PLOP Master -> PLOX Master
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Sales of my first game PLOP Master didn't quite turn out the way I hoped for. My american friends tell me the "crappy" name could be a strong factor here so I'm going to give it one more try before I move on to the next project - this time with a different name, and some more stuff added.
To boost the attention PLOX Master 1.1 will be free to download for one week.
- New icon.
- New, better descriptive screen shots.
- New type of "dots" - trickier gameplay in higher levels.
- Minor bugs fixed.
- New "how to" screen.
- Minor tweaks and additions here and there, like a "quit" button on the pause screen.
So you guys that checked out this game. What's your thoughts on this?
/B
To boost the attention PLOX Master 1.1 will be free to download for one week.
- New icon.
- New, better descriptive screen shots.
- New type of "dots" - trickier gameplay in higher levels.
- Minor bugs fixed.
- New "how to" screen.
- Minor tweaks and additions here and there, like a "quit" button on the pause screen.
So you guys that checked out this game. What's your thoughts on this?
/B
Comments
Then the name. Obviously in text descriptions or when being told of verbally, the name has to be memorable, snappy or have some quality about it that triggers an inkling of what its about, or perhaps a clever joke that is discovered when more is described or the game is played. Again tough call.
Screen shots have to be almost the movie poster of the app, as well as being informational if you tell of uniqueness or gameplay. That first one in the list is the 'martini' shot as it is called in advertising.
Actual games improvements I shall leave to those with more experience in making games and playing them. But I would offer up the suggestion that if you can reduce the 'how to', to text free illustrations or animation on screen that clearly answer any questions about gameplay, then had it tested to see if it really works, you will have done 2 things-
Cut out translation and localisation issues
removed the player from having to go out of 'playing mode' in their brain. Reading help is an odd thing and I find it oddly distracting from the fun. If it is all just another animation it seems to sit better in the app to me... but others may differ.
Once its out there in the big wide world is down to a ramping up of awareness and once it's in the hands of the player it's reputation based on the experience of the player, and what he passes on. All the stuff about reviews and getting picked up by apple on the store etc, are based on so many factors that we are all trying to figure out, but quality will help.
waffling again...
I think the game is really good. Massively distracting, and I like the graphics and feel. I really do wish you luck.
Kipper
I will re-ittereate what I said when you released the game...in so much as I liked it.
Being more constructive though here we go :
1. The icon doesn't really match the game
2. The name was a bit dodge
3. Whist being very well presented, and very solid.....the gameplay is still relatively simplistic, and I feel that(rightly or wrongly) once I have played for 5 or 10 mins I have seen it all.
4. The issue with screen wrapping which I mentioned at the time, just made it slightly more confusing for me than it needed to be at first. You could easily fix that by making the scene at least a ball's diameter bigger in each of the 4 sides, but keep the camera in the middle. That way, it still looks the same, but you have that buffer around the camera so you don't get 2/3 of a ball on the left, and the other 1/3 of it on the right looking like 2 separate balls.
5. I'm a sucker for some SID chip action...so I can't say anything bad about the soundtrack. I also really like the presentation. The first time I saw your fake loading bar too I was like "brilliant idea!".
with that, I'll shut up.
Was this your first game (I don't remember)...if so, good start!
Old_kipper:
I think I got lazy with the icon and the screen shots. It's one of the last things I made before uploading the game. I'm going to put a lot more effort into it this time.
Sparky:
If I make a bigger screen area there will be, at times, balls that you can't touch because they've drifted outside of the visible area. Another options would be four walls and let the balls bounce on them but that's not the type of gameplay I wanted. Hmm.. I'll have to give this one some more thought.
cheers kipper