Just my opinion so feel free to ignore me but I think your price point is too high. I released a similar game at $0.99 (69p in the UK) and in 2.5 years sold 50 copies, most of which were friends. I've since made it free and it's now at around 300 downloads. Anyway, just a bit of info from my experience, hopefully you have more success than me
Just my opinion so feel free to ignore me but I think your price point is too high. I released a similar game at $0.99 (69p in the UK) and in 2.5 years sold 50 copies, most of which were friends. I've since made it free and it's now at around 300 downloads. Anyway, just a bit of info from my experience, hopefully you have more success than me
We never ignore nobody, we actually though a lot about when we uploaded the game, there will be plenty of updates in the future for free of course, so if you think about it, relatively its not that expensive.
After all its base 1.50, the rest is taxes, you'd spent more for a pack of cigarettes or a pint at the pub.
Which is your game by the way?
It was Chaos Influx but it was more like Space Invaders than Galaga. The problem with releasing games like this is that they have been done many times and have been available almost since the dawn of Android. I'll see if I can find the earliest versions on the Play Store.
We are thinking of adding one more gun to the arsenal, we are between a gattling gun that would shoot small bursts of blaster like shots, or a big laser beam that would charge up and shoot a hell of a beam punching a lot of punishment. The first would be extra rapid, the second very slow between recharges.
What do you think?
Quick research gave me Android version of each game by the original developers: 2011 for Space Invaders at $4.99USD called Space Invaders: Infinity Gene and Galaga also in 2011 but I can't find a link for it.
Looks similar to space invaders, we are going to build a version of space invaders possible named "Mass invasion".
It will be colorful the least.
Might have some extra crazy weapons, we are still thinking about it.
The problem with Google Play (and the App Store) nowadays is the sheer number of high quality F2P games, developed by large companies with huge budgets. This has resulted in everyone expecting great stuff for free so it's really hard to charge anything, unless your game is completely original. I know £1.50 seems trivial compared with day-to-day spending but people don't think like that, they compare your game to the free or cheaper offerings by the likes of Rovio, King or Ketchapp.
The problem with Google Play (and the App Store) nowadays is the sheer number of high quality F2P games, developed by large companies with huge budgets. This has resulted in everyone expecting great stuff for free so it's really hard to charge anything, unless your game is completely original. I know £1.50 seems trivial compared with day-to-day spending but people don't think like that, they compare your game to the free or cheaper offerings by the likes of Rovio, King or Ketchapp.
Yup. In-app purchasing, and motivations to buy upgrades seems to be the model. For example, I installed Real Racing 3 from EA (yes huge company with big budget). The game itself is free, which seems incredible when you consider the quality of the game. But you soon realise that progress is severely hampered and slowed down by car servicing, amongst other things. All of which can be expedited by spending gold coins. And guess what? You don't get many of those, unless you buy them for real $$
We are developing a new power up - the gatling gun - which will act as an auxiliary minigun mounted on the right side.
Check out the video, straight up from the unity 3ditor, soon it will be available on google play as an update (v.1.3.2) for free of course
I think that rod of force the enemy ships use comes down to fast. It's ridiculously hard to dodge. Maybe slow it down a bit or have a visual clue that let's you know which one is about to use it.
I think that rod of force the enemy ships use comes down to fast. It's ridiculously hard to dodge. Maybe slow it down a bit or have a visual clue that let's you know which one is about to use it.
we could make it so that it charges up before shooting.
Come on guys I thought I was dealing with some skilled gamers aiming for hard and difficult.
Anyway we are going to implement hard and easy levels, mostly based on enemy energy. On hard level it'll be easier to kill with less shots.
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