I guess it can't all be good news. Awesome Word Search Free got a 1/2-star review today. One of the categories of words you can search for is Bible Books, and it's caused me all sorts of trouble. Here's the comment:
Title: Really?
Review Body:
Since when is there a book in the bible called, sirach?
The answer to that question (which I cannot give because there's no way to reply to comments) is since about the year 400. The Catholic Church considers it part of the bible, but apparently most Protestant churches do not. The lesson is to never include anything even vaguely religious in any of your apps, because someone will complain.
Wednesday, 21 March 2012
Visibility is Key
Looks like all my hard work has finally sort of paid off:
As you can see, the free version of Awesome Word Search has finally broken into the Top Free Games section. I'd be happier if it were the paid version, but it's still pretty nice.
As you can see, the free version of Awesome Word Search has finally broken into the Top Free Games section. I'd be happier if it were the paid version, but it's still pretty nice.
Tuesday, 20 March 2012
Semi-Featured
I've been semi-featured on App World. In the games section there's a banner for Brainteasers. Clicking it will bring up this screen:
Down in the bottom left is my very first app: Awesome Word Search. Being in this section has caused a slight increase in sales, but not a massive one. It's nice to be recognized, though.
Down in the bottom left is my very first app: Awesome Word Search. Being in this section has caused a slight increase in sales, but not a massive one. It's nice to be recognized, though.
Sunday, 18 March 2012
Get to the Flag
Get to the Flag is a tilt puzzle maze game with a simple objective: Get to the Flag.
BUT, it's not always so straightforward. The maze itself is a puzzle, and you need to move pieces of it around to make your way through.
Tilting, tapping, dragging, and always racing against the clock.
With 60 levels, it's sure to keep you puzzled for a while.
There's also a free version available, if you'd like to try before you buy.
BUT, it's not always so straightforward. The maze itself is a puzzle, and you need to move pieces of it around to make your way through.
Tilting, tapping, dragging, and always racing against the clock.
With 60 levels, it's sure to keep you puzzled for a while.
There's also a free version available, if you'd like to try before you buy.
Wednesday, 22 February 2012
PlayBook OS 2.0
Here are my first impressions of the new OS 2.0 that RIM released yesterday:
Bad
The soft Power Off in the apps section still doesn't work. Tapping "Stand By" "Turn Off" or "Lock" will all just restart the PlayBook. That's really unforgivable. It's been a problem for months now. At the very least, they should've gotten rid of the icon.
There's still no way to rename or reorganize bookmarks in the web browser. I can't possibly be the only one who cares about that, and it's not exactly a difficult thing to fix.
The video player will no longer play certain videos. I'm not sure why, but I'm getting a Media Error and a message that says "Please close some applications to free up resources, then try again." even without any applications open. It may have to do with the file size.
Good
The browser itself seems to be a little faster and more responsive, which is good.
There's a built-in file manager, which is really useful, and the spreadsheet and document apps have been combined under Docs to Go. Slideshow to Go seems to be gone entirely, but I never used it, so I don't know how much of a loss that is. There's also Print to Go which allows you to transfer files wirelessly to a computer.
While the app listing used to have pages for "All" "Games" "Media" and "Favorites" now it just has pages. That's probably a better way to go about it. Favourites can now be added to a bar that appears above the regular app listing, so your favourite apps will always be up at the top.
The calendar and email apps seem to work well. I'm not a power user, so I don't know how much use I'll get out of them, but it's nice to know that they're finally there.
App World has also been updated. It's a little slow as of this writing, but that may be because it's seeing a lot of use. The new design splits off apps and games into separate categories, giving a little extra space for new and top releases.
The YouTube app got an upgrade, and now the search function seems to work a bit better. Also it has the option to adjust the resolution at which you view the video, which is good for people with limited bandwidth.
When you minimize(not really minimize but shrink, I guess) an app the title bar with the little, tiny x, has been replaced with a big grey bar with a big, fat x. Aesthetically, it's not as pleasing, but it makes it a lot easier to close apps, so I call it a plus.
There's a PressReader app, which I suppose is for reading newspapers and magazines and so forth, and a straight up news app, that just delivers you interesting news stories. The defaults for the news app seem to be focused on US news, but you can switch up the feeds you get. The options screen is just an acknowledgment screen for the app's author, which is a little strange.
Overall, I'd say it's a decent improvement over the original OS, but some simple features are still missing. If you need some kind of numerical rating, then I give it *** 1/2 out of *****
Bad
The soft Power Off in the apps section still doesn't work. Tapping "Stand By" "Turn Off" or "Lock" will all just restart the PlayBook. That's really unforgivable. It's been a problem for months now. At the very least, they should've gotten rid of the icon.
There's still no way to rename or reorganize bookmarks in the web browser. I can't possibly be the only one who cares about that, and it's not exactly a difficult thing to fix.
The video player will no longer play certain videos. I'm not sure why, but I'm getting a Media Error and a message that says "Please close some applications to free up resources, then try again." even without any applications open. It may have to do with the file size.
Good
The browser itself seems to be a little faster and more responsive, which is good.
There's a built-in file manager, which is really useful, and the spreadsheet and document apps have been combined under Docs to Go. Slideshow to Go seems to be gone entirely, but I never used it, so I don't know how much of a loss that is. There's also Print to Go which allows you to transfer files wirelessly to a computer.
While the app listing used to have pages for "All" "Games" "Media" and "Favorites" now it just has pages. That's probably a better way to go about it. Favourites can now be added to a bar that appears above the regular app listing, so your favourite apps will always be up at the top.
The calendar and email apps seem to work well. I'm not a power user, so I don't know how much use I'll get out of them, but it's nice to know that they're finally there.
App World has also been updated. It's a little slow as of this writing, but that may be because it's seeing a lot of use. The new design splits off apps and games into separate categories, giving a little extra space for new and top releases.
The YouTube app got an upgrade, and now the search function seems to work a bit better. Also it has the option to adjust the resolution at which you view the video, which is good for people with limited bandwidth.
When you minimize(not really minimize but shrink, I guess) an app the title bar with the little, tiny x, has been replaced with a big grey bar with a big, fat x. Aesthetically, it's not as pleasing, but it makes it a lot easier to close apps, so I call it a plus.
There's a PressReader app, which I suppose is for reading newspapers and magazines and so forth, and a straight up news app, that just delivers you interesting news stories. The defaults for the news app seem to be focused on US news, but you can switch up the feeds you get. The options screen is just an acknowledgment screen for the app's author, which is a little strange.
Overall, I'd say it's a decent improvement over the original OS, but some simple features are still missing. If you need some kind of numerical rating, then I give it *** 1/2 out of *****
Monday, 13 February 2012
Time
It's 2012, and that puts us about 25 years after the start of the golden age of the NES. Classics like Metroid, The Legend of Zelda, and Mike Tyson's Punch-Out all came out around 1986-87.
Metroid takes around an hour to complete if you know what you're doing. Even an average player can finish Punch-Out in around 40 minutes. Heck, if you finish the game, it's not even really possible to take more than about an hour and a half in a single play-through, and a good chunk of that will be spent watching fighter intros. The Legend of Zelda theoretically takes a little longer, but it's still only really a two-hour game.
Back in the olden days, games made up for such short play times by having cheap instant kills and punishing difficulty that wasn't so much fun as it was incredibly frustrating. These days that kind of thing won't fly, so the minimum time you'll get out of a full-length retail game is probably about six hours, with most coming in more like 8-10; and that doesn't include multiplayer. Despite the increase in length and vast improvement in graphics and design, a new game will still cost around $60, just like it did in 1987, so you're getting a lot more bang for your buck. Games for handheld devices may not look quite as nice, but they're the same length and generally less than $40, so they're still a pretty good deal.
When it comes to mobile apps, things are a bit different, though. People seem to want a lot more from the play time:dollar ratio. If an app costs a dollar, then even if it's not quite as pretty as a game for a handheld device (and in some cases, they can be just as good-looking), it should conceivably be able to get away with only about fifteen minutes of gameplay; maybe half an hour. But that's not nearly enough for most people. Most people want hours of enjoyment for a mere 99 cents (and a good chunk of them are only begrudgingly paying that small amount), which means developers either have to include far more content than they normally would, or they have to fall back on that old game design stalwart: repetition. Punch-Out takes 40 minutes instead of 30 because you fight a few of your opponents twice, and Metroid is the king of backtracking; and a lot of apps will have the user do the same thing over and over and over again just to pad out the running time. It's not actually more content, but it seems like it is, and that's what's important.
Basically, what I'm saying is that apps are an excellent use of your entertainment dollar, but people don't seem to realize that, and they always want more.
Metroid takes around an hour to complete if you know what you're doing. Even an average player can finish Punch-Out in around 40 minutes. Heck, if you finish the game, it's not even really possible to take more than about an hour and a half in a single play-through, and a good chunk of that will be spent watching fighter intros. The Legend of Zelda theoretically takes a little longer, but it's still only really a two-hour game.
Back in the olden days, games made up for such short play times by having cheap instant kills and punishing difficulty that wasn't so much fun as it was incredibly frustrating. These days that kind of thing won't fly, so the minimum time you'll get out of a full-length retail game is probably about six hours, with most coming in more like 8-10; and that doesn't include multiplayer. Despite the increase in length and vast improvement in graphics and design, a new game will still cost around $60, just like it did in 1987, so you're getting a lot more bang for your buck. Games for handheld devices may not look quite as nice, but they're the same length and generally less than $40, so they're still a pretty good deal.
When it comes to mobile apps, things are a bit different, though. People seem to want a lot more from the play time:dollar ratio. If an app costs a dollar, then even if it's not quite as pretty as a game for a handheld device (and in some cases, they can be just as good-looking), it should conceivably be able to get away with only about fifteen minutes of gameplay; maybe half an hour. But that's not nearly enough for most people. Most people want hours of enjoyment for a mere 99 cents (and a good chunk of them are only begrudgingly paying that small amount), which means developers either have to include far more content than they normally would, or they have to fall back on that old game design stalwart: repetition. Punch-Out takes 40 minutes instead of 30 because you fight a few of your opponents twice, and Metroid is the king of backtracking; and a lot of apps will have the user do the same thing over and over and over again just to pad out the running time. It's not actually more content, but it seems like it is, and that's what's important.
Basically, what I'm saying is that apps are an excellent use of your entertainment dollar, but people don't seem to realize that, and they always want more.
Thursday, 5 January 2012
Trying and Buying
Not every app I make is popular. That may be hard to believe, but it's true. Some things I think people will like just don't gain any traction, and languish in obscurity.
When that happens, there are two things I've done to try to boost sales (or get any sales at all): 1)I put out a stripped-down, free version with annoying popups that ask users to buy the full version. 2)I set the app to Try & Buy. They seem to have approximately the same efficacy. The free version will get downloaded many more times than the Try & Buy version, but the total adoption numbers for the full versions of the apps seem to end up about the same.
Putting out a free version is simple, but (in the past, and possibly still today) the Try & Buy system on BlackBerry App World is a bit broken. So, here are some tips to get people Trying & Buying:
1)Start your app as Try & Buy app rather than switching an existing app.
This isn't strictly necessary, but if you know you're going to go the Try & Buy route, it can make things a bit easier.
2)Be wary of your version numbers
There have been problems with users being able to upgrade to the full version without paying, or downloading the paid version and getting the trial. Make sure your full version has a higher version number than your trial all the way down to the packaging level.
3)Mind the check boxes
You need a trial version and a full version, and you need to make sure App World knows which is which. When I uploaded my first Try & Buy app, I didn't notice that there was a box labelled "Is this a trial version?" or something to that effect, and I screwed things up and had to do some repackaging and reuploading.
4)Have a link inside your app
Make sure your trial version has an obvious link to your full version in it. I use a big red button that says "Upgrade" You can link directly to your app in App World by using an URL that looks something like this: appworld://content/67275 Linking to the app's page on the web will also work, but brings up the browser first and is not quite as elegant.
5)Test if for yourself
After your app goes live, be sure to download the trial version and test uploading to the full version. If it doesn't work, take the app down immediately and try to figure out why. Nothing's worse than people who want to give you money being unable to do so.
When that happens, there are two things I've done to try to boost sales (or get any sales at all): 1)I put out a stripped-down, free version with annoying popups that ask users to buy the full version. 2)I set the app to Try & Buy. They seem to have approximately the same efficacy. The free version will get downloaded many more times than the Try & Buy version, but the total adoption numbers for the full versions of the apps seem to end up about the same.
Putting out a free version is simple, but (in the past, and possibly still today) the Try & Buy system on BlackBerry App World is a bit broken. So, here are some tips to get people Trying & Buying:
1)Start your app as Try & Buy app rather than switching an existing app.
This isn't strictly necessary, but if you know you're going to go the Try & Buy route, it can make things a bit easier.
2)Be wary of your version numbers
There have been problems with users being able to upgrade to the full version without paying, or downloading the paid version and getting the trial. Make sure your full version has a higher version number than your trial all the way down to the packaging level.
3)Mind the check boxes
You need a trial version and a full version, and you need to make sure App World knows which is which. When I uploaded my first Try & Buy app, I didn't notice that there was a box labelled "Is this a trial version?" or something to that effect, and I screwed things up and had to do some repackaging and reuploading.
4)Have a link inside your app
Make sure your trial version has an obvious link to your full version in it. I use a big red button that says "Upgrade" You can link directly to your app in App World by using an URL that looks something like this: appworld://content/67275 Linking to the app's page on the web will also work, but brings up the browser first and is not quite as elegant.
5)Test if for yourself
After your app goes live, be sure to download the trial version and test uploading to the full version. If it doesn't work, take the app down immediately and try to figure out why. Nothing's worse than people who want to give you money being unable to do so.
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