Are you connected to the internet/wifi/3g? I asked the devs to consider some IAP awhile ago, but they said they couldn't. They didn't offer a reason though. I would much rather see IAP than iAds, that's for sure. I want my silly hats and mounts
Our stance has always been "give as much away as possible", which is probably why I said we weren't likely to have the worlds / classes be IAP. Were we wrong? You all would prefer spending an extra dollar on worlds and classes than seeing an ad for a few seconds after each game while your score is calculated? I'm not trying to figure out what our future with IAP or iAd is going to be by asking this, mind, but it's an interesting question to me. EDIT: Whoa. Did anyone else just notice like 6 posts get deleted?
I can only speak for myself, but yes, i'd rather pay for an IAP than having ads in a purchased game. Of course its also possible to screw up IAPs, for example if ur trying to charge for every minor change. (Think Minigore IAP)
What's going on fellow Ohio resident! Your the first person besides myself I've seen here from Ohio or at least that was representing! Anway, sorry to post off topic. I personally would rather have iAds as long as the developer was not lacking on the content to be offered via IAP.
The scary thought occurs to me that it might be a matter of figuring out which group of people will scream louder: those offended by iAds or those offended by IAP for content like worlds they might not see. Then again, I happily bought Lich King a year ago and my highest character is still under 55, *and* I'm bombarded with player-broadcasted ads (while playing the game no less). [ / grudge ]
yep, data is always on, edge. tried many times but still no ads. why don't u make game without so many bugs and price it accordingly, so u don't have to bother with iap or ads at all? or if these ads are for addon, than why not stating it in changelog, for example. and about screaming customers it is f ridiculous, actually.
Were it only within my power. The goal is stability, and it always has been, and although there have been better updates and worse updates on those terms, the code itself has only been getting better, overall, and I've provided new content along the way wherever I've been able to. If I could go any faster, I would. And since I can't, I may as well provide more content while I'm going in that direction.
Also, the offending ad hasn't been posted here yet. For total clarification, the ad shows up after you have died and your score is being tallied (also, it doesn't show if you beat the game, only if you died). Screenshot:
Dissapointed, but not really outraged. Wouldn't have cared if it was still running my iPod Touch, but now that I'm on an iPhone with a cheapo 200mb/mo data plan this gives me one more game that I probably won't play unless I'm near wifi. Does anyone have any specs as to bandwidth usage for iAds?
Games aren't like other forms of entertainment. They demand a lot of immersion, and ads really ruin that. There's just something really off-putting about spending an hour or whatever in a dungeon fighting monsters etc., then finally dying and seeing.. an ad for Jeopardy. It feels cheap, it kind of ruins the game. I can't explain it better than that. Also, adding ads to a game after the fact is just really bad practice. I paid $5 for this game the day it came out, and learning there are now ads in it just doesn't sit right. If they were there from the beginning at least I would have been warned. IAP can be offensive as well, especially when you feel nickel and dimed as a consumer, but if it's "bonus levels" or novelty classes that aren't necessary to play the game all the way through it's not as big of a deal. Hell if it's a good game and the IAP comes later as a way to extend the game's life a little, I'm all for it, and it feels good to throw a buck to support a developer I like. So basically- you don't see people complaining about free games that are ad supported. You don't see (too many) people complaining about optional IAP that extends the playability of a beloved game deep into its life. You get away from those two scenarios and lots of people will start to (rightfully, IMO) complain.
It's been a while since I posted here, but I'd like to add to the chorus that iAds in a premium-priced game are outrageous, no matter how few they are. It's ridiculous, and a kick in the pants if I ever saw one. It doesn't help that the game is still buggy, runs poorly, and is lacking in content. This is without doubt one of the worst purchases I have made on the App Store, and until it at least runs smoothly and without ads, I suggest everyone avoid it. But... it honestly pains me to say that. The developer is hard-working, and the concept is fantastic. I wish I could support it. Logically, however, I just can't. I really do hope that this one day becomes a truly great game. Oh, and a side note: I'd MUCH MUCH MUCH rather see the game drop in price rather than iAds. Even as someone who bought it the evening it released, I wouldn't at all mind a price drop at this point. In fact, I think it needs one.
This comment is about 50% unfair - they have been implementing new content, just not in the form of classes and new enviroments. There has been shops, weapons, monsters and other items implemented over a series of updates. Unfortunately, the other 50% is warranted. 1.0.8 seems to be even buggier than the previous release. However, I'm hanging up my bug reporting on the official forums until this mess is sorted. While I understand the arguments for and against iAds, I believed it has been poorly handled from a PR point of view, much in the way the contests were also poorly handled. That said, I still love the game, and am prepared to support it & its developers. Once we get some communication on, I may even help with this open Hell beta.
Yes. In fact, when I first came across this game and saw the title, I thought you were going to try and release 100 "classes" with which to play through the game. It turned out to only be four unfortunately. At the time, I thought they would all be IAP and that it was an interesting business model to see how many classes you could sell to people.
Of the three contests we've held so far, one was promoted as being just for fun and another didn't receive enough entries. The other one, though, the Design a Monster Contest, had both a strong following and a clear winner, which was Jay Geldhof's Jani-taur. As promised, his concept and ideas are being included in the game. Though it may take a bit more time to get the art needed to include the character, the ideas for monsters retrieving items and tiles that double as traps can both be found in the latest update. The proper monster should make its way in to the game before long.
Wes: I don't think you even need to put deep content such as classes and dungeons/worlds for IAP. You'd be surprised by how many people would buy (and yes, enjoy) extra things such as hats. Just take a look at the latest update for Team Fortress 2-- people want nice little cosmetic things, and they will pay for them. I know that many people (myself included) would love a little extra spice in their game. It's not abusing the market and it isn't taking away from the game. Rocketcat Games gave a bonus hat for people who adopted Super Quickhook Early, and other devs have used similar strategies. If you need money, then go for it. I don't see any problem. You certainly deserve it for all of your hard work.
< VOICE = "Prof. Farnsworth" > Good News, everyone! < /VOICE > I've had a long discussion with my boss, discussed the drawbacks, and we are going to be removing the ad. A resubmission of 1.08 will be going to Apple today, and hopefully it won't take as long in review. We've also managed to reduce the memory of some of our largest monster spritesheets, saving about 1.8 megs of texture memory on older devices on the more memory-intense levels, which should improve stability significantly. Another stability issue introduced in 1.08 has been identified and reverted, as well. And dagnabit, Hell Beta will work this time. Interestingly, our sales have gone up in the days since 1.08's launch, but that's a mystery for a team of analysts.