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Synthbuttrange posted:Speaking of: Dungeon Maker got another big update. Definitely not 'Tiny'
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# ? Mar 20, 2019 11:13 |
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# ? Jun 4, 2024 02:16 |
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AOCs Pink Pearl posted:I’m retarded hello mister president
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# ? Mar 20, 2019 13:32 |
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Bogart posted:ok Young man yells at cloud
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# ? Mar 21, 2019 04:44 |
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Night of the Full Moon made me miss my stop yesterday. By three stops. A+++++
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# ? Mar 21, 2019 16:07 |
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Jeff Goldblum posted:where the hell is my elder scrolls blades for ios todd same
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# ? Mar 21, 2019 16:47 |
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Len posted:And that's fine but at it's core the games are 1) start timer 2) collect money 3) spend money to go to 1. And if you're okay with that gameplay loop being slow as molasses then you don't have to spend money. But if you find the game slow and miserable your options are pay money or don't play. I don't know if it was intentional but this comes off as you are entitled to any random game being down loaded off the internet being both Free and Good. "I like it but not enough to pay for it so I stopped playing." Is a valid response. "I like it A LOT but I don't want to pay for it so as not to validate the income model of the developer." is irrational.
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# ? Mar 21, 2019 21:39 |
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Murgos posted:I don't know if it was intentional but this comes off as you are entitled to any random game being down loaded off the internet being both Free and Good. I liked it enough to play for 4 hours before I realized the only way to make it go at a reasonable pace was spending money and I didn't like it that much
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# ? Mar 21, 2019 21:44 |
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Lol people white knighting free to play models
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# ? Mar 21, 2019 21:46 |
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CharlestheHammer posted:Lol people white knighting free to play models welcome to the ios thread, est 2008
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# ? Mar 21, 2019 22:42 |
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Genuinely asking, is there a favorable market for Pay Once games on mobile though? Like, if you're a dev starting out and have the option of a F2P or Pay Once game, doesn't it make sense to go the second route because all you need to do is catch a few whales? I got the impression that F2P games run circles around paid types because of whales, and a majority of F2P income is mostly whales as well. Has that changed in the previous years? Furthermore, is the market receptive to higher priced paid games? I do get nervous with paid games at $5 or more, simply because there's a lot more risk involved.There's a chance I might not like it, it might not display properly on my phone, it may have glitches, the developer might not update it ever again, and so on. iOS games seem ephemeral and hardly seem persistent compared to any other gaming platform. Hell, I bought No Ads for a pay once game and tried coming back to it years later, and they removed any option to restore purchases and forced ads on each level transition. And now it doesn't display properly with my iPhone XR. And then there's a square enix dragon quest game that cost $20 and hasn't been updated or patched once since I got it. I really don't blame people for avoiding paid games due to those risks, and I don't blame devs for taking the easy way out and going whale hunting. That isn't to say I'm okay with F2P games dominating iOS game sales. It's a sad state of affairs when the best games I've played on iOS have all been ports of real games on actual consoles. It also sucks to see my cousins ask for iTunes gift cards so they can get more gems so they can avoid timers/walls for a few days. They could get hundreds of hours of enjoyment if they got a Switch and Pokemon or something instead of wasting it on garbage games. So like, how do you go forward with this and foster a better environment for iOS games? Because it looks like the status quo and market heavily favors farting out poo poo games edit: reading this post over again, is apple ever going to allow app refunds? The google play store was so much better for me when I was on android because I could try out paid games effectively risk free.
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# ? Mar 21, 2019 23:07 |
They have always allowed refunds. Google is your friend.
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# ? Mar 22, 2019 00:33 |
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what the heck I was told here they never did. serves me right for not simply checking in the first place.
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# ? Mar 22, 2019 00:36 |
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The App Store is a race to the bottom. The number of apps or games that can do really well AND be priced above a couple bucks is vanishingly small. They’re almost forced to cast the widest possible net (free) and hope to catch enough IAP to make it work.
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# ? Mar 22, 2019 01:06 |
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buglord posted:what the heck I was told here they never did. serves me right for not simply checking in the first place. When they email you a receipt after making a purchase find the app in the email and hit "report a problem" -- in my experience the refund is usually automatic and you can still keep the app on your phone if you want (just can't update it). I imagine there's some limit in place for people who abuse it though
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# ? Mar 22, 2019 03:05 |
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Anyway I think every digital store has "we don't allow refunds" as a policy but they'll do it anyway. I've done it on Switch and on PS4 who both have hardcore "absolutely no refunds" language in their stores
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# ? Mar 22, 2019 03:06 |
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buglord posted:
I really wish they hadnt made the bad guys brown people.
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# ? Mar 22, 2019 03:24 |
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bobfather posted:Anyone have any NotFM build tips for Little Witch on Hard VII, specifically for the last boss. I beat Hard VI and VII both with lucky star builds, first fairy gave me it each game, Mirror Of Moon showed up as well, copy Fire Punishment each turn with other effects and win at everything forever. A bit anticlimactic. Funny you should mention frost since the only run I’ve had which got to the final boss and had to abort was frost; I couldn’t beat Werewolf since he was regenerating a third of his life each turn.
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# ? Mar 22, 2019 03:31 |
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Pocket Planes and Trains felt like iterations toward a really fun casual multiplayer strategy game and I was hoping Nimblebit was going to take another crack at that https://twitter.com/NimbleBit/status/1109080239622119425
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# ? Mar 22, 2019 15:04 |
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Captain Cool posted:Pocket Planes and Trains felt like iterations toward a really fun casual multiplayer strategy game and I was hoping Nimblebit was going to take another crack at that Well that’s really disappointing.
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# ? Mar 22, 2019 15:06 |
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actually it's loving funny especially given the people who were defending them in this very thread, almost feels like the nimblebros are trolling at this point
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# ? Mar 22, 2019 15:16 |
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thatfuturekid posted:Well that’s really disappointing. Were you expecting anything different? So that's what: Tiny Tower Tiny Tower Vegas Tiny Death Star Tiny Lego Tower I feel like there was a Tiny Tower 2.0 somewhere but I could be wrong
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# ? Mar 22, 2019 16:10 |
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Captain Cool posted:Pocket Planes and Trains felt like iterations toward a really fun casual multiplayer strategy game and I was hoping Nimblebit was going to take another crack at that Hahaha welp
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# ? Mar 22, 2019 16:18 |
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I am excited to see predatory F2P business models targeted directly at children instead of indirectly. What could possibly be wrong with turning children into dopamine junkies to pry money out of their parents wallets? It’s just what the market demands. Somewhere out there the ghost of Ron Paul is smiling down upon us all. Even though he’s not dead.
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# ? Mar 22, 2019 17:24 |
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BGrifter posted:I am excited to see predatory F2P business models targeted directly at children instead of indirectly. What could possibly be wrong with turning children into dopamine junkies to pry money out of their parents wallets? It’s just what the market demands. We have an entire thread dedicated to not childrens love of Legos.
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# ? Mar 22, 2019 18:10 |
Teabag Dome Scandal posted:We have an entire thread dedicated to not childrens love of Legos. Perfectly fine then!
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# ? Mar 22, 2019 18:16 |
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Is it going to have prestiging which was the single worst thing they ever added to Tiny Tower? Why yes, I'd love to tear down the tower I've spent a month building up for two pieces of this new currency.
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# ? Mar 22, 2019 18:22 |
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It’s horses for courses though isn’t it, plenty of people enjoy that kind of thing but really don’t get the attraction of anything to with dragons, dwarves or card deck games.
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# ? Mar 22, 2019 23:52 |
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lmao another tiny tower reskin well done
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# ? Mar 23, 2019 00:02 |
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Teabag Dome Scandal posted:We have an entire thread dedicated to not childrens love of Legos. They’re called AFOLs you uncultured pig
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# ? Mar 23, 2019 00:17 |
buglord posted:Genuinely asking, is there a favorable market for Pay Once games on mobile though? Like, if you're a dev starting out and have the option of a F2P or Pay Once game, doesn't it make sense to go the second route because all you need to do is catch a few whales? Evidence suggests that iOS sales on ACTUAL (pay once) games are so low that publishers can’t even justify the expense of keeping them updated for current devices. Shadowrun was always the most regrettable of these as they were very nice games to play on an iPad and with the third game they stopped mobile development altogether, and at some point stopped selling them altogether. These are good, existing games you would think at least provide a small but predictable revenue stream a small company could buy up and keep running at a barebones level for predictable returns (i.e. what will eventually happen to the telltale library) but apparently they can’t. I don’t have access to data but very few games are updated for iPhone X. The iOS store does not appear to be the sort of place you can count on a smash hit to be a perennial seller. Why this is - as a customer ONLY interested in playing games with no IAP it’s incredibly difficult to shop for games on the iOS store. Their whole design seems intent on highlighting the glory of Apple and not actually selling products. For example there is no way to know what apps are on sale at any given time. Square Enix usually does 50% sales on their games once or twice a year (at least THEY appear to make money on ports of full games as well as IAP) and there’s no way to know when this is happening outside of following Square on social media or some other non-Apple website. Why isn’t there a “specials” tab on the App Store? The only real way of finding new games is by searching through the list of game’s people are buying, or Apple’s lame curated lists that just seem to feature random games. I own SO MANY games I can’t play on my new iPhone. It’s ridiculous. But obviously there’s no money in keeping these apps current. Therefore it is unwise to invest too much money in non-IAP standalone games on mobile platforms.
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# ? Mar 23, 2019 22:48 |
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Be Depressive posted:
I'm probably very wrong but I felt like it's because if the game isn't good* enough for Apple to tell you about it isn't worth showing up to find. That's why using the appstore to find things is a drat nightmare and they removed wish lists. They want your money and they want it now** *Paying to push to the front of the store **Days later when they finally charge you because why charge you instantly like any other company does?
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# ? Mar 23, 2019 23:00 |
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Seems unnecessarily harsh to be dumping on the NimbleBros this hard. All they did was adapted to the market, which unfortunately has *massively* trended away from being able to support buy-once premium games. Here’s a depressing example of just how severe that trend has become: Leo’s Fortune which launched in 2014 went on to make quite literally millions of dollars. Oddmar, which was released last year by the same basic team and is a much better game has made around $50k last I looked. I’m not sure what ya’ll expect devs to do when that’s just the reality of the mobile market right now.
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# ? Mar 24, 2019 02:23 |
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If it's really so bad that the only way to produce a game in 2019 is by engaging in that predatory F2P business model, then it's time to look for a new career. Nobody is being forced to manufacture this crap at gunpoint. Go run a puppy shelter or build an orphanage to work off the karmic debt and move on with your life.
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# ? Mar 24, 2019 02:42 |
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io_burn posted:Seems unnecessarily harsh to be dumping on the NimbleBros this hard. All they did was adapted to the market, which unfortunately has *massively* trended away from being able to support buy-once premium games. Here’s a depressing example of just how severe that trend has become: Leo’s Fortune which launched in 2014 went on to make quite literally millions of dollars. Oddmar, which was released last year by the same basic team and is a much better game has made around $50k last I looked. I played Tiny Tower for the first time when I was working midnights at a gas station in 2011. They have released the same game multiple times since
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# ? Mar 24, 2019 02:44 |
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Seems like the Switch would be the perfect platform for a light management sim a la Pocket Planes/Trains, and apparently you can actually sell premium games there.
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# ? Mar 24, 2019 02:45 |
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io_burn posted:Seems unnecessarily harsh to be dumping on the NimbleBros this hard. All they did was adapted to the market, which unfortunately has *massively* trended away from being able to support buy-once premium games. Here’s a depressing example of just how severe that trend has become: Leo’s Fortune which launched in 2014 went on to make quite literally millions of dollars. Oddmar, which was released last year by the same basic team and is a much better game has made around $50k last I looked. hey let’s listen to the guy who hoarded Wiis on this edit: getting criticized and only criticized for such business practices as milking the young, very old, and very ignorant is really the least consequences these people can face and some people think that’s too far if that bothers them, like others have said, they should do something else hadji murad fucked around with this message at 04:21 on Mar 24, 2019 |
# ? Mar 24, 2019 04:13 |
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io_burn posted:Seems unnecessarily harsh to be dumping on the NimbleBros this hard. All they did was adapted to the market, which unfortunately has *massively* trended away from being able to support buy-once premium games. Here’s a depressing example of just how severe that trend has become: Leo’s Fortune which launched in 2014 went on to make quite literally millions of dollars. Oddmar, which was released last year by the same basic team and is a much better game has made around $50k last I looked. That’s what I feel. Can’t really blame a mobile dev for ditching the heartfelt stuff and making multitudes more by going IAP. Sucks that’s where we’re at though. The switch does seem like a better alternative, but if I’m gonna put my phone down play a game with dedicated attention, I’ll just hop onto the computer instead.
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# ? Mar 24, 2019 04:17 |
BGrifter posted:If it's really so bad that the only way to produce a game in 2019 is by engaging in that predatory F2P business model, then it's time to look for a new career. Nobody is being forced to manufacture this crap at gunpoint. I think low budget low price games do fine. It’s all about margins - if you produce something simple and easy to update then it will be cheap to keep running and make enough profit that you could probably sell the rights to someone else. If it’s a complicated AA or AAA game you are talking about additional expenses every time there’s an iOS update. There are success stories on the App Store but I really wonder what the actual sales figures are. On the OSX store, at least, a guy once jumped to the top of the “paid apps” list for selling something like 40 units. If you wanted to produce pay-once iOS games I think you could but they would need to be produced and maintained very inexpensively. These shiny predatory games probably spend something like 50% of their revenue on ads.
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# ? Mar 24, 2019 04:34 |
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io_burn posted:I’m not sure what ya’ll expect devs to do when that’s just the reality of the mobile market right now.
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# ? Mar 24, 2019 05:32 |
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# ? Jun 4, 2024 02:16 |
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I’ve already come to grips with the fact that there’s literally nothing I (or other people on the production side) can do to make goons in this thread happy, which is unfortunate.
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# ? Mar 24, 2019 06:25 |