Search the Community
Showing results for tags 'HI - new member - new game'.
-
Hi, I'm new here. I'm developing a 2D puzzle game to be released on facebook canvas, some game network if I can find any, ios and android through cocconjs. It's a restart, I developed a working prototype last year with EaselJS and gave up because of my work (www.real3d.fr if your are curious). I know the game is engaging, I conducted a small beta test with 20 players and they played a lot even if the game was hard as hell some even beat my own high score. This time I really plane to finish it using Phaser. I'm here to discuss game design more than code, the game mechanics are done, the game is working in a endless mode, somewhat hard . I have a few option: - lower the difficulty at the beginning and rise it each N action (tetris,2048) - a map with levels, players finish a level each N action (candy crush) but without time limit - keep both mode and call them history and time attack. - release the 2 mode as 2 different games with a slightly different graphics. Then promoting only the more successful one... Why is that important ? Ads In the time attack mode, there will only be a banner that no one would want to click because of the concentration the game requires.But if they reach a High-score, players will ( I hope) share their score on Facebook, leading more installation. in History mode, there will be a small banner but also full screen ads between levels, I can also "force" players to share the game / ask for lives, hints on Facebook (evil I know) What do you think ? is there other options? Do you have number regarding player acquisition ? Does releasing a free with ads and a paid version without ads is still a good choice ? How to make such decisions ? kevin