Chiller ONE, we need a few thousand more people like you, heh. Bummed to hear the news concerning pets update, but I can understand. Best of luck for the future titles.
Because there are far more casual players than hardcore players. The percentage of casual players who pay is actually less than the percentage of hardcore players who pay, but because there are so many more casual players, there are so many more casual paying players as well. It's why Zynga has done so well. That, and my previous comments about the monetization strategy...
I want to cry and hug you at the same time, and then go and drown my sorrows for my inadequacy. We need more guys who value such games as this like you.
Zynga's probably a bad example if you follow the news. I knew about the usual monetization strategies. I wanted to experiment with something less crappy than the commonly used ones, though. Maybe it can't be done, lesson learned. Also, no longer sure how hat rerolls fit into what you're talking about.
The way I see it you've just had the best marketing campaign you can get. Release another good game pretty quickly and you're set. Also, I'd go a sale on your other games and update the punch quest description with the details. Lastly, just got 350k without boosts. 32 in the world atm. Win!
All this talk about pets has me questioning the purpose of them. Am I missing something? Any benefits and/or how are they going to be implemented (if) in the future?
I have to say that it really depresses me to see that an awesome game like this is doing so badly financially, to the point that upcoming features are being scrapped Will be tossing some more IAPs your way later today, if only to make myself feel like I've done as much as I can to support it. Honestly this game deserves better.
Yup, this is really sad. Obviously people are enjoying the game and it was received very well critically. The biggest problem is that there was just very little incentive to spend money on this game. You can accomplish everything at a very solid pace without paying any money, and the potential to not get anything useful after spending $15 on Punchos is pretty daunting, as many people have pointed out already. I think that a solid strategy would have been to launch Punch Quest with a limited skill set available, and allowed the purchase of "expansions" with new levels, new skill sets, new monsters, new costumes, new everything, basically. Expand the game slowly over time with single 99 cent purchases. But maybe that would have flopped too. Either way, if Punch Quest development ends, I'll be extremely sad, but it's 100% understandable. I just hope we see the gameplay and visual style reimplemented in a future game, because it's too good to throw away. Anxiously await PUNCH WORLD.
I wouldn't panic just yet. It seems to me it's a bit early for all this doom and gloom talk. Currently Punch Quest is #78 in the top 100 paid apps. It still has the visibility it needs to take off. Remember, those of us who buy games right after release, and visit forums, we are the minority. On the iOS market, we are a tiny blip on the radar.
Yep just bought the Punch Doubler as a way of 'thanks' to the dev. Its a huge shame why this game hasnt made much for the devs. Sadly people just seem to want all games to be free, when games are simply a dollar or so its ridiculous theres not more sales.
I hope you're right! Otherwise like someone said above its free marketing and maybe Punch World can be a big seller? Regardless once the update hits I'll probably buy a couple more 500k punchos packs just because. I know it won't make any difference but still.
I'm another that bought the Punchos Doubler (after originally picking it up for free); forgot that I'd get given something with it, so was pretty pleased when I got the Super Slayin' hairstyle. Looks like Goku's hairstyle when normal punching, and Super Saiyan hair when in super/ultra mode, it's pretty badass. Thanks for the game, guys, and I hope you keep making money out of it now.
I'm not a fan of the doom and gloom talk either. We tried something different. It didn't fly. Lesson learned! We'll adapt and hopefully make enough to go on or we'll have to have another career change. Madgarden is a kick ass Industrial Software Dev. you know.
Punch Quest appears to be climbing the ranks as a paid app. It is now showing as #70, that's up 8 points from this morning.
Really? I mean no dis-respect, I've purchased all of your past games and even bought some IAP in Mage Gauntlet, but this game starts off the same... you run and punch things. You have some path choices, some boss fights, but once you're out of health... game over. The next time you play, you start over again... running. It reminds me greatly of Jetpack Joyride, which again... only spent a few days on my phone before it was deleted. I guess I just wish that this endless runner bit was a "mode" of the game instead of the entire game. But then again, that's just one person's opinion. I've said it before, so I'll say it again... I hope you go back to your roots with Hook Champ like gameplay. Levels + Bosses + Loot would be amazing.
Hey guys, Just wanted to say keep up the good work, and I hope the switch to paid works out. It would be awful if you guys stopped making iOS games, but you gotta keep the lights on somehow so I definitely would understand. Quick question: Has there been any update on the iCloud syncing issue? I've done all the suggestions posted in this thread, but I still can't get the game to sync across from iPad 2 to iPhone 5. Anyways keep on makin great games - I'm stoked for Mage Dungeon!
I don't think we've figured this out yet. The bug isn't affecting our devices, so we're still not sure what the problem is.
When my wife first saw me playing this, she said: "What are you playing? Looks kind of like Castlevania." (referring to the original Castlevania from our childhoods). That got me thinking about how cool it would be to add in a new mode, or even a new game altogether, that was a level/stage based adventure with a boss fight at the end of each stage. The game play would be the same, with the difference being a set distance for each stage before engaging a boss, and once you defeated the boss the stage is over and you get to progress to the next stage. Hell, make "Punch Adventure" as a new game, charge a buck or two for it right out of the gate, and (if it's possible) give some kind of bonus in the game for having Punch Quest on the same device. I would think it wouldn't be too terribly hard, as the core mechanics and graphics are already made. Just need to make some new bosses and tile sets for each stage, and then tie it all together in a progression system. I know I'd buy it, at least.
We thought about this briefly, but it turns out people that don't want an endless runner would probably still hate this. They're really asking for left/right movement controls, or a virtual stick, not so much stages that end. So a huge, sprawling Double Dragon or River City Ransom version of Punch Quest. Which is a really cool idea, but not sure if we should do it on iOS. There'd have to be enough people willing to pay 5 bucks for it.