Ball Breakout - A Casual Physics Game Made in Unity

Hey guys! I have recently finished my game called Ball Breakout! I started it when I had a lot of travel time, and kind of just for fun. I focused on making a clean, visually appealing design, while keeping fun, intuitive gameplay a primary focus. So after lots of bug fixing and testing, here it is!

Trailer:
I have created kind of a trailer for my game, it’s nothing special but it shows off every major feature.

Downloads:
I have published this game on Google Play, and at the time of making this, the version is 1.01. There are more detailed patch notes on the page, as well as some screenshots.
► Ball Breakout Lite (Free): https://goo.gl/pdqB5A
► Ball Breakout Full ($0.99): https://goo.gl/FPBdjq

My Issue:
At the time of uploading this, I thought I did everything I was supposed to. I made a trailer, made an announcement on twitter, and sent the game to all my friends. But as of now, I have collectively between the 2 games 1 download, and it’s from me. Is this normal? This is very strange and my previous 2 games did not do this poorly. While I know this may not be the people here’s particular area of expertise, any help, or even who to ask, would be greatly appreciated. I have made a list of keywords that I hoped would boost ASO status, but did not.

Extra Notes:
If you made it all the way down here, thank you for reading my post! Any critiques, compliments, or complaints you may have, please leave them down below. If anyone wants a free copy of the game, shoot me an email at pointypigheadgames229 @ gmail.com or on discord (Pointy Pighead Games#8708)

All comments are meant to be constructive.

How else have you attempted to promote it?
It is a casual idle game - have you attempted to contact casual idle game players/promoters, twitter, youtube, game journo types etc. Do casual idle game promoters exist?

How about write an article about your development process, your situation and ability to develop games while on travel/commute? Every time you mention the game - it will be hyperlinked. If some read the article - some may even click the link, and of those that click the link 10% might even download the game to check it out.

Personally - all 3 games you’ve uploaded to google look like they could be created by anyone following a tutorial. They have no innovative elements, and they are very - “already seen that somewhere else, but better”. So - that’s probably why the game is not getting any downloads. Also - if all your friends (number?) have received the announcement and still have not downloaded the game - they are silently telling you the game is not interesting enough to even check out.

Some suggestions to proceed;
#1 - Move on to your next game. I think you are on a winning creation path - creating small, simple, single mechanic games that can be developed in a short creation cycle.
Although I dislike single mechanic games, my view on that kind of game doesn’t matter, there are some popular single mechanic games that do well.
1a. Consider a tiny bit more complexity in your next design, something beyond single mechanic, casual/passive play.
1b. Brain storm on an innovative idea, even if you are creating a single mechanic game. The games you’ve released already are “me too” games - there is nothing in them that I can not find in another game.
1c. Paper prototyping is a beneficial element of design. Consider performing paper prototyping until you land on a concept that is enjoyable and works. Then move along with design and into development.
1d. Strongly review presentation of other ‘like’ games once you set upon developing your next game. How are they presented, do they have high FX value? Several questions can be posed and addressed to increase download value - that you should think about.

#2 Improve the existing game. You might consider some elegant particle effects to add to the games visual appeal - I doubt it will result in anything beyond a modest improvement in downloads, but it you are interested in improving what you have - that is something that could improve the current experience. Check out UltraFlow for reference.

“The goal of the game is to destroy as many boxes as possible, and avoid them reaching the bottom of the screen. If you do, the game is over. You may restart the game, and play for as long as you like. How far can you get?”
This description is very dull, as is probably (honesty) the game based on the target demographic. You might consider spicing up the description, but you want to avoid false advertising, so - this is kind of the problem. The game isn’t fun so the description - accurately describing the game is also - turning away players.

• This game features a flat, sleek design that not only is eye pleasing, but keeps you coming back for more.
This is listed as a feature however in my opinion it reflects the low appeal of the game. Where some may see flat, sleek, clean, eye pleasing as welcoming - in this instance, for this game, it reads as dull and unattractive - because it’s just - low effort. Not saying you didn’t put in effort to make the game sleek, but sleek is kind of the default state, maybe ad some visual flair to the game - some elements that are appealing that add visual interest, some “character” to the game.

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Hello! First of all, thank you for responding. That post was much more helpful than I was expecting someone to post.

First off, for the promotions. I have created a trailer showcasing the core mechanics of the game and posted it to YouTube. Also, I have uploaded the trailer as well as the links to my Twitter account. However, at the time of posting this, there is much I realized I should have done (Started the marketing process earlier, created a presskit, etc). As far as communities for casual indie games, I did not research that yet. I feel like they would not exist since the games are meant to be played maybe once or twice, or just when you are bored. There is nothing in the game that a community could be created over, such as games like Fortnite or PUBG. Creating a dev blog is also a thing that I need to do, and definitely should have done sooner.

As far as the fact that the games have nothing new to offer, I couldn’t agree more. I feel like people could have had the same/better experience playing Ballz by Ketchapp or another game similar to that. I also feel like a more through brainstorming process, or whatever you could call it, would be better than diving straight in. Running betas or doing other things to promote/get feedback on my work would have been a great idea, but the project was rushed, and that was ultimately the downfall of it.

For where to go from here, I have decided to just move on. I feel like I would do better creating a more complex PC game with a story, since that is primarily what I do usually. I have a lot of experience with programs like Blender and Photoshop, so I would like to experiment further with these graphic styles. I really have been wanting to make a horror/puzzle game for a while, and I think this is a good opportunity to. I have been using Unity for well over 3 years now, and I feel like I can do more than some mobile ball shooter. Even though no tutorials were used, it seems like some simple beginner game that anyone could just pick up off the asset store, reskin and call it their own.

So, thank you again for your reply, it helped me out more than you could have imagined :smile:

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