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Member Since 30 Sep 2011
Offline Last Active Sep 07 2012 12:35 AM

Posts I've Made

In Topic: Some pixelart feedback

11 January 2012 - 11:00 AM

I think the things you pointed out are important to make the whole game experience more compelling, but I don't think they are the reason the game didn't succeed in my eyes. I believe the problem is lack of content. I mean, the only objective you really have is getting a high score or maybe defeating the big ghost, while there should've been more stages and in-between objectives, so they could spend more time with the the game.

Maybe that content could be, like you said, more achievements, and maybe that would work just fine, especially with some pleasing feedback as soon as you achieve it.

There is also zero incentive to get premium power ups(power ups that you need to complete advertising tasks in order to get), and that was the only way the game could succeed commercially.

I think I did learn a lot with Dream Catcher, especially on programming. But I don't think I'll really be sure of improvement in the "game design" section until I have actually made a successful game :( commercially too.

In Topic: Some pixelart feedback

10 January 2012 - 08:35 PM

First off, thanks. No, like, THANKS A LOT!

Seriously, your post is really helpful, you go in to specific parts and you make excellent points and suggestions!
I agree with almost everything you pointed out, but it has to be pointed out for me to realize, you understand?

This was the most helpful feedback I've ever gotten in my life O_o seriously.

But anyways, I've updated the game once, and I've given up on it, actually, which probably wouldn't not happen if you had posted this sooner xD
The game was really unsuccessful thanks to very low organic growth in the Android Market (nobody searches for "Dream Catcher" looking for this type of game) and zero advertising. So I decided it was a lost cause... But your feedback has inspired to improve it!

However I'm now caught up on a new game, which I'm developing with my cousin (having two people makes the process much better), but I'm keeping the code reusable so some stuff could be plugged directly in to Dream Catcher and further improvement could be made thanks to your feedback!

I may decided to completely change the theme though, to make it more "mainstream" and have more organic growth.

Anyways, I would love if you would be able to look at some future games of mine in the future and give me more feedback, really! :D

Thanks again!

In Topic: Story for Educational RPGs

21 December 2011 - 10:40 AM

Actually, it's something I wished to have for myself. A fun way to burn those words to memory. Especially verb conjugation, which sometimes I realize I can't conjugate really basic verb forms.

My market of choice will be the Android Market, since I find that to be well receptive of RPG games. I wanna make a game that you can learn while playing, but that you can also play without having learning as the objective, you know? So the main focus will be to make the battle system pretty fun!

I haven't really decided on the story as of now, but I've started creating the battle system. I have decided, with my artist, that the game will be set on the present days, with a school theme, most likely.

In Topic: Check out Dream Catcher

20 December 2011 - 08:49 AM

So I've decided to put it up on Android Market!

Game page on the Market!

Gameplay on youtube!

If you can't play the game, why not take a look at the youtube video?

And last, but not least, the QR Code for the game:
Posted Image


In Topic: Story for Educational RPGs

19 December 2011 - 09:44 PM

The game would probably go towards vocabulary or basic grammar, because it would be about learning a foreign language.

I just finished another project, so I might make a prototype of this to try it out, I have some doubts about a vocabulary turn based rpg...

A game about battling a comma splice xD talk about niche market.