Why doodle jump?
by helge · in iTorque 2D · 05/04/2010 (11:25 am) · 2 replies
Hallo,
this is my first post, so please be gentle :)
I am a power gamer who thought that if you are good at consuming, you might also be an expert at producing. Those 15.000 hrs of game play must have been a solid investment.
So, how to ? Easy, unreal, torque,... but to compete against 200 devs with one year time? Nope, seriously.
Then came Steve with the no. 1 asset - iStore. Suddenly indies could leverage a channel that is unheared of. Do the numbers. Crazy. Ok, so its not going to be mass effect, but some nice retro game from the 80s.
Half a day of research on the forums killed that completely - copyright is more powerful than I had imagined, but that is really a nice thing in the end too.
End of game - not quiet. I met an apps expert, in fact in my kitchen - my wife. She thinks of the iphone as an asseccory, another type of hand bag with a CPU. She was also the one who brought Wii and Nintendo DS to the family, at a time where I was figuring out which epic could get me that arena edge.
Ok, with my new guru, I was trying to get what most tutorials recommend to start with - find the essence of a good game, your good game. This worked, I think we have it.
But then came something that completely left both of us stunned - doodle jump.
#2 app an the store, extraordinary critics, but when I played it, I couldn't stand more than 10 seconds. Ok, that's not unusual for me in this genre, so I asked my Guru. To my surprise - she didn't last 5 seconds.
Which leaves me with one daunting question:
Why doodle jump?
I have the feeling, if I don't get this, I don't get the iphone market.
Any thoughts? Conspiracy theories welcome:)
PS. And no, I am not the publisher of doodle jump - although this would have been a genious explanation, is some community thing the reason?
this is my first post, so please be gentle :)
I am a power gamer who thought that if you are good at consuming, you might also be an expert at producing. Those 15.000 hrs of game play must have been a solid investment.
So, how to ? Easy, unreal, torque,... but to compete against 200 devs with one year time? Nope, seriously.
Then came Steve with the no. 1 asset - iStore. Suddenly indies could leverage a channel that is unheared of. Do the numbers. Crazy. Ok, so its not going to be mass effect, but some nice retro game from the 80s.
Half a day of research on the forums killed that completely - copyright is more powerful than I had imagined, but that is really a nice thing in the end too.
End of game - not quiet. I met an apps expert, in fact in my kitchen - my wife. She thinks of the iphone as an asseccory, another type of hand bag with a CPU. She was also the one who brought Wii and Nintendo DS to the family, at a time where I was figuring out which epic could get me that arena edge.
Ok, with my new guru, I was trying to get what most tutorials recommend to start with - find the essence of a good game, your good game. This worked, I think we have it.
But then came something that completely left both of us stunned - doodle jump.
#2 app an the store, extraordinary critics, but when I played it, I couldn't stand more than 10 seconds. Ok, that's not unusual for me in this genre, so I asked my Guru. To my surprise - she didn't last 5 seconds.
Which leaves me with one daunting question:
Why doodle jump?
I have the feeling, if I don't get this, I don't get the iphone market.
Any thoughts? Conspiracy theories welcome:)
PS. And no, I am not the publisher of doodle jump - although this would have been a genious explanation, is some community thing the reason?
#2
As to why Doodle Jump, that beats me too...
05/04/2010 (5:23 pm)
@ Scott for a game worth a dollar, I would not recommend trying to use paid promotion of any kind. It's just too hard to get back what you've paid for. When I first released my Sudoku game it was selling about 0 - 3 copies a day, for some reason the last 2 month it been selling 10 - 20 copies a day and I've only been using free promotions.As to why Doodle Jump, that beats me too...
Torque Owner Scott Wilson-Billing
MeYuMe
I'm trying very hard at the moment to get my game moving up the charts - it's not doing very well. I've paid for video reviews, press releases etc etc and still not really seeing any traction. Generally I think the game is liked, it's playable and only a dollar.
So, like you, I'm left wondering what the other devs have done, to do so well on some apps that just don't seem to be that utterly amazing - although, true there are some that do deserve all the praise etc.