been following SwapQuest for a long time, really excited to have a tinker! Good luck Smiley

I always try to keep myself polite on forums and in the meat-world, but I had a sense of humour breakdown while chatting to Gavin (art) and Simon (audio) on Facebook about iTunes Connect, so here's an unlikely excerpt:

« Last Edit: February 09, 2015, 11:34:49 AM by oodavid » Logged


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« Reply #286 on: February 09, 2015, 11:59:21 AM »

 WTF

Hope you already have produced any offspring you wanted
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oodavid
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« Reply #287 on: February 09, 2015, 02:23:13 PM »

WTF

Hope you already have produced any offspring you wanted

I can only assume Apple have rights to my babies now.
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« Reply #288 on: February 09, 2015, 02:31:11 PM »

I really like this game!

One suggestion: list somewhere what score I need to get 3 stars in each level.

also, what are the lives for? I haven't lost any yet.
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oodavid
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« Reply #289 on: February 09, 2015, 03:04:02 PM »

I really like this game!

One suggestion: list somewhere what score I need to get 3 stars in each level.

also, what are the lives for? I haven't lost any yet.

Awesome! Another happy player! Have you rated it on the store yet?

TBH, the lives only start getting consumed after the first "free" levels, I don't want to scare people away... On my todo list is to make a screen just to show lives being consumed, it'll make the whole process a lot more obvious Smiley
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« Reply #290 on: February 10, 2015, 01:22:01 AM »

I have finally passed through the timed missions! I am currently on level 42 and I have to say it is bit frustrating.

At first attempt, I realized that I wasn't reaching the score requirement for the level and attempted again. Several attempts basically went 'Ok, that should be enough.' to 'Jesus, it barely missed the minimum requirement again!'

It seems I have no idea how the 'scoring' exactly works. I make vague estimation which seem to fall short multiple times. Even though the timed levels were challenging, I was always aware of I had less than 3 seconds to solve this level. On these levels, however, I don't exactly know the minimum points requirement, how many points I have, and how many buttons I need to 'button up' to pass the level.

I think it would really help the game if the game had proper 'score bar' rather than what the current game has in order to convey what players need to accomplish. It would also help if the game also showed the potential points the incomplete chain will yield.
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« Reply #291 on: February 10, 2015, 06:36:18 AM »

Hey, just passing by. I've seen your signature many times on the forum and always had hard times understanding how the games works just by looking at the image. Now that these are clearly buttons, it makes a lot more seen and I was able to tell how the game works just by looking at your signature.
So yeah, great improvement on that point, it makes the whole thing a lot clearer considering first impressions.
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oodavid
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« Reply #292 on: February 10, 2015, 09:11:05 AM »

Still rocking a solid rating on the Play Store:



I'm a bit upset by the 1* rating, not because it's bad, but because they didn't leave feedback, what did I do?

Woooop! Just checked iTunes Connect... MOAR SALES! A couple of weeks of this and I'm calling "trend"...



@Faktori - You've experienced my biggest problem; explaining the concept of the game, once people have that "aha" moment they seem to really enjoy it, but before that? All blank stares!

@Hoonster - Go BIGGER! Use all the buttons if you can find a way! But yeah, I think a proper "score bar" could be on the cards, it would just be a matter of designing it to be legible at a small size... I'll put the thinking cap on.
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« Reply #293 on: February 10, 2015, 10:29:54 AM »


Awesome! Another happy player! Have you rated it on the store yet?

TBH, the lives only start getting consumed after the first "free" levels, I don't want to scare people away... On my todo list is to make a screen just to show lives being consumed, it'll make the whole process a lot more obvious Smiley

Yeah, I rated it.

Anyways, I'd like to also note that even if i search by the exact name of the app, your game does not show up [Play Store]. I had to use the direct link to the app from the OP. Not sure what the problem with the search is.
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oodavid
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« Reply #294 on: February 11, 2015, 03:14:47 AM »

This is a crosspost from the GameClosure forum...

Brian Austin (jokingly?) asked if I have 100 wives as I've had a few downloads, while songs have been sung of my charm and wit I only have the 1 wife, while she's pretty badass, it still counts as just 1. Oh and a dog, and 4 lodgers.

Like many on this forum, I'm primarily a coder, however I do have a background in finance, economics, franchise models and various business goings-on (my job is a sort of hands-on programmer with a focus on business efficiency, it's complicated to explain here).

Anyhow, I thought it pertinent to talk about my plan now that I'm out of the starting blocks. The game? Button Up!

The game in it's current state is the epitome of JEDUF and MVP - it looks ok and it works. Of course I would love to have a full-time designer that could sweat the details, of course there are bugs, issues, missing features and glaring omissions from my original design. But I can live with those.

I really want to make a living off this game, and that means getting a big userbase. Everything I've read says that the key is to getting the K-Factor right, bang the drum of marketing and advertising, make sure there is regular content updates and that the brand is tight, that'd all be easier if I had a budget and hands-on skills in these areas, but I don't. So the next step would be to find investors or get a loan, which I can't do because I can't prove the game sells, I can only prove the game sells by having a big userbase... Do you see the issue? Catch-22.

Set yourself goals, deadlines and a date to QUIT


Part of my "Mega Sheet" on google drive (click to view)


The most important thing for me is to have a "Make or break" date, if I don't hit my targets by the 1st of July, I'm going to ditch the game and do something else.

It might sound like lunacy, but I believe it's vital to have this clause in your gameplan, go off and read about the "Sunk Cost Fallacy" and you will understand why. But more than understanding the nature behind our decision making logic it also lends a sense of urgency, there's nothing like the pressure of a deadline to get shit done! Also, my wife is happy having knowledge of the path ahead.

The 5 goals explained (a little):

  • Installs
    No explanation needed? I will eventually break this into the usual MUU, MAU, DAU
  • App Reviews
    So people are confident about the quality of the game, I should try to reply to as many reviews as possible so people can see we are active
  • Facebook Likes
    So we have a way to communicate with our players and fans, and to create installs
  • 3rd Party Articles
    So people can hear about the game from reliable sources, will create installs
  • Revenue
    So I can make a living!

I have a hunch that Google uses their usual search-engine logic to contribute to the ranking of games as well as the obvious ones: installs, reviews and revenue. I've read that Apple prioritises revenue above all other metrics, which makes sense. The metrics above might seem a bit disparate, but I'm treating the whole thing as a distributed exercise in SEO.

A Change of Routine

Making a game is just the first part of a long journey, the next bit is sales, marketing, branding, growth etc. you know, running a business. You've undoubtedly have read that "marketing is a marathon, not a sprint" and I can agree with that on an anecdotal level, it also applies to the other areas of business life.

With that, my routines must change, it's no longer good enough to bash out code all day, nossir, now it's press releases, marketing, finances and (to an extent) HR.

The Old Routine:

  • Planning
  • Coding
  • Forums
  • Walk the Dog - I generally don't do lunch, dogs are better anyhow
  • More Coding
  • Forums

Current Routine:

  • Planning
  • Contact Indian Websites
  • Contact UK Websites
  • Walk the Dog
  • Coding
  • Forums
  • Contact US Websites

I'd estimate I'm doing about a quarter of the coding as I used to, which is OK, it just means that changes to the game will be slow to fruition, however I hope to be more suitably knowledgable about prioritising tasks with regard to marketing needs. Over time I hope this routine will evolve into something that is maybe 50% programming and 50% management (assuming other people are on board doing marketing work).

The K-Factor and your To Do list

So you have a mega todo list. Good work. Now you need to prioritise it in a logical manner.

Almost from the beginning I've been assigning K-Factor values to the items on my list so I know how to best prioritise my goings on. For those who don't know, the "K-Factor" is a value you can assign to a game that describes it's "virality", a high K-Factor means your game will grow in existing demographics and spread to new.

Below are some real items from my list, they're in order I would consider their relevance to the K-Factor:

  • Share Progress on Facebook
    This is great for the K-Factor, it means the friends of the player can see the game, if the story is good, they might install the game!
  • Local Notifications - tell the user they have full lives etc.
    This is pretty good, we want to make sure our existing players keep on playing!
  • Cache AJAX Calls - so they work "eventually" when data is activated
    Makes our data more reliable, thus helps us measure more accurately, useful
  • Feedback System
    It would be great to know if levels are too hard / easy, or that there's a bug - it sounds as though this might be a distraction from agreed goals
  • Add an about-us on the menu
    This adds precisely nothing to the K-Factor it's an ego boost at best

In this way I think it's possible to doze through a mighty long list without losing sight of your goals.

PS - I've a half finished article that explains this in detail, it will appear in due course.

Internationalisation

Everything I've read tells me that games that are available in the native language of the player tend to fair better regarding uptake and sales. I'm still undecided about when to do this as the game is still evolving; I don't like the idea of re-translating the game, or having piecemeal translations...

The cost element shouldn't be a huge problem as I'm blessed with a lot of exotic friends; the lodgers we have at home are: Italian, Afghan, Bulgarian and Egyptian/Pakistani, I also know: a few Germans, a Frenchman, a Russian family and the local university is twinned with a Malasian uni, so we have that too.

It's on the list, and will be addressed once I'm confident a paradigm shift doesn't knock everything we have for six.

Black Market Deals

On a bit of a side-note, take a look at our first week of Google Analytics data below... something's not right, 4,777 users? That's way off the "official" figures on Google Play (380). After a little research I now understand that Play Store content is replicated into multiple other markets, notably Chinese Android phones aren't bundled with Google Play; players there tend to use one of these alternative APK markets. Essentially I'm happy that it's popular in China, but I'll have to find a way to monetise there - if they go to purchase something my guess is that the alternative market either takes all the money or the purchase simply fails.

So that's pretty high on my list... but complex? Possibly!

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oodavid
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« Reply #295 on: February 11, 2015, 04:15:20 AM »

Anyways, I'd like to also note that even if i search by the exact name of the app, your game does not show up [Play Store]. I had to use the direct link to the app from the OP. Not sure what the problem with the search is.

Yeah, there's a bit of competition for the terms "button" and "up" appears just about everywhere... It'll start to rank higher and higher with each install, purchase and rating, so I hope it will sit at the top spot for a while. If not I'll have to add a strapline... "Button Up! The land of fabric." or somesuch.
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« Reply #296 on: February 12, 2015, 06:11:46 AM »

Months ago it was agreed that Simon and Gavin would take a 10% share of any profits, on account that their contributions are infrequent.

We were discussing this yesterday and I thought it absurd for the early days when income is low. I mean, we'd have to be raking in the cash before they earned anything worth their time, so I've created a sliding scale for revenue share. This "banded" model means that in the early days they take a much higher percentage to help make up a basic living wage, the share decreases as more money comes in.

In this way I hope to build a team that can survive the initial startup period without causing problems at a latter date by removing any doubts about agreed revenue splits.



It's essentially the same logic as banded tax, and it get's equally nuts with bigger numbers.




So regardless of how the game performs, we'll be happier for agreeing the revenue split up front!

Nota Bene - If people are getting bored of the new business-centric posts, just holla, I'm happy to get back to game development
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« Reply #297 on: February 12, 2015, 07:34:09 AM »

Nah, I like them. Also, very thoughtful of you to realise that with low-income schemes they get screwed over, and fixing that.
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« Reply #298 on: February 12, 2015, 08:52:15 AM »

Nah, I like them. Also, very thoughtful of you to realise that with low-income schemes they get screwed over, and fixing that.

What can I say? I'm just that kind of guy.

Well, maybe... it's in my interest to have a team who are committed and work like packhorses.

If you're enjoying the business posts I may one day publish our chat conversations. That would be candid.
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« Reply #299 on: February 12, 2015, 12:40:50 PM »

I actually really like the business posts, especially seeing the revenue you guys make! :D
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