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Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by VonGuard on Wednesday March 06, 2013 @02:43PM (#5333314)
Hey guys, thought I'd throw in my 2-cents as an Independent Games Festival judge, and as press.

First of all, your presentation is terrific. Great art and sound. Top notch, feels like it came from a very talented team. With this game on your resume, you've got a great future ahead of yourselves.

Now, the bad part: from a gameplay perspective, your game is not unique enough to win out on its own merits in any app store. If you have any money left, spend that cash on those awful, dark-alley fake review and promotion services. Take all of Ronyeh's advice, it's excellent, but you can't stop there. To succeed today in the app stores, you have to cheat, so go buy some reviews and downloads so you can raise your ranking in the store. It's a self-fulfilling cycle: higher rankings, more sales.

There is an awful lot to be said for this being a complete game with a pleasing experience, but there are already a dozen games with similar gameplay in the AppStore. though yours may be the most polished, sales of games in AppStores are less about quality and more about cheating to get more sales, or having a juggernaut that's already on top, like Angry Birds.

That being said, this is a perfect game to hang such cheating tactics around: it looks the part and sounds the part of a successful game, and it doesn't go the easy route of copying Angry Birds in every single interface window. Compare that to, say, Hill Climb Racing, a top ten app store game that looks awful and is infested with spyware.

But I think the best advice I can give you is to add some sort of meta-layer to your game. The fundamental gameplay is interesting and often challenging in the right ways, but there's no uniqueness factor. Perhaps adding some type of incremental reward for the puzzles. Completing a puzzle without reset gets you some form of currency, which can then be spent on customizing your hot air balloon, or on some form on in-game assistance. Think Dungeon Raid. Most mobile game companies just implement the puzzle and are done with it. The real stand out games take those simple puzzle interfaces and layer complex game elements triggered by successes and failures in the puzzle game.

Keep up the good work. You're obviously talented. You'll make money at this, but you can't rely solely on the press and the quality of your game. You have to game the app stores to succeed.

Oh, and when it comes to press, I really don't have any good advice. Try to find some small outlets to work with because the big guys will ignore you, and do so in a mean and churlish way. It's sad to say, but the gaming press these days are mostly retarded monkeys with no idea what it actually takes to make a game. Yer not going to get to the front page of IGN, so don't waste time trying. Find some small app store review sites no one has ever heard of and be nice to them. They'll give you a bigger bang for your buck.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by physcab on Wednesday March 06, 2013 @03:53PM (#5333829)
I'm not sure cheating helps as much as it used to, and even so is a poor tactic and will possibly get you banned.

That said, Apple's App Store is an absurdly tough market in the U.S. When your game goes live, it needs to be at its best, and even large gaming companies have trouble getting games out there that do well, even with significant legitimate ad spend.

Here are some ideas, based loosely off of the experience I have had:

- Start contacting other indie-devs with relatively high dau numbers and arrange for X-promo via notifications and features.

- Stage your ad-spend when your metrics are known. Ie, if you beta test your app in some country like Brazil or New Zealand and improve your metrics so you have a known LTV, you can spend accordingly when you launch in a big market like Canada or US.

- Start with Android first because it is an easier ecosystem to iterate upon and attain an niche audience.

- There is a growing body of proof that burst spending on launch day is not the best strategy. There are games that launch early and are unknown but gradually improve their grossing metrics and buy audience in batches over time. I believe Rage of Bahamut was one such game [1]

[1]. http://www.appannie.com/app/ios/rage-of-bahamut/ranking/hist...

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by VonGuard on Wednesday March 06, 2013 @04:16PM (#5334011)
Far better advice than I gave, and far more timely. This fellow has more recent info than I, I'd bet.
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by meitalvered on Thursday March 07, 2013 @03:09PM (#5339857)
hi physcab

Please see my thread http://news.ycombinator.com/item?id=5339639 i will appropriate your your input.

I have a similar problem i guess :) , although i am in the thouht that we did a very good game but the game is not climbing...maybe i am just asking too much :)

if you dont want to look at the thread i will just say that my game name is Atlantis Breaker HD, link: https://itunes.apple.com/app/atlantis-breaker-hd/id576385319...

What do you say?

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by kolinko on Thursday March 07, 2013 @04:04PM (#5340238)
about Android - aren't the costs of testing on multitude Android devices prohibitive for an indie dev? I think even Rovio had problems with that when they launched..
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by phil on Wednesday March 06, 2013 @03:00PM (#5333420)
This is disturbingly cynical advice. If you stand by it, why not attach your real name to it? If not, why put it in public?

And by the way, you're recommending buying fake reviews. Here's a better tactic (and one that's guaranteed not to get you kicked out of the app store): get your launch announcement to the top slot on a popular discussion site, and get the real people there to leave real reviews instead. Which, if you're reading this and want to help these guys, is probably the best thing you can do.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by VonGuard on Wednesday March 06, 2013 @03:09PM (#5333487)
Hey, look at the top ten apps on both app stores, then come back here and try not to be cynical about anyone's chanced of succeeding there. I've seen numbers on sales in the app stores. If yer not in the top 25, you might as well not even be in the app store, from a meaningful revenue perspective. There are very few exceptions, as far as I know. One possible one would be any app that's $20. Those probably make money, despite low sales numbers.

It's entirely possible to succeed using only honest, community focused methods. But yer competing with a huge pack of other guys who don't use those methods, and have a significant advantage because of it. This isn't hugs and puppies. This is business.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by phil on Wednesday March 06, 2013 @03:40PM (#5333745)
I have for years. Believe me, the idea that the app store is a positive feedback loop and you have to clear the inital hurdle to get anywhere is not news to me.

But the advice you're giving here is roughly equivalent to telling a young cyclist in their first pro race, "hey, listen buddy. If you want to succeed, you've got to dope. Everybody's doing it. There's no other way."

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by VonGuard on Wednesday March 06, 2013 @04:03PM (#5333897)
Fair enough.

And yet, if he wanted to ride in the Tour De France, I think we all know he'd lose unless he did a blood transfusion every single night....

Actually, wait. No I take that back, I do not agree. A starting cyclist will compete in local, small time races. There's only one App Store, and it's Pro's take all. These guys may be just beginning, but they're already swimming with sharks.

And if that's not enough mixed metaphors, I'll edit again!

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by ruswick on Wednesday March 06, 2013 @08:47PM (#5335414)
Except, that analogy is true: purportedly, doping is really pervasive in pro-cycling and is basically necessitated to be anywhere near competitive. The same is true of the app store.

It's not optimal, but it's the status quo that tens of thousands of developers face: you can't win if you don't employ dubious means.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by lambda on Wednesday March 06, 2013 @09:05PM (#5335502)
By the way, pro cycling had pretty much managed to kick its doping habit. You've seen all of the scandals over the past few years because they got more serious about cracking down on it, and once a few of the top pros were caught, they pointed the finger at the others. I think that most people believe that the last few Tours have been clean.
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by erichocean on Wednesday March 06, 2013 @09:32PM (#5335640)
By the way, pro cycling had pretty much managed to kick its doping habit.

Okay, that made me laugh. Thanks for adding some humor into this otherwise rather downer discussion!

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by honzzz on Thursday March 07, 2013 @05:50AM (#5337047)
>> I think that most people believe that the last few Tours have been clean.

I used to race (although not on very high level), I know the environment and I would bet my balls that last few Tours have NOT been clean.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by triplesec on Thursday March 07, 2013 @12:48PM (#5338990)
Hey I'm interested in this. How are they not clean now? Times are down by about 6% from Armstrong's heyday. I do want to understand your thinking as there may be something I' missing. I'm sure there are dopers, but AFAIK the leading teams are largely much much better now (look at Team SKY)
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by honzzz on Thursday March 07, 2013 @02:46PM (#5339720)
Where did you get that 6% and was that reliable source? And even if that number is somehow "correct" (each Tour is different and it is not possible to just numerically compare them) it does not mean the cycling is now clean, it does not even mean it's cleaner... there are too many factors that can influence this.

My opinion is this: cycling may be a bit cleaner in a sense that maybe doping is not as widespread as it used to be and maybe the effect of doping is more limited because they need to be more careful. But I don't believe cycling is clean now. There are new drugs that are undetectable and mentality has not changed. I believe this is more realistic: http://www.cyclingnews.com/news/italian-judge-says-doping-is...

And about SKY team - I have no proof and it's nothing more than just my guess but I don't believe they are clean either. Remember last TdF? They totally ruled, they controlled the whole race. My cycling intuition tells me this is not natural. They certainly compete against some (I would say many) riders who are not clean (some of them even got caught, like Frank Schleck) and they were not even competing on the same level - they were superior. I don't believe it is possible without doping. The fact that they claim otherwise on every occasion means nothing to me - I have seen this too many times.

My guess - and I realize it's nothing more than guess - is that if in 2030 they use their new methods to test today's samples they will find out that there is some substance that is undetectable today.

I would love to be proven wrong on this - I love cycling.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by triplesec on Thursday March 07, 2013 @03:18PM (#5339916)
I was wrong... it's 10% down according the source I was remembering: http://www.bbc.co.uk/news/magazine-18921784 and the 6 was from the power ratio of the top riders now down to around 6W/Kg.

Read more of the in-depth articles about Sky. Their training methods are hugely different, and came from the GB track cycling programme which has taken the world championships and Olympics by storm over the past decade. They're open about what it is, and unlike with others, it's only the performance which makes anyone wonder. Look at the figures, and remember, they're still 10% slower than Armstrong! What they are using is demonstrable physiological science and feedback: a manifestation of the benefits of the Quantified Self approach!

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by honzzz on Thursday March 07, 2013 @04:18PM (#5340336)
That article is interesting - it made me reconsider my opinion a bit. I certainly can be wrong about SKY team. I would have respect for them even if they were not clean because I have enough experience with cycling to be able to imagine how hard you have to work to get through any grand tour even if you are not clean. But if they are... good for them.
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by socialist_coder on Wednesday March 06, 2013 @04:46PM (#5334205)
Regarding the top 25 meaningful revenue... this all depends on your team size, does it not? If you are solo or a team of 2-3, you need a lot less revenue than a big company.

We're almost done with our slot machine game for iOS (lame, I know), but we only have 2 people, and we definitely don't need to be in the top 25 to make some real money (that can fund new, "real game" projects).

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by VonGuard on Wednesday March 06, 2013 @05:11PM (#5334373)
Do some reading to figure out what kinds of returns you can expect. I've seen 1 and 2 person teams basically able to replicate a medium income job. That's great if you can make it sustainable, but I don't think anyone's getting rich outside of the glamorous world of a few big indie titles.

http://thegamebakers.com/money-and-the-app-store-a-few-figur...

http://www.gamesbrief.com/2011/08/selling-an-iphone-game-the...

Or really, just use this link:

http://www.pixelprospector.com/the-big-list-of-game-revenue-...

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by kolinko on Thursday March 07, 2013 @04:06PM (#5340249)
You can be far from top, and stil earn $100k/year...

Games are top-heavy, but there is an overlooked middle ground of devs who have a decent passive income...

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by archagon on Wednesday March 06, 2013 @03:44PM (#5333772)
I agree completely.

90% of the games that are currently on my iPhone were a) made by dev teams with 1-3 people, b) provide a unique and polished experience, and c) became known mainly based on community outreach. None of them are currently in the top rankings, but as far as I can tell they make enough money for the teams to get by. People keep talking about "hidden gems" on the App Store that failed to succeed despite having an excellent product, but so far, the only ones I've seen were either outright clones, failed to do any outreach at all, or had a poor business model. (Freemium with very little incentive to upgrade, for instance.)

Sure, if you're a hundred-person company, you might need to resort to shady means to be profitable. But I don't think that's at all necessary to make money on the App Store.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by pmelendez on Wednesday March 06, 2013 @03:51PM (#5333813)
Unfortunately, that doesn't make up for the 400k indie games out there that are not making the top 100 and are competing between them to have a little piece of cake.

Asymmetry is a real problem in the App store.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by greggman on Wednesday March 06, 2013 @10:05PM (#5335784)
There aren't 400k polished and unique indie games. There are 399.9k shit quality clones and a few gems. The question to ask is "if I make a quality game that is at least somewhat novel does it have a chance to do ok" where ok = enough to fund a 2-4 person team for their next project.
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by VonGuard on Wednesday March 06, 2013 @11:21PM (#5336060)
The answer is Yes, where "OK" is directly proportional to "uniqueness/novelty" factor. When judging, a novel gameplay idea will win me over before anything else. Good gameplay trumps all, but it's the toughest thing to get right, especially with the terribly limited interface you have on mobile devices.

This equation also works, sadly, when you replace "uniqueness/novelty factor" with "boobs." Look at the top apps and see that this is true.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by triplesec on Thursday March 07, 2013 @12:50PM (#5338999)
Which ones, please, and how? I'd love some good recommendations, and to examine how those companies did it!
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by archagon on Thursday March 07, 2013 @02:56PM (#5339774)
One very notable example is Sword & Sworcery EP. The guys behind the game did a talk at GDC '12 about making games for niche audiences instead of stooping to the lowest common denominator, but I can't seem to find it.

Simogo has made a couple of very unique and artful games, including last year's Mobile Game IGF winner Beat Sneak Bandit. It's notable that their games are premium priced ($3), but still have hundreds of reviews.

Mika Mobile is a husband & wife team with a number of fantastic brawlers under their belts, including Battleheart and Zombieville USA 2.

Tiger Style is (in their own words) a "distributed collective of independent game developers" that have most recently developed the award-winning exploration/space-gardening game Waking Mars.

Jeff Minter releases a new iOS game what seems like every other week. (Though he once characterized it as "run[ning] frantically on the iOS treadmill".)

Zach Gage has made a number of small, fairly popular games, including SpellTower and Bit Pilot. ("Net Gross for me is probably around ~110k for 3 years of work. but the profits would probably be quite a bit lower than that")

-----

Notable recent failures include Punch Quest (F2P model didn't yield any income, so they switched to paid) and Gasketball (again, the F2P model they were using was too permissive).

-----

So, not a perfect ecosystem, but not an abysmal wasteland either. Enough for the kooky hobbyists to get by as long as their products are top-notch and their business model makes sense. (At least that's how I see it.)

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by triplesec on Thursday March 07, 2013 @03:12PM (#5339876)
Big thanks! Wish there were a favourites list on here
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by isoiphone on Thursday March 07, 2013 @01:31PM (#5339239)
Which games? Please be specific.
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by archagon on Thursday March 07, 2013 @03:04PM (#5339821)
I replied to the poster above you with examples, in case you're interested.
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by lotso on Wednesday March 06, 2013 @03:16PM (#5333528)
>This is disturbingly cynical advice. If you stand by it, why not attach your real name to it? If not, why put it in public?

Could you explain this logic?

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by phil on Wednesday March 06, 2013 @03:29PM (#5333649)
This is toxic advice and putting it out there makes the ecosystem worse. Giving it anonymously but backing it by appealing to your authority as an IGF judge, etc is bullshit.

(And that's true regardless of whether it's effective -- it clearly is, though I think mostly in the short term).

Edit: Since I'm being fairly negative here, I want to add that VonGuard's comments on gameplay and adding unique elements seem well-informed and well-intentioned.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by VonGuard on Wednesday March 06, 2013 @03:37PM (#5333712)
OK, fair enough. I am not giving the cheating advice as an IGF judge. The advice for improving gameplay, and my compliments on the quality were as an IGF judge.

My comments on the app store are strictly from the cynical perspective of seeing what works. It has to be said. If you go in not knowing the table stakes, yer at a disadvantage. This is just like search engine optimization: fluid, ever changing, highly competitive, extremely scummy, but EVERYONE does it.

The alternative from the perspective of say, EA or a GluMobile, is to play completely by the rules, but produce 500 games per year. As a smalltime developer, cheating is immeasurably helpful when competing with the giants that can launch 2 new games every week.

I can't help but feel your desire for me not to talk about it this loud amounts to you plugging your ears and saying "LALALALALALA NOT LISTENING!" This stuff happens every day. Ignoring it means losing to it.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by powatom on Thursday March 07, 2013 @06:02AM (#5337070)
I can't help but disagree with your approach in principle. I acknowledge that your advice may be sound, and you may well have done the research necessary to arrive at your opinions - but the fact remains that you are giving people incredibly cynical advice without risking using your own credibility to back it up.

Your advice sounds cynical because it is. People don't want to cheat to win - and you're telling them that they have to. Well, who are you to say that? Why should people listen to you? You may be an IGF judge, but that doesn't mean you've ever sold a game (well scratch that, I actually don't know the qualifications required to become an IGF judge, but you catch my drift).

I say this not to be critical of you personally - but if you're saying 'you need to cheat', and then brandishing your status as a judge in a relevant body, then people are going to listen to you. If you're wrong, you've given people bad advice - and this means that you should lose credibility. If you're right, then you'll gain credibility. Simply 'opting out' of the credibility problem makes it very easy for supposedly credible people to give bad advice - which doesn't help anyone in the long run - and in fact can damage a lot of people's businesses and livelihoods.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by tatsuke95 on Thursday March 07, 2013 @08:21AM (#5337419)
>"People don't want to cheat to win - and you're telling them that they have to. Well, who are you to say that? Why should people listen to you?"

It's advice, you can take it or leave it.

You're more than welcome to be the guy/team who says, "we're going to do this the right way!". But so do a lot of other indie gaming teams, and they go under. I lived in the social gaming space for a while (Facebook). The biggest discouragement is that the quality of games made little difference to getting noticed and making money. I am no longer in the space.

You can do it the "honorable" way, and that's great, and may work. If you want to make a business of the business, you have to get your hands dirty. Don't hate the player, hate the game.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by powatom on Thursday March 07, 2013 @10:47AM (#5338241)
But this is the point - it's fine to say these things if you're not going to put your own credibility on the line and say 'this is me, these are my credentials, this is the reality'. I'm not denying that the game is skewed, that you can only compete if you cheat. All I'm saying is that if you're claiming some kind of expertise in this area, then you should attach your name to your words. Otherwise you're just a cynic and you're making the world a worse place by propagating the idea that you can only succeed if you cheat. It's not healthy, and it stops people even looking at ways of making it easier for the little guy to compete.
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by huhtenberg on Wednesday March 06, 2013 @03:09PM (#5333490)
> If you stand by it, why not attach your real name to it?

Seriously? You don't understand why not?

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by i_cannot_hack on Wednesday March 06, 2013 @03:24PM (#5333593)
Since it is obvious he does not – and you give the impression of possessing some kind of explanation – why not directly explain your view of it to him instead of asking snarky questions that you already know the answer to? It is a much more meaningful way to advance the discussion.
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by jiggy2011 on Wednesday March 06, 2013 @03:30PM (#5333656)
If he gives his real name then he is basically publically admitting to astroturfing via fake reviews.

I'm assuming this is against the TOS of pretty much any app store and could get whatever apps he is associated with pulled.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by tatsuke95 on Thursday March 07, 2013 @08:25AM (#5337437)
>"why not directly explain your view"

It's very simple, which I suppose is way the parent asked the question: I don't want to attach my name to anything I do on the internet, really.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by huhtenberg on Wednesday March 06, 2013 @04:13PM (#5333979)
Excellent comment, a very meaningful way to advance the discussion. Please post more of the same, more often.

Also you may want to look up "rhetorical question" when you have a spare moment.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by i_cannot_hack on Wednesday March 06, 2013 @04:50PM (#5334238)
I fail to see how you not expecting your question to be answered makes it somehow more relevant. It is still simply belligerent criticism without any reasonable justification or explanation. If you were planning to follow up with something later on you could easily have cut out the middleman.

But you are right when you say that this discussion is way off topic, so I'll probably leave it at this. Nice seeing ya.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by jrajav on Wednesday March 06, 2013 @02:49PM (#5333356)
> If you have any money left, spend that cash on those awful, dark-alley fake review and promotion services. Take all of Ronyeh's advice, it's excellent, but you can't stop there. To succeed today in the app stores, you have to cheat, so go buy some reviews and downloads so you can raise your ranking in the store. It's a self-fulfilling cycle: higher rankings, more sales.

> You have to game the app stores to succeed.

What the hell?

Edit: As antoko points out, this doesn't really add anything to the discussion, which I was aware of. I just felt the need to express disgust at what I feel to be blatant and inexcusable dishonesty. Never mind the risk of getting caught or some other backlash, what if you value honesty and pride in your work as much as the money?

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by antoko on Wednesday March 06, 2013 @02:54PM (#5333382)
It is obvious you take exception to the GPs quotes but you've not done a very good job of explaining why.

Do you believe the quoted statements from the GP are false?

Or do you not care if they are true, and rather believe that that kind of advice is always wrong?

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by VonGuard on Wednesday March 06, 2013 @02:51PM (#5333362)
Hey, this is not my advice. This was given to me by someone who charts successes and sales in app stores. It sucks, it's ugly, but it's fucking true and it works.
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by archagon on Wednesday March 06, 2013 @03:58PM (#5333872)
Yeah, we got similar advice when I was working at a social gaming startup. Apparently, it's not unheard of among growing, venture-funded companies like ours. I assure you, however, that the vast majority of the indie games that make the headlines (Super Hexagon, Hundreds, Letterpress, etc.) don't use these techniques.
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by VonGuard on Wednesday March 06, 2013 @04:23PM (#5334060)
Definitely true. And frankly, I only found out about some of the games yer mentioning through the IGF. Festivals and such are a great way to get yer name and game out there, but those are kinda limited to quality, unique games.

And, as for Super Hexagon, I'll play anything Terry Cavanagh makes. He is a fucking god. 4-Letter-Word melted my brain.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by chii on Wednesday March 06, 2013 @09:07PM (#5335510)
if you game isn't good enough to be in the IGF then may be it isn't high quality enough to succeed with out cheating the app store. therefore indoor game devs should strive to make these unique games instead of piling same old clones into the app store and resort to cheating to get noticed
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by alberich on Wednesday March 06, 2013 @02:56PM (#5333393)
Hm, so why make a unique game after all? Just make a crap one and buy the reviews.

1. write crap game. 2. buy reviews. 3. profit.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by VonGuard on Wednesday March 06, 2013 @03:02PM (#5333436)
Well, the way it works, you get an initial boom for your buck, and you get more eyes on your product during your launch week, which is your critical time to make an impression. If your game or app is shit and no one ever uses it again, that money spent on cheating is an immediate ROI, and drops off as soon as you stop promoting the app.

However, if your app is awesome, that initial burst of cheating allowed your game to push through the crowds of 50,000 other apps to get the eyeballs it needs. If it's a great app, those initial users who were suckered in by cheating the system, are now happy, satisfied customers telling their friends about your app. You don't need to game the system anymore: you've broken through the brick wall that is the first 10,000 or so sales. After that, you can rely on the quality of your game to win people over, but when you're naked, alone and review-less, the app store can be a terrifying and unfriendly place.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by jiggy2011 on Wednesday March 06, 2013 @03:29PM (#5333642)
Interesting, how much does a successful app usually have to spend on fake reviews to have a shot?

The way you are describing it basically makes it sound like a hidden listing cost to be on the app store.

Eventually though people are simply going to stop believing reviews at which point Apple/Google will have to start taking some action against this.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by lnanek2 on Wednesday March 06, 2013 @03:26PM (#5333620)
Initial ad spend to get in top rankings of an app store with a game is about 75k. A generally considered successful tactic is to do that spend, get in the top, then grow organically from there if you can.

I played 10 levels of this game on the web site, though, and it never even encouraged me to brag to anyone else about how quick I solved a puzzle, and had no replay value, e.g. I can't solve a puzzle better or worse really. The game has nothing to get each user to draw in more users, so it would be a waste to do the ad spend at all...

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by tinco on Wednesday March 06, 2013 @03:02PM (#5333438)
That wouldn't work at all. Did you even think about writing this comment?

A crap game doesn't get good reviews, so boosting the app rating by buying fake reviews is just throwing good money after bad.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by alberich on Wednesday March 06, 2013 @03:25PM (#5333606)
Ok, maybe "crap" is a bit of exaggeration. The point was that you really wouldn't need to really struggle to make a great game, as people would download it just because they saw good (fake) reviews. As long as it doesn't really suck, there won't be negative reviews to counter this.

Anyway, I wonder how long will it take before this tactic becomes too widespread so that only huge players will have enough cash to game the system like this.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by tinco on Wednesday March 06, 2013 @04:19PM (#5334026)
Fair enough, I think the amount of reviews (and buys) influences your position too so just the absence of negative reviews isn't enough.

I don't want to sound cynical, but why do you think it hasn't already spread so wide that only huge players can game the system enough to gain the top spots? There was an article on HN this month about how book publishers even game the NYT book rankings.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by beachstartup on Wednesday March 06, 2013 @03:07PM (#5333465)
i'm guessing because you can't buy the removal of bad reviews.
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by lmirosevic on Wednesday March 06, 2013 @04:22PM (#5334052)
I don't quite agree with your phrasing, but as an indie iOS dev on the app store since 2010, I sadly have to agree 100% with what you said. It is what it is. Some people might find it easier to swallow if instead of "cheating" you simply called it CPI though.
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by VonGuard on Wednesday March 06, 2013 @04:25PM (#5334078)
LOL, give it an acronym and it's a legit business.
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by gavanwoolery on Wednesday March 06, 2013 @10:30PM (#5335890)
I hate to admit it, but VonGuard is right -- without a novel game your best bet is to "cheat" the system - you can hack it in "honest" ways though. It is no different from SEO. That said, even doing so will by no means guarantee you success. Your real best bet is to make a good, novel game. This game is highly polished, but the mechanics were just not interesting enough for me to recommend it to anyone.

If you are "going indie" you have to think about your real motivations -- are you building games to make a profit, or are you building games that you want to play but do not exist? The most successful games seem to fall in the latter category (successful indie games, that is). I do not say this to be snide or critical, just my honest, well-intentioned advice.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by VonGuard on Thursday March 07, 2013 @12:10AM (#5336221)
> If you are "going indie" you have to think about your real motivations -- are you building games to make a profit, or are you building games that you want to play but do not exist?

This. The latter, indeed, always make the best games. But if yer making this game because you want to make a living making games, push ads, track phone calls, pull down people's address books and sell that shit, after pumping fake downloads and such. If you want the money to fund the game you really want to make, just go full on evil, no half measures. You can be nice on the game you really wanted to make, when gameplay can float it on its own.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by seanalltogether on Wednesday March 06, 2013 @04:03PM (#5333895)
I just wanted to say I appreciate your perspective and advice here, we've been spending some time in the office talking about your post and the discussion that has emerged from it.
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by nakor on Wednesday March 06, 2013 @06:14PM (#5334701)
I also want to echo this sentiment. It's sad how many people here have responded with disgust and have wished bad things upon you. I come to HN to read discussions of a higher level, and instead of proposing level-headed solutions as to how to improve the app-store, you are treated with insults, and that's really sad.

As a developer you are already at the total mercy of these app stores. That doesn't seem to be a problem apparently for many people here because of the belief that the pride of the work should be completely secondary to monetary gain.

The owners of these app stores don't seem to care much either. The more people who make apps regardless of revenue expectations, the more they improve the quality of these app stores and add value to the owners, not the developers. The Apples, and Googles don't have any incentive to make the marketplace any more fair it would seem.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by VonGuard on Wednesday March 06, 2013 @04:31PM (#5334111)
Glad to hear it. Take the advice on cheating with a grain of salt. Some excellent legit strategies have shown up in this thread, too.

Additionally, if you are going to cheat, get that monetization play in order first.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by becauseracecar on Wednesday March 06, 2013 @03:50PM (#5333805)
I think this is good advice and an accurate view of how to get ahead (as much as I hate to admit how much of an advantage everyone with deep pockets has). It's definitely hard as a little guy to get started but there are ways to get some attention if you can afford to invest in buying installs.

There's of course Facebook mobile app installs, but a lot of other ways to get installs also that might be more cost effective. Some others: http://www.appoday.com/#developers http://www.curios.me/

Best of luck!

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by joeld42 on Wednesday March 06, 2013 @03:39PM (#5333740)
A less sleazy way to do this is to offer players something ("unlock the secret panda level") in return for giving you a five star review. You can't verify that they actually do, but if you give them the item and then send them to the app store, some of them will. Then, set this up as a timed promotion along with a push notification so you can get a bunch of players to hopefully respond at the same day. It's not as effective as buying rank, but it's less sleazy, and it can have some effect.
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by derefr on Thursday March 07, 2013 @12:08AM (#5336213)
Another strategy--and I'm not sure about the morality of this, except it's less evil than the above--is to pop up a "please rate!" dialog right after doing something nice for the player.

For example, have a random time-based trigger that will unlock a DLC item in the middle of regular play. Tell them they got it, make it shine and sparkle, and then--maybe not right away, but after a minute or so, after they've gotten back to the game and might be playing around with their new toy--ask them for a rating.

Another way to put it is: if Nintendo, as some unknown up-and-comer, had released SMB3 on the App Store, a ratings dialogue would almost certainly appear approximately two minutes into the Kuribo-shoe level.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by UberMouse on Wednesday March 06, 2013 @03:51PM (#5333808)
I would assume that's against the iOS store TOS, you can ask them for a review but you can't ask for a five star review.
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by joeld42 on Wednesday March 06, 2013 @07:20PM (#5335031)
Maybe, but there's plenty of apps that flat out ask for that.

Here's a particularly shameless example: http://imgur.com/8UGRals

But yeah, you'd probably get better results if you're like "hey, here's this free thing, want it?" (tap YES) "Here you go!" ... "Please go rate us thanks it really helps" because of people's sense of reciprocity.

In any case, my point is to use your fans and your customers to boost your rank, rather than shady services and botnets.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by iso-8859-1 on Wednesday March 06, 2013 @06:05PM (#5334653)
Maybe subliminal messaging then? Why would people give anything but a good review if they are already investing time in getting the item?
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by Cthulhu_ on Thursday March 07, 2013 @05:24AM (#5336990)
> Maybe subliminal messaging then?

Ask for a review after the user gets 5 stars in a level? :p

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by loumf on Wednesday March 06, 2013 @02:54PM (#5333381)
Reading this made me a little sad. My remedy was to immediately go give it an honest 5-star rating and real review. I need to go do this for a lot more apps I love.
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by joeld42 on Wednesday March 06, 2013 @07:24PM (#5335048)
Do this. It really means a lot to an app developer. I wish I could send a thank you email to everyone who writes a review for my apps. Even the bad ones. Though I'd rather they email me for support first in case it's something I can help with, at least a bad review points out a problem and I can do something about it and fix it in the next release.
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by artimaeis on Wednesday March 06, 2013 @03:29PM (#5333643)
Do you have a source about Hill Climb Racing having spyware? I've seen my friends play it and was unaware of any spyware problems reported with it. Google isn't showing anything using relevant search queries; I'd love to read a source!
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by VonGuard on Wednesday March 06, 2013 @04:01PM (#5333886)
Verizon pointed out that Hill Climb eats battery and bandwidth. http://support.verizonwireless.com/information/app_ranking/h...

I expect that's due to sending infinite data back home. Plus it has permissions to read all sortsa data, like every free game.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by pdog on Wednesday March 06, 2013 @08:47PM (#5335418)
> Oh, and when it comes to press, I really don't have any good advice. Try to find some small outlets to work with because the big guys will ignore you, and do so in a mean and churlish way.

With nearly 600 upvotes, 250+ comments, and the front page of Hacker News, he shouldn't have trouble finding press coverage.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by chipsy on Wednesday March 06, 2013 @10:18PM (#5335833)
Unfortunately, it's a clone of a type of game that is commonplace on Flash portals. It doesn't have remarkable features beyond being polished - and what the press and the (word-of-mouth) public needs most to market the game for you is stuff that can be remarked upon. On HN the same rules don't apply because pure execution can be praised instead.
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by adestefan on Thursday March 07, 2013 @12:03PM (#5338683)
You're vastly overrating the size of the burble that HN sits in. On top of that, while this game is pretty, it's really not that unique.
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by ramykhuffash on Wednesday March 06, 2013 @06:25PM (#5334773)
Doing so well on HN will help massively with press. I'll enjoy writing about this on a decent sized app site tomorrow :-)
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by VonGuard on Wednesday March 06, 2013 @06:38PM (#5334832)
I was thinking this! I hope to god they are able to succeed without resorting to the awful things I suggested. It'd be awesome to see this succeed based on the HN community.
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by seanalltogether on Wednesday March 06, 2013 @06:55PM (#5334919)
thank you, we appreciate any press we can get out of this, i imagine most blogs are buried in spam from the hundreds of apps that are released daily, so I'm not expecting much from the sites we've already emailed
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by cscurmudgeon on Thursday March 07, 2013 @08:17PM (#5341568)
VonGuard,

Observing that a lot of corruption is taking place is different from actively suggesting someone to do it. You can do the first, but the second is bad!

You are not a game dev. You don't know our pains. If you are honest, I suggest you reveal the evidence anonymously. I hope all such scums get outed. This is morally bankrupt.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by VonGuard on Thursday March 07, 2013 @08:34PM (#5341630)
You're suggesting I change my advice to say "Hey guys, people cheat, you shouldn't." Either that, or you're suggesting I should have simply said "Hey guys, this game isn't going to be big, so just make another game."

Gaming app stores isn't morally bankrupt, it's about circumventing an arbitrary set of rules set out by Apple or Google. It's not breaking the law, it's not raping and pillaging. It's capitalism. The other games in the app store that have this gameplay are dialing home, selling ads, etc...

Yes, you can make a good living making awesome games and selling them in the app store. If yer a game dev, you should know that just expecting every game dev to make an awesome game is ludicrous. Gameplay design is about iteration, refinement, testing, and iteration, refinement and testing. Just like software dev. It's really tough to get right, too, because gameplay doesn't "compile" in the same sense as regular logic. You have to test subjective "fun" levels. Making an awesomely fun game with a unique gameplay hook is the hardest possible thing to do in making a game.

So what is an indie dev to do? Monetize the lesser games to fund the big, awesome ones. Is gaming the app store any more scummy than downloading a user's phone book? Tracking their phone call regions? Reading their cookies?

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by cscurmudgeon on Thursday March 07, 2013 @08:50PM (#5341677)
This is why it is morally bankrupt:

See this from a user's perspective-> I spend $200 getting a fancy phone. I go to the app store. I see an app which is highly rated. I believe that the reviews and ratings are real. (The reviews are fake, I don't know that.) I spend $0.99 or more getting it. The app is horrible. This repeats a few times. I eventually stop downloading apps. I have been robbed off my money through lies. This is not just bad marketing. I slowly stop trusting app stores. I don't want to download anything from the open Internet either.

Don't you see how this hurts the whole ecosystem?

Apple's rules are not arbitrary. I could then claim that the laws of a country are arbitrary. I could denounce democracy. I could hire someone to kill my enemies. This is how mafias are formed. App store scamming is nothing but a modern mafia which doesn't kill directly.

You seem to be a person in power. I kindly beg you to use that power for good in a bolder manner. Reveal these scumbags anonymously.

If you equate selling ads with scamming, then someone else can equate scamming with murder. I bet a lot of frustrated devs are in the position.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by VonGuard on Thursday March 07, 2013 @09:08PM (#5341721)
>See this from a user's perspective

This pattern has repeated time and time again in the history of software. See the videogame industry in 1984, or the Wii, now: crappware hurts the whole ecosystem. I totally agree. Please go browse through the Android App Store and then explain to me how the ecosystem is in anyway un-besmirched now. There will be a flush out. The decision of these guys doesn't make a difference. Get while the getting's good.

>Apple's rules are not arbitrary. I could then claim that the laws of a country are arbitrary.

Yeah, you could. But in this case, we are talking about the rules of a marketplace versus the rule of law. The rules of marketplaces, historically, are gamed over and fucking over again. See any Ponzi scheme/Mortgage crisis/stock swindle. It happens all the time. The rule of law sometimes overlaps with the rules of the marketplace.... I dunno where I'm going with this...

It's just that your statement equivocates the rules of a private, corporate entity with the rules of a democratically elected body of government, checked and balanced with the judicial system. Say what you will about the process of our Republic/democaracy, but I'd say it's anything but arbitrary.

For some reason, when you say arbitrary, I think "spontaneous," and... wow... the federal government as spontaneous. It may be completely non-sensical, but the government tends to move in very premeditated, well explained fashions. OMG, the extent to which they go to explain things.... Jebus.... 10,000 page research studies and... this is another argument.

Point being, Apple's rules change when Apple wants them to. Our laws change when ( and this is another argument waiting to happen) the people decide.

Here's the problem: in the app store graph of revenue, the top 10 apps are on Mount Everest, the next 15 to 25 are at sea level, and the next 75 out to 100 are in the Marianas Trench. Everyone else is somewhere in the molten core of the planet. I was offering blunt advice on how to succeed. The sad fact is, gaming the app stores is a whole line of business. App stores suck. As a game dev, you should know this. Xbox Live Arcade? How's that for patch management? Apple? Holy gods! Why are you so protective of their TOS? I mean, yeah you should abide by all rules of your marketplace. But people don't. And people get rich that way. I sure as fuck don't get rich. On anything. Maybe that's why I am so bitter. Or maybe it's SimCity V's BS...

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by cscurmudgeon on Friday March 08, 2013 @02:29PM (#5345230)
I am not saying that rules are supreme and should not be violated. I am saying there are morals and whether they conflict with the rules or with your religion is secondary.

I am sort of arguing from a post conventional stage.

http://en.wikipedia.org/wiki/Kohlberg%27s_stages_of_moral_de...

Don't think I am arguing from a religious perspective or from a moronic "rules are holy" perspective.

Fuck religion and fuck the rules and laws.

There is a universal moral core which is the only thing I am arguing from.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by VonGuard on Saturday March 09, 2013 @08:14PM (#5350264)
Sounds like you and I have similar religious (or lack there of) beliefs, if you're arguing from that. Sadly, HN is all about the startup dream: money, and changing the world...

I would say that money is the guiding light of many here, perhaps only out-shined by the dictums of clean, recursive code. I just felt obligated to tell these guys how they could best support themselves with this game, as is, barring another 6 months of reworking it. Having quit his/their jobs and such, I'm sure money is very important.

Making money on games, and making awesome games are kinda two different things. The lines around advertising, Terms of Service, and the general expectations of a free versus paid user, this is all some very shaky ground on which to stand. But when I'm giving advice on a game in this market, I just calls 'em like I sees 'em. It's a terrible reality inside the app stores. Their terms of service change monthly, they can throw you out in the street for a lot less than gaming their systems. It's a marketplace, and these paid install services are growing, just like search engine optimization sites did. It's one of those icky business decisions, and lines that you pay a suit to worry about. Given money from this app, these guys can go and make a great game that can stand on its own merits.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by nawitus on Wednesday March 06, 2013 @04:43PM (#5334187)
>Oh, and when it comes to press, I really don't have any good advice.

I recommend contacting local newspapers, they are usually very willing to write stories like "local programmer quits day job to pursie his dream of creating games etc".

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by heyitswin on Wednesday March 06, 2013 @03:18PM (#5333546)
My up-and-coming online gaming-related publication is seeking great people in the industry with awesome stories and insights to share to write.

Feel free to email me [email protected], would really love to have you write a piece for us!

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by Trufa on Wednesday March 06, 2013 @09:09PM (#5335520)
Why is the most up-voted comment here is one that suggests cheating?
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by tripzilch on Sunday March 10, 2013 @06:56PM (#5353925)
Because the discussion that came from it is really good.
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by tatsuke95 on Thursday March 07, 2013 @08:27AM (#5337444)
Reality.
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by mrcharles on Wednesday March 06, 2013 @04:32PM (#5334124)
I hope you lose your IGF judge status for this, if you actually are one.
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by kostya-kow on Wednesday March 06, 2013 @05:43PM (#5334544)
This is a horrible, selfish advise, and you should be ashamed of yourself! It harms both the community and the games.

What's more surprising is that this is a top comment! People who upvoted this are not any better than you are!

It's always better to be honest and take pride in your work. Hacking is about making something great and interesting, not making a cheap buck.

Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by return0 on Wednesday March 06, 2013 @08:54PM (#5335445)
People who didn't upvote it aren't, either
Re:Show HN: 6 months ago I quit my job to pursue indie dev. ... by optymizer on Wednesday March 06, 2013 @06:18PM (#5334731)
This is sad.