[iOS] [Free] First Game - Circle Square - My Experiences & feedback welcome!

Hey folks,

Haven’t really posted very much on these forums so here goes! My name’s Ciaran, I’m actually an animator working in kids tv production but I’ve been playing with Unity for a while now and released my first game a few weeks ago. It’s an industry I’d really like to get into more, it can be frustrating as hell, but so far I’m loving it. Below is my first game, and also a few words about my experience and what I’ve learned from making it.

Circle Square - Fast Paced Reaction Game


Links!
Free Version
Full Version
Facebook
Website

Description: A simple, reaction based game. Goal is to either get the highest score, or in the paid version; to beat the challenge.

Looking at the screenshots you can tell it’s very simple, but you’d be surprised how tricky and frustrating it can be! If you see a circle, tap circle. If you see a square, tap square. The tricky part is that next to the shape will be text which is there to try trick you into selecting the wrong shape. Players seem to fare best when they take their time and play without any distractions around.

My Notes

I wanted to make something really simple to begin with. It’s my first game so I didn’t want to go for something overly ambitious and end up never finishing it, so tried to think of a simple idea and add a little twist to it. It was more about learning how to make a finished game, and to get it on the app store.

Monetizing: I first released a paid version, with no ads or in-app purchases and set it at just $0.99 which I thought was fair enough. I had an idea to include a bonus “Challenge Mode” in the full version, which has a much quicker reaction time and has a little more to it than meets the eye. If beaten the idea was to award the very first player to do so a percentage of the earnings, (perhaps naively) thinking this would help drive sales. Unfortunately that hasn’t been the case (so far) and I would advise against spending the time to do this, the time could probably be better spent on other aspects. It prize still stands though, so far nobody has beaten it!

Eventually I got around to releasing the free version above, and only included rewarded ads to give you an extra go as I didn’t want to be bombarding players with ads. The main hope for the free version is to give players a chance to try out the game and consider buying the full version which is linked from within.

Marketing: I totally underestimated how hard this would be! It takes so much time to post and write about your game. I’m no salesman so in future I think I will definitely get help from someone who knows how to sell on how to write about it. Also, have a free version for people to try.

Feedback: So far feedback has been quite positive. Ratings on the app store while few are good, and feedback from other forums has been great so I’m happy that people have enjoyed it at least!

Sorry for the long post, but maybe it will be of use to another member! If you have any other feedback for me or any questions I’m happy to chat about it

TLDR: First game, feedback good, marketing hard. Sales low but overall happy with it!

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Congratulations on your first release Ciaran.
I would really like to hear more about your development, as I am also an animator.

How long was your complete development, from beginning to now? How long was the first cycle up to release of the paid version?
Did you happen upon any positive marketing avenues or approaches which resulted in increased downloads?
Did you code the game, or use a visual scripting tool?
Did you scope exactly what you ended up releasing? I find myself struggling with reducing scope. As an animator, constantly wanting to improve the visual fidelity and make things move (influenced by my profession)! Most game assets can be improved by animating them. :slight_smile:
Did you loose any development time on descoping aspects of your game you originally planned - if you did?
What aspects of your profession positively influenced the final product?

I will check out the game when I have some spare time.

Woah that’s a lot of questions! But happy to answer them :slight_smile:

It’s took up on about 5 months of working some evenings and over free weekends to get it on the store. I found it very difficult to find more than a few hours during the week having a full time job. Also, I did end up rebuilding it twice, and partially once, after finding more efficient ways of building it and to try obfuscate variables and build in some anti-cheating measures, and also after breaking some things! I wouldn’t have bothered with that except that challenge portion of the game I wanted to try ensure couldn’t be easily cracked.

So far not yet, the free version has definitely been much easier to spread but I think it still needs a lot of work to promote it. I did try Facebook advertising, which had a huge reach, but not much engagement. This could be down to a hard truth of the game just not being very appealing, but I think you also need to throw a lot of money at it to get it to take off and then further down the road you might see a return.

I originally started with C#, but switched to Playmaker which I found much more intuitive as I was used to node editors and such. It’s a great tool, very quick to experiment with and very easy to pass information with. For me I found I get the logic needed for building fairly complex mechanics (more from experiments outside this game) but I’m slow at actually writing it from scratch, so this really helped. Totally recommend it!

Pretty much, I reduced the number of assets (it wasn’t an asset heavy game anyway) as from testing it I found the simple swapping of the shape and word position seemed to work best. I did end up adding in things I wasn’t going to bother with, such as advertising and some light anti-cheating measures so I guess it kind of evened out!

Not too much time, since I used Playmaker I found I could fairly quickly try something out, and if I didn’t like it could quickly get rid of it without breaking everything again.

Not too much with this, there’s not a lot of animation. Future projects definitely will be influenced much more though, makes sense to play off your strengths!

Hope that’s all useful! Let me know if you have any feedback if you do play it

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