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Posted

Hello Everyone,

We're new to the indie development scene and released our first game few days back.

The game is called ROTO: A Simple Circular Puzzle and is available for Android Devices.

The game has won a few awards since it's prototype stage for it's simple, yet engaging gameplay.

You can check it out here:

https://play.google.com/store/apps/details?id=com.lucidlabs.roto

Give me your thoughts about the game. I'd appreciate that.

Also, what advices do you have for a new startup. I have different questions ranging from What parts do I need to concentrate on? What different ways can one use to get their game to public? to all sorts.. Any and all advices are welcomed. Also, if you're finding any problem with this game, please notify me.

Posted

Not like I'm the best person to give you adivce. I can hardly live off the money I've made independantly making games. 

 

That said, if you have everything you need to make games and enjoy doing it avoid expanding too much. You don't want to find yourself focusing on operations when what you really want to do is make games. 

Posted

I like that game. Ill try to download.

i just think the stars are a little off your art direction. You could use other symbol than star or try to make stars more simple and stylish as the rest of the game. But seems cool and simple to play (like, hundreds, eliss, that kind of stuff)

Posted

I'll keep the feedback in mind. We've planned more chapter packs and your suggestion would be helpful for that.

Any idea how I can get media/news websites to review the game? Is it a paid thing?

Posted

Some reviewers ask for money, some don't. This might be a useful resource for you to learn more about how to get PR and market your game on a shoe-string budget: http://www.pixelprospector.com/indie-resources/#marketing

 

You'll fight an up-hill battle without a marketing budget or an excellent presentation/very original mechanic that gives you those sweet Apple features. You could try adding viral hooks to your game like "pay with a tweet/like" and video replays via Kamcord or Everplay. Check out "Skyline Skaters" for devs who do this well.

 

Maybe get some input on the app's description ("Lose yourself in a world full of balls" sounds unappealing to me). Make sure to mention awards, great reviews and depending how much time you have: add keywords that will make users stumble upon your app easier.

 

Add a simple analytics suite and optimize the game but make sure that the data you're looking at is statistically significant. If the metrics are nowhere close to where they should be: kill the app and move on to the next one.

 

Btw. I tried the game and while I'm OK with video ads I found the placement to be rather annoying. Almost every time I navigated to the menu, a video ad was triggered. I'd consider moving them to the beginning of every 3rd or 5th level or so. Maybe removing ads with any purchase might be worth considering, too, depending on the sales of the stand-alone "ads removal" feature. I know you've got a very "minimalistic" look going on here but the presentation of the additional chapters in the store is a little too boring for my taste ;)

 

Good luck!

Posted

Not like I'm the best person to give you adivce. I can hardly live off the money I've made independantly making games. 

 

That said, if you have everything you need to make games and enjoy doing it avoid expanding too much. You don't want to find yourself focusing on operations when what you really want to do is make games. 

how hard is it to survive?

 

Posted

Some reviewers ask for money, some don't. This might be a useful resource for you to learn more about how to get PR and market your game on a shoe-string budget: http://www.pixelprospector.com/indie-resources/#marketing

 

You'll fight an up-hill battle without a marketing budget or an excellent presentation/very original mechanic that gives you those sweet Apple features. You could try adding viral hooks to your game like "pay with a tweet/like" and video replays via Kamcord or Everplay. Check out "Skyline Skaters" for devs who do this well.

 

Maybe get some input on the app's description ("Lose yourself in a world full of balls" sounds unappealing to me). Make sure to mention awards, great reviews and depending how much time you have: add keywords that will make users stumble upon your app easier.

 

Add a simple analytics suite and optimize the game but make sure that the data you're looking at is statistically significant. If the metrics are nowhere close to where they should be: kill the app and move on to the next one.

 

Btw. I tried the game and while I'm OK with video ads I found the placement to be rather annoying. Almost every time I navigated to the menu, a video ad was triggered. I'd consider moving them to the beginning of every 3rd or 5th level or so. Maybe removing ads with any purchase might be worth considering, too, depending on the sales of the stand-alone "ads removal" feature. I know you've got a very "minimalistic" look going on here but the presentation of the additional chapters in the store is a little too boring for my taste ;)

 

Good luck!

wow! that's alot of insight. I'd go through all of it and see what all can be done.

We had tried different ways for placing the video ads. This one was found to be most suitable. Some people finished the entire game in a very few play sessions and landed on the menu a few times. So, if we'd placed the ads after 3-5 levels, which we did try in early stages. that did get us some negative response, mostly related to the hindrance it was causing in the gameplay on a regular basis. Hence, we  went on with Menu so that there's no disruption in the gameplay and once the player is done with his session, he might aswell watch an ad.

We still haven't got any negative reviews related to the ads. If the masses don't like it, we'd think of something else.

By the end of the month we'd see the sales and see what is to be done with the ad removal feature.

 

Posted

 

Not like I'm the best person to give you adivce. I can hardly live off the money I've made independantly making games. 

 

That said, if you have everything you need to make games and enjoy doing it avoid expanding too much. You don't want to find yourself focusing on operations when what you really want to do is make games. 

how hard is it to survive?

 

 

 

I survived off contract work. Not my own projects.

 

I don't mind doing a indie game here and there but I prefer to work on a team. So I left that world. 

 

I still make lots of small games on my own, way less stress because my only concern is to make a game.

  • 2 weeks later...
Posted (edited)

Exposure is the only way to succeed. You need to keep sending out free copies to media sites, youtube channels etc. Get people talking about the game. Maybe look at getting it in a mobile version of humble bundle.

 

Also the description still doesn't translate too well:

 

Immerse yourself in this circular adventure filled with big and mean balls.

 

Instead of describing the balls try describing the gameplay experience, things like "thrills" "challenges" etc

Edited by Vilham

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