http://techcrunch.com/2013/05/07/dots-betaworks-new-super-addictive-ios-game-nabs-1-million-downloads-in-one-week/“The app is heavily, heavily supported by the social mechanics in the game,”
On mobile devices, your game don't need to be complicate or difficult, etc..a simple game with strongly equipped social functions has dominated all
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Likes: phongtt
https://play.google.com/store/apps/developer?id=My+name+is+Originality
Actually I was inspired by Windows 8 Metro style and Letterpress game
(But I'm still not satified enough with the UX and effect in Game42, we'll try to improve in next updates)
Likes: fxone
What are those mechanics?
I too have Letterpress and Game42 in the same folder
Likes: phongtt
Likes: Scouser, phongtt
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(And share your score to FB/TW)
From what I guess an app doesn't become social because there are links to social networks inside.
It is supported by social mechanics when its features/benefits/design are talkable and shareable, when the core mechanics greatly benefit and even are enhanced by the interaction between players.
Likes: phongtt
I love it and believe it a good way to improve game downloads, still too busy to implement in my game so sad (
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I guess the difference of success is simple design and Dots can use previous earned points in order to change them with extras and power-ups.
Interesting about as a simple design is chosen by user more than a game with better graphics and coloured scenes, and also how to use the accumulated points earned before can make such a difference in gameplay and downloads.
I will note this issue.
For example, if we look at the provided article, we can see that it starts with the link to review of the game on the same techcrunch:
http://techcrunch.com/2013/05/01/dots-the-most-beautiful-mobile-game-ive-ever-seen/
I believe review on techcrunch can give million downloads, but what can get you on techcrunch is something completely different
Likes: fxone
May be the question is who is Jordan Crook friend to get a review on techcrunch
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1. It's backed by Betaworks - if you don't know who they are go here http://betaworks.com/products.php - this is not some little startup with no financial clout.
2. It's not "heavily, heavily supported" by the social mechanics of the game at all - that's a fancy, marketing way of wrapping up a couple of links to Twitter and Facebook. What rubbish. It has social links, not social mechanics.
3. It's a game with the longevity of an over-ripened banana. Honestly, there's no progression at all, just a constant stream of the same 60-second game over and over again.
4. It's a complete failure in terms of generating revenue. I've been playing it and there's absolutely no need to make any IAP. Why? Well because it's easy to save dots and, anyway, the powerups that you get are of such limited value (each can only be used once per game) that you end up thinking what's the point.
Honestly, as a piece of design it's nice (although the trophy graphics look like they were done by a 3 year old and don't fit with the rest of the design at all) but as a game it's a complete failure - the only reason it's got any press is because of Betaworks. That's it. Don't get fooled, this game provides no satisfaction, no progression, no feeling that there's anything you can achieve past the first few games. That crap like this gets attention is beyond me.
Likes: hgvyas123, fxone, phongtt, ar2rsawseen, jdbc
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you may create super great game and no one would know about it
on the other hand, someone from original AngryBirds dev team creates something overnight, and it gets all the attention in the world.
This is business and politics, not a logical dev world anymore
There is also a great factor of luck
Likes: hgvyas123, jdbc, thanhquan1512
Likes: thanhquan1512
@ar2rsawseen Not quite that simple with Angry Birds. It wasn't Rovio's first game (far from it) and, one could argue, that what they'd produced before, and the connections they'd made, was part of the reason why Angry Birds could suddenly get in front of a lot more people. Rovio weren't a plucky little indie dev house - they'd already secured investment a few years before Angry Birds and had a track record. Plus Chillingo was the publisher for the original Angry Birds which will no doubt of had a massive importance in actually getting it in front of people.
The point is this. Produce the best you can but don't expect it to work first time, second time or even the tenth time. Who knows why some things take off, whilst most don't? Certainly knowing the right people and being 'in the club' helps as it does in most walks of life.
And also, don't believe the hype
Likes: fxone, thanhquan1512
Likes: thanhquan1512
https://play.google.com/store/apps/details?id=com.eamobile.bejeweled2_na_wf
It is more important who you know than make cool games. Anyway cool games will have success with a little of luck and marketing investment. This is my opinion.
I'm starting to think an indie developer needs a publisher to help the "who you know" side of the equation. I know its good to cut out the middle man but perhaps the "middle man" was doing a good job in some cases. Imagine trying to sell a novel through self publishing, not easy.
Watching Dots sell in millions is like writing the great American novel then watching a celebrity bimbo leap to the top of the charts with some ghostwritten cookbook/autobiography... Grr!
Maybe there is some way people at Gideros can get together to pool contacts so we can help each other...? Maybe someone has a contact at Apple, someone else at Engadget etc... That's what other people are doing.
Likes: fxone, phongtt, hgvyas123
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
http://thenextweb.com/apps/2013/05/30/highly-addictive-game-dots-lands-on-the-ipad-with-multiplayer-mode-as-it-notches-250m-games-played/
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