I need feedback :) Constructive criticism is welcome

bobtheturtlebobtheturtle Member Posts: 226
edited December 2012 in Working with GS (Mac)
Hello everyone! I am in need of your honest opinions and I would like to ask you a few questions.

iTunes link to my app:
https://itunes.apple.com/us/app/shadows-mind/id567354977?mt=8

I would be very happy if you answered even one of these questions.

Question 1: Do you like the logo?
Question 2: Do you like the description?
Question 3: Do you like the screenshots? If no why and what would you like to see?
Question 4: If you bought the game what did you think of it?
Question 5: If you could delete/change/ or add something what would it be?

Thank you for your time :) your feedback is much appreciated!

Comments

  • famekraftsfamekrafts Member, BASIC Posts: 834
    Screenshots looking nice, people generally look at the screenshots and not the text.
  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    The icon could use some work. It's what is going to draw attention to your app, It's the first thing people see when surfing for apps, and then they look at the screenshots.

    First paragraph in the description is good. The second paragraph almost seems like your explaining why people may think the graphics are strange, or like you were a reviewer, giving a description of the game. But, like wickedsunny said, people rarely read the description.

    The screenshots are good. Silhouette art looks great, but the backgrounds are a little strong to me. Just a little.

    Most importantly, I would work on the game icon.

    The game looks like it would be fun judging from the screenshot, I think you have a nice concept with the gameplay.
  • SocksSocks London, UK.Member Posts: 12,822
    Question 1: Do you like the logo?
    . . . . . . . . . . . . . . . . . . . . . . . . . .

    At the size the icon appears in iTunes it looks like a fairly indistinct blob, the dog (your main character) is 6 pixels high - I'd be tempted to just feature the dog (rather than the dog + house) and have him much much bigger.


    Question 2: Do you like the description?
    . . . . . . . . . . . . . . . . . . . . . . . . . .


    If I am being pedantic, which I am : ) . . . .

    'Shadows Mind' is a little odd, 'Shadow' is the dog's name therefore 'Shadows' should really be a possessive noun (i.e: 'Shadow's Mind' with an apostrophe).

    " . . . . full of challenges that you must face . . . . " is a little tautologous. (?)

    "Shadow" doesn't need to be in quotes.

    The word 'but' in the line: "but also has a unique art style" almost sounds apologetic, you've told them the game is black and white and then go on to say [I'm paraphrasing for effect here]: "hey, but don't worry it's also got unique art to make up for the black and white stuff".

    On your list of 'things you will do': I'd keep the capitalization consistent ('Boulders' is capitalized but 'levels' is not ?) - You need a space after 'Think,' and 'die,' and you need to lose the comma after 'fall,'.

  • bobtheturtlebobtheturtle Member Posts: 226
    WOW! I wasn't expecting such a detailed report. I have taken everything SlickZero ,Socks, and wickedsunny have said and am working on a fix. I appreciate every bodies feedback, however I would like to specifically thank Socks for his feedback. Your grammar checks are golden!

  • bobtheturtlebobtheturtle Member Posts: 226
    Fixed :)
  • lycettebroslycettebros Member, PRO Posts: 1,598
    Question 1: Do you like the logo?

    Icon is too small in its visual detail for an icon on a phone.

    Question 2: Do you like the description?
    It is OK to me. The use of 'campaign style' seems incorrect for this kind of game.

    Question 3: Do you like the screenshots? If no why and what would you like to see?

    The screenshots are OK. I like the textured backgrounds and change of colour and shadow work. I think the control buttons could be better. They look a little rough. I'd make controls somehow more sympathetic to the game.

    Question 4: If you bought the game what did you think of it?
    Have not bought it.

    Question 5: If you could delete/change/ or add something what would it be?
    NA

    The concept looks interesting to me. I have done a silhouette based game (SteamPilot). I like the minimal character and simple environment - it 'feels' calm and peaceful...the controls kind of look too heavy and destructive of this vibe. They are the element that disturb me the most.
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    It take it this is your first game? It looks okay for a first attempt but it lacks polish. Not having played it, I couldn't comment on performance. Take heart designing and developing a great game is hard work and takes time. Keep learning and making games and work hard to build a better product. There are many aspects to making a game, more than just art and tech, it's about understanding how to capture attention and relate to an audience. Learning about filmmaking, storytelling, design and just plain taking creative risks helps make one a well rounded developer.
  • RPRP Member Posts: 1,990
    edited December 2012
    "Question 1: Do you like the logo?
    Question 2: Do you like the description?
    Question 3: Do you like the screenshots? If no why and what would you like to see?
    Question 4: If you bought the game what did you think of it?
    Question 5: If you could delete/change/ or add something what would it be?"

    I think these are more-so questions that you should ask and answer yourself, at conceptual design/production, at mid design/production, before delivery and again after delivery.
  • AppFueledAppFueled Member Posts: 308
    I think these are more-so questions that you should ask and answer yourself, at conceptual design/production, at mid design/production, before delivery and again after delivery.
    I don't agree that these are more-so questions that you ask and answer yourself. As a creative director, I think it's good to get feedback from others. Especially when they are not directly involved with the project. They may tell you something that you may not see, or give you a suggestion that may make a world of difference. That's why companies spend a lot of money testing and putting a product in the hands of people, testing it, etc. before they release it.
  • RPRP Member Posts: 1,990
    edited December 2012
    I think these are more-so questions that you should ask and answer yourself, at conceptual design/production, at mid design/production, before delivery and again after delivery.
    I don't agree that these are more-so questions that you ask and answer yourself. As a creative director, I think it's good to get feedback from others. Especially when they are not directly involved with the project. They may tell you something that you may not see, or give you a suggestion that may make a world of difference. That's why companies spend a lot of money testing and putting a product in the hands of people, testing it, etc. before they release it.

    And speaking from my own experience I'll kindly disagree with you. I did not mention not getting feedback from others, but these are a series of questions that are not necessarily needed to be directed externally. I've seen my share of feedback sessions, QA for testing, focus testing etc (with AAAs and fortune 500s). This is NOT at that level of critique. Furthermore, these are things/questions that should be probed/addressed long before releasing a product to market (note that the app of topic, has been released already).
  • AppFueledAppFueled Member Posts: 308
    In agree with you that these questions needed to be addressed before release and not after.
    I think these are more-so questions that you should ask and answer yourself, at conceptual design/production, at mid design/production, before delivery and again after delivery.
    I don't agree that these are more-so questions that you ask and answer yourself. As a creative director, I think it's good to get feedback from others. Especially when they are not directly involved with the project. They may tell you something that you may not see, or give you a suggestion that may make a world of difference. That's why companies spend a lot of money testing and putting a product in the hands of people, testing it, etc. before they release it.

    And speaking from my own experience I'll kindly disagree with you. I did not mention not getting feedback from others, but these are a series of questions that are not necessarily needed to be directed externally. I've seen my share of feedback sessions, QA for testing, focus testing etc (with AAAs and fortune 500s). This is NOT at that level of critique. Furthermore, these are things/questions that should be probed/addressed long before releasing a product to market (note that the app of topic, has been released already).
  • UrsulanonameUrsulanoname Member Posts: 5

    Gamesonomy is a great engine too.

    http://www.gamesonomy.com/

  • ThoPelThoPel GermanyMember, PRO Posts: 184
    edited June 2015

    @bobtheturtle Only available in USA?

This discussion has been closed.