thanks for you advise,saving is in it, no 3 player slots ,because you can play whatever level you like in the begining
Congrats, you've definitely done something right! Getting featured by Apple in "What we're playing" should be pretty huge!! Aww I'm so jealous! WL3D still hasn't been featured once... that after winning an Apple Design Award, being #1 free game in the US store and shipping over 3.5 million copies. Grml. Good job.
Congratulations fwish! I'm sure you will experience a boost in sales. You are working so hard to produce a better game and I'm glad Apple took notice. Your English is just extraordinary, by the way, you make Americans look bad. Good luck! @eVp - With 3.5 million copies (!) and an Apple Design Aware, you're accomplished on your own.
thanks,I am so excited about this news,I don't except to a huge rise,because, feature can not be seen in iphone,only in pc,but to me ,what important is that this game is not a bad game,that means a lot to me
The fact that you care about the game is a shining beacon. To me, this is the most important factor. If it's just something thrown out to try and make money, it shows. I have frequently bought games simply because they were obviously a project of love and labour. When you care for your own work, people will see it. I'm not sure what has changed since you started, but looking at the screenshots, I think the game looks nice. Simple, but elegant, and I disagree with previous notions that it is difficult to work out (unless I have it wrong), I assume you're the sub, you tilt to manoeuvre your sub around, avoiding sharks, spiky things, and collecting the treasure. Thing is, if that's all there is, people can immediately guess what it's about and move on. Like others have said a lite version can be harmful. You need to provide enough of the game so that people can see where it's headed and want more, but not too much that they feel satisfied. I haven't played the game, but are there a large variety of levels? I don't mean just a large number, but do the levels 'feel' different? Like some that feel more like avoiding sharks, others that feel more like a race to the end? Do some levels feel like action, and others more like puzzle? I can imagine all of these things are possible with your game engine, and if they're not like that, then try to make it like that, and if they are, then make sure that shows in the lite version and the screens. But above all, keep positive. Like you said, if you love it, that's all that matters, but it will show...
basiclly,yes total 110 levels,with four diffculty,level feel diffent,just not diffent like what you imagine,but I will try to do something like that in the next upload. thank you very much
it takes time for the word to get out fwish. everyone loves the game ( you know i do) and now that its on featured, it'll be huge! you'll see!
It's great to hear that your game is finally get featured by Apple. We're still working hard towards that. It would be very helpful if you can share the outcome of downloads once the dust settles.
Yes, I hear you. Unfortunately your pricing put you in a trap position. If you were not already at 99 cents you could have had a sale while your feature was active. Doing this correctly (including adding a noticeable "Sale" banner to your iTunes artwork) really helps bring in the new players. I did that very thing when I was featured in "What we're playing" a few months ago by Apple. Held the only sale I have ever done on Rogue Touch at the same time... that limited time sale plus the Apple feature brought me up to #1 RPG in most countries for a week or two, and also into the top 100 of all games. Barely scraped the overall top 100 of all apps though. That's a *really* tough one to get into Of course you have to know that this fame does not last at any rate. I've pretty much fallen out of all the charts over the past month. Once you're at that point it's not likely that you'll ever make it back. I have a few ideas on that front though, which I may test before I start on my next game
You can just upload the new 512x512 image in iTunes Connect. Takes several hours to trickle down through their systems and be viewable everywhere. When you're done with the sale, just re-upload your original graphic.
but I did, my price was 1.99, when I heard the news, I changed to 0.99 I also change itunes description,to tell everyone it's on sales now,but the number is still limited just upload a 512 coin with "sale" in it