Mac App Store

Discussion in 'Public Game Developers Forum' started by thomalex89, Aug 1, 2011.

  1. mr.Ugly

    mr.Ugly Well-Known Member

    Dec 1, 2009
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    Berlin, Germany
    just to be shortly on topic

    its always good to offer your product to as many platforms as possible.. so if its feasible to make an osx port of your game within reasonable use of ressource, go for it.. it surely won't hurt sales.. ;) no matter if osx, pc, android, win7 whatever.. if you use a framework/engine that allows for "easy"
    porting, why not? but evaluate carefully if your game suits the different control mechanics you would need to roll out.


    as for the off topic discussion.. well hodapp made a clear point.. your game is just bad.

    you may like it.. the few people who bought it may like it too.. but that doesn't mean much at all in the grand scale of things..

    maybe you should compare your product to direct competitors with similar game mechanics who offer just more in every department and i assume you made your homework before you started developing your bird game.. so you know whats out there and how they do on the store..

    overall its always a good thing to step back a bit from your work and get a real look on what you are offering without all the pseudo pr blabla you like to attach to your game..

    make a reality check and look at your game.. and be honest with yourself.. you should be your biggest critic imho.. if you can't be honest to yourself and what you've achieved so faar you won't be able to up the ante.. because if you think what you have know is a potential million dollar hit, like you wrote.. thats, sorry, just illusional.


    as for why are there bad games reviewed on TA, doh.. well you know how a game is after you've played it right.. so its pretty common everywhere to write about games with big brands or other sorts of percepted value to be reviews.. even more if the "new start" on the mobile gaming turns out to be a turd.. then its in the interest of the general gaming public to be aware that the product is not as good as it may seem..

    you don't need to be a chef to have a taste, cheers guys.
     
  2. Eli

    Eli ᕕ┌◕ᗜ◕┐ᕗ
    Staff Member Patreon Silver Patreon Gold

    I think all too often it seems that the accessibility of iOS development makes way too many first time developers build their games inside of a vacuum sealed echo chamber of family and friends. Just like your family is going to say "Oh hell yeah this lasagna owns" and eat it anyway when you burn the shit out of it, they're going to tell you that your game is awesome.

    I think a big thing that separates the developers who "get it" and those who don't is being able to step back and critically analyze their own work. Yemi, you certainly aren't the first developer around here who can't seem to do this, and I doubt you'll be the last.
     
  3. swiftest

    swiftest Well-Known Member

    May 18, 2009
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    One of the major benefits for going with Unity for us was the cross-platform build ability. So after iPad, iPhone, and Android will come Mac App Store (and maybe Steam) and PC.

    As for the contentious issue of luck, you can't really plan for it. You either have it or you don't. What we can plan for is the continued development of our "baby" for which we have many updates planned. (Which reminds me I need to update our upcoming game thread with some new info.) Also, few games or developers get such in-depth feedback from TA's own, so consider yourself lucky, Yemi, for what it's worth.

    Another case worth considering is Tiny Wings. It shows that a good game can succeed without luck or even press coverage.

    Also, I noticed this Youtube video after looking at the link to Yemi's Flybird game: http://www.youtube.com/watch?v=DmGddZ0aVy0&feature=related

    I don't know if that's a joke, but it is dubious and probably a lawsuit waiting to happen.
     
  4. Ovogame

    Ovogame Well-Known Member

    Sep 25, 2010
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    Game Developer
    Morestel, France
    Yemi, I bought Momo a while back to give you feedback and your flybird game (just now). Flybird is a huge improvement over momo but it is still a poor gaming experience. You made huge progress keep trying but seriously you are a bit megalamaniac. Your games are still extremely simple and not that fun yet. Look at my game Jump birdy Jump. I sold few thousands copies mostly in France (still a failure salewise in my book), my reviews are mostly 4 and 5 and still TA didn't review it. So yes, some good games ;) don't get reviewed by TA but that doesn't mean they have anything against you.

    On a side note, have been in the pro game industry for 15 years so obviously I know that being "friend" with journalists will open you a lot of doors.

    JC
     
  5. Stroffolino

    Stroffolino Well-Known Member
    Patreon Silver

    Apr 28, 2009
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    Software Engineer
    Pennsylvania
    If it makes Yemi feel any better, getting front page coverage at Touch Arcade is no magic bullet, either - Squid Jump being one example of many.

    Regarding Flybird, I think it's a bit much to say that it's a horrible concept. A game like this might have been a hit on the 2600. It's a simple concept for sure, nothing ground breaking, but those two factors have little to do with AppStore success. If there was one thing I think it could use is a more striking, attractive presentation, but even then there's no guarantee that that would translate to anything - again, Squid Jump being a good example of an attractive game with a unique look that never got much traction.

    I've long since given up on getting any kind of mention on TA, even with folk like Jared joining TA staff - no reason to let it get to you. The bar for what is newsworthy is constantly shifting, and depends a lot on the tastes of would-be reviewers. There are games that were featured on TA a few years ago (i.e. Punk Justice, back when it was novel for a forum member to develop a game) that Eli likely wouldn't touch with a ten foot pole today.


     

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