How many levels do you think is enough to release a game?

scrapee_netscrapee_net Member Posts: 424
edited November -1 in Working with GS (Mac)
Hello Guys... My first game is almost complete, and according to everyone who played it, its funny...

I'm thinking about realease it with only 18 levels, and then add more thru free updates.

Its possible to someone complete all the levens within 30 minuts, when no fails...

So, what do you think. Should I add more, or its enough. Its not an very easy game, and I'm sure, some people will need to do a lot of tries on certain levels...

Comments

  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    Hi sabaterwb; difficult one to say really; for certain, users expect more for less these days; even if you sold it for $0.99, half hour's gameplay more than likely will be seen as not enough. It's down to interest in the levels as well though; if it's a fascinating, all-absorbing game from start to finish, then you could perhaps get away with your 18 levels. But based on less than 2 minutes a level, more than likely you need to add more levels, or make the levels much more difficult to finish, so extending the time it takes to complete the whole game. THat's my opinion anyhow, hope it helps. :-)

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • DimensionGamesDimensionGames PRO Posts: 993
    free or paid? People love lots of content straight up but leaving room for updates is a good idea maybe start at 25? Grisley Manor was only given negative comments due to its length taking around 30-60 minutes and it was only 1.19. People want loads for little. Hope that helps :)
  • osucowboy18osucowboy18 Member Posts: 1,307
    The app I am currently working on has 15 levels, however, it takes a while to complete all of them, and then after one is complete, the user can play it again and again to increase their high score. I plan on adding more levels soon, but hopefully this is enough to at least get the app off the ground.

    - Alex
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    the more the better. the problem with promising free updates down the road is if you only sell 50 copies, it's going to be real hard to focus and create new levels for those $50 when no new money is coming in, trust me.

    you're better off launching with as near to complete a game as you can, and only updating if the game does well.
  • ktfrightktfright Member Posts: 964
    I don't know if that is completely true. I have seen games ship out with only one endless level like Canabalt (Not to bring it up again!). I'm not advocating having less levels, but I'm saying that adding more levels might not completely add to the overall replay value of a game.
  • VoidedSkyVoidedSky Member Posts: 1,095
    Yeah, it'd be interesting to see what kind of game you are making.
    ~CTM
  • ktfrightktfright Member Posts: 964
    tshirtbooth said:
    thats why i said it depends what kind of game your making. :)

    Very true!
  • butterbeanbutterbean Member Posts: 4,315
    Yeah it depends, and this issue has always been a debate even with console games. ie: people whine about games taking only 8-10 hours to beat, but IMO 8-10 hours for a console game is a lot of content, and if it's great quality, then why gripe.

    Same with iphone apps, I don't think quantity (in levels) necessarily equates a great game, but if you can have both, then you're on the right track!
  • scrapee_netscrapee_net Member Posts: 424
    I forgot to say, that the game will be released for iPad and maybe later for iphone...
    I'm thinking about U$ 2,99, because ipad has a smaller market.

    After the user finishes all levels, an endless level will be unlocked...
    What do you think about this.
  • AsymptoteellAsymptoteell Member Posts: 1,362
    What kind of game is it? Some would work well, others wouldn't.

    If it's a brickbreaker-style game or tower defense, or jumping game, this would work great.

    If it's a game more like angry birds, though, where levels wouldn't want to be replayed (making one going on forever pretty pointless) it needs more levels.

    Maybe you could even get away with different levels of difficulty depending on the type of game. If you can tell us anything more about the game, that would help.

    If it's too short, bad reviews will come and less will pay for it. Make sure it's long enough.

    Good luck with sales and such.

    Asymptoteell
  • scrapee_netscrapee_net Member Posts: 424
    Its a stacker game....

    I made a test here. I countead the time that I took to finish 15 levels. As Im the developer I already know what to do on all levels. The best place to stack each actor... I took 15 minutes... Well. I couldnt finish the last level because its impossible yet. hahaha... I need to make some changes.

    Im sure I'll need to change a lot of levels... They are very easy. I was able to finish some of them in only 20 seconds.
    Maybe 30 levels is enough. It will take at last 45 minutes for new players...
  • AsymptoteellAsymptoteell Member Posts: 1,362
    I'd say make an upsidedoen mode for a challenge. It seems like it would be easy enough and attract more players.
  • scrapee_netscrapee_net Member Posts: 424
    what is an upsidedoen ? Is it a screen divided into two?
  • AsymptoteellAsymptoteell Member Posts: 1,362
    Sorry. Upsidedoen. With reversed gravity and stuff.
  • scrapee_netscrapee_net Member Posts: 424
    Ok.... I dont this will work... The players can just rotate the ipad do get thinks on the right position....
  • AsymptoteellAsymptoteell Member Posts: 1,362
    Oh okay. Never mind then.
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