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Wasin Thonkaew

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Case study for iOS game especially downloads report

Two similar cases for good reference in iOS game.

  1. Candy Meleon
    It’s freemium game developed by 2 people. It reached 400k downloads within 4 days, and 1M downloads within 1 week. It’s backed by publisher.

    See it here https://www.facebook.com/photo.php?fbid=453867238040874&set=a.453864604707804.1073741825.200879290006338&type=1.

  2. Badland
    It’s premium game ($3.99 as of now) with no publisher or investor. It’s developed by 2 people. It reached 100k downloads within 1 week.

    More info here http://www.badlandgame.com/2013/04/16/100-000-players/.

Ultimately, we refuse to accept this as a part of our industry. We believe that showing our games to our fans early is a better way of developing Vlambeer games than keeping secrets and just dropping the final result on people when it’s done.

- Rami Ismail’s respond statement http://toucharcade.com/2013/04/22/vlambeer-cloned-again/

Ridiculous Cloning: Vlambeer's LUFTRAUSERS Cloned On The App Store - Indie Statik

Vlambeer faced this kind of crap news for a 2nd time. This is the moment when I really realize how dangerous of clones.

Please do me a favor, you should not support clone games. Go to genuine creators and hug them instead. I wonder of normal usual people (users) that normally won’t track or know this kind of news or which entity is the true original developer of the game. It damages the whole game industry.

Inspiring videos

image

It all begins with this tweet shout out from @draknek.

Then I got a couple of inspiring videos from his friends as follows. I finished watching them.

and

Hope you enjoy and get inspiring energy.

A feeling of perfection ?

I’m planing to do an announcement, hmm, not so much about the big announcement like that, but more like a shout out that we’re up to something we’re doing right now.

I’m not like a guy who can do a secret project for years then make a word up on that in one time. I love community. But for some reasons, I’m feeling skeptical and kind like “not-quite-ready-yet” to do so.

I’ve seen several indie dev guys out there in which they did a simple and plain clean shouting out without much worry about expectations or else. One of many examples I have witnessed and is a prime example for my point of view. I like how he expressed the design mental through the game and writing content. He kept track of devlog in day-to-day basis. It’s fun to just grasp and skim through all of the items. Although after the release he just found a couple of major issues “crashes” and “leaks” in which he can patch it immediately. That latter problem seems to be really minor and don’t affect much of the game’s reputation as the whole things started from community based and keep pushing thing forwards within 2 months~. The community loves him no matter what.

Also I got a sense that most of the projects posted in Tigsource’s devlogs section didn’t seem to be up to any serious expectations. Showing works-in-progress and get feedback along the way may be an objective.

In indie scene, the mechanism is really different from what profitable entities may have to be. It’s emotional, and keeping each day better and worth for others to see the progress.

The point I want to make is the question that asks “Do we really need to wait for a perfect moment for shouting out?” even if I’m really ready and have everything set up, will that be going to be a better position to interact with community?

#randomthought