Our new little friend Barbara Sanchez.
We have her since 3 days, she got used to chill out with us pretty quickly.
She is still easy to scare so we move around slower as usual.

Our new little friend Barbara Sanchez.
We have her since 3 days, she got used to chill out with us pretty quickly.
She is still easy to scare so we move around slower as usual.

Thats my brother
My new mobile game, give it a try.

Amazon Appstore:
http://www.amazon.de/David-Zobrist-Creepy/dp/B018SOAV5I/
iOS:
https://itunes.apple.com/app/creepy/id914258511?mt=8
Our scientists found a race of strange, undead life forms. Little did we know that our experiments would upset the creatures, making them nigh uncontrollable. Desperate circumstances forced our hand to modify one of them to fight his brethren, we called it “Creepy”.
+ Retro Platform Gameplay without jumping
+ Shoot and Shield Core Mechanic
+ 12 Challenging Levels to beat
Can you finish the game?
Mobile game market: As if you give a million children different color crayons and a huge wall to paint a picture on. It becomes a mess.

Some update its good but I really wanna see if i can reach the cpi of 0.50
somehow.
Also I see direct impact on charts.
The first day I did geo sweden and switzerland it even reached top 100 in sweden from being unranked before. I stopped the geo after 2 days and focused on another country, poland and the same effect reached top 100 in role playing
I think the already existing good ratings of the app make it easier to score with less downloads higher in the rankings. And it seems to consider % increase downloads to last week/days.
Geo 1 (2 days) Switzerland and Sweden

Geo 2 (2 days) Poland

how freaking COOL is that!!
Emily Coyte made a real live version of my pixel art version of Stitches a Character from Blizzards Heroes of the Storm.

Energy seems to be hated by designers and players alike, so why does it endure as the hallmark of casual F2P games? The fact is that whilst it’s a crude mechanic, it’s also an efficient one, delivering several functions in one easily implementable feature.
This isn’t a defence of energy systems – I’ll follow up with a post on ways of replacing them – but without something fulfilling these roles then it’s unlikely you’ll make a very good game. I’ll talk about energy and timers fairly interchangeably here as they are both pacing systems that function remarkably similarly.
The four main reasons that mobile designers use energy systems are:
1. Habituation
The primary reason that designers use energy systems is to encourage players to play as long and as frequently as they would like. The amount of energy gives an easy way to fix the…
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my app made its first in-app sale, to remove ads, u choose 3 prices
the player just took the highest, thank you!
Still thinking for this one app to make 1/2 of the game free and the in-app a requirement to play the rest of the levels, instead of having this remove ad /donation approach.

This game so far unfortunately didn’t took off at all.
I credit it mainly that its very hard to find in the store I might invest time there in future.
Right now I just add more in-apps to all my traffic gaining apps to get more money per user. With positive result so far specially Human Harvest increased its ARPU x4 (now $0.08) Could be just early adapters from the already existing players must not mean new install would achieve the same result. But still I want all my apps to be able to monetise solid.
Else I have to kill em. ( O_O)
never code totally high, the amount of ideas is great the sustainability to maintain them until they are coded can be improved