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Hot Piglet iOS App Feedback

BrooklynHustle

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It looks like he can solve kids' boredom.

The game looks simple enough and cute enough that little kids probably like it. It's just for a dollar so their parent's wouldn't mind.

How long did it take you to code his OP?

If you can introduce an exciting or funny aspect to it then it could become something.
As a guy that has done 12M+ downloads on the App Store, trust me when I say this is not going to cut it

Definitely step your game up & learn the marketplace if you want a chance of competing
 

Ravens_Shadow

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Actually I am a developer and I code. But thank's for being honest.
Rep+ for taking action. Work on something with a bit more polish. Come back and tell us what you learned.
 

Sully1994

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Downloaded it, played it.

- the "best score" counter doesn't work

- it doesn't seem to get harder the more you play, like a lot of those games do

- the pillars move, like jump in height randomly, why

- needs at least a quick tutorial, even if it's as simple as "tap to start, tap to jump, don't hit the pillars"

- it isn't visually appealing. It needs to be pretty, and why is the pig jumping pillars? Why not fences or something?

Love the fence idea. And what if you had a farmer chasing after the piglet, similar to those demonic monkeys from Temple Run?
 

TheDillon__

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I thought people were being a bit harsh on you, and I wanted to give the app a fair shake.

Then I opened the app store.

Flappy Bird was free - your game is $0.99. IIRC most App Store users will not pay for an app, but will gladly purchase things from within the app. I'd suggest making your app free to play, and offering various in-app-purchases such as extra lives or powerups.

Also your app looks like it was designed in MS Paint. I'd suggest either studying graphic design in more depth or outsourcing the design portion of this. There are apps out there that can and will be successful as games, but this isn't turning out in the best direction.
 
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Panamera Turbo S

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TBH, it doesnt look like you put alot of effort behind it... Why should we put effort in our feedback if you didn't show commitment in your own product?
To creat this app, I had to learn and study Objective-c, fix bugs, etc. It is work.

However, if you give me feedback even if is negative, I know I must improve/change something in order to improve your experience as a customer and make you happy ;)
 

Waspy

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A game is not a need, is a desire/want for entertainment. You don't need an iOS game to live and survive.

I think you misunderstand what a need is. In the fastlane a need isn't something required for survival. It's really something which is NEEDED to solve a pain point in someone's life.

I don't need Spotify to survive. I don't even need Spotify to enjoy music. I could in fact continue to buy individual tracks, load them into iTunes and enjoy them.

But as soon as it came out, I needed it in my life. It solved many big problems for music lovers for less than $10 a month. Free even.

So yes, entertainment isn't a survivalist need. But that doesn't stop it being a need.
 
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Van Halen

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Well first off Angry Birds was released in 2009, so you're 8 years late compared to them. Second of all Rovio, the guys that made Angry Birds, released 47 failed games before angry birds. There was a massive process behind the result, they were also doing it when Smartphones were first getting popular.

Now I'm not saying because you're late you can't be successful, but slapping a game together and just waiting for the money to roll in is ridiculous, you'll be buried in the sea of another million developers.

I think you need an app that compliments a service to be successful now. I.e. Uber, airbnb
 

Waspy

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Downloaded it, played it.

- the "best score" counter doesn't work

- it doesn't seem to get harder the more you play, like a lot of those games do

- the pillars move, like jump in height randomly, why

- needs at least a quick tutorial, even if it's as simple as "tap to start, tap to jump, don't hit the pillars"

- it isn't visually appealing. It needs to be pretty, and why is the pig jumping pillars? Why not fences or something?
 

Panamera Turbo S

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p.s. is Objective-C really difficult? I've read a few articles saying it is. I'm thinking about getting into that or Swift. I've been teaching myself C# and Xamarin Forms but it seems pretty restricted as far as what you can do with graphics and animations.
Well, if you love programming it is not. This is my personal experience.

Before Objective-c, I worked 7 years with PHP and other programming languages. They all share common things, but the syntaxes and some things are different.

Nothing hard my friend :)
 
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Chinobey

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The small beheaded pig is back in town with a better look and ready to jump over more obstacles! And yes, this time it's FREE.

Hot Piglet on the App Store

Custom Icon design by @fracturize !

View attachment 16938
Definitely a much better picture for the game made it much more appealing, going to be deadly honest about the actual game though graphics are pretty poor for 2017 to be honest the game itself feels like i have played it 1000 times before probably because it is the most common type of game always the same objective how many obstacles can you jump over you need something more unique. Lets say the graphics were good and that the game idea was unique the execution could be better the obstacles render too late and it makes it very infuriating and just not very fun. I know its some harsh criticism but hopefully it will help you moving forward for what i am guessing is one of your first games it is not too bad but keep practising and don't publish to the app store until you have thoroughly checked it and eliminated most bugs.
 

Tim Allen Jr.

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Solid job on learning to code. Understanding how apps/internet work is more crucial than anything.

For another app, think about something you need, and develop that app. If you can think of that, I guarantee that other people want it too.

That will help you differentiate whatever you build.
 
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BrooklynHustle

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He created something and for that he gets props from me. Let, the market speak, OP, get exposure and feedback from your target market.
Not hating at all... No malice intended. Just trying to help him save some time. This is not an easy market so you have got to put your best foot forward and always be learning if you want to win (probably true of most business)
That's awesome man. Magnanimous. :thumbsup:

Did you do extra marketing or the app sold itself?
Thanks man. I published over 100 apps so I am always running different experiments, learning, and improving. In the past, before I sold my first portfolio, my primary marketing strategy was ASO (the App Store version of SEO) but nowadays that approach is a lot less powerful. I lean more on FB advertising and I know some people successfully leveraging influencer marketing though I have not succeeded with that myself
 
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Tim Allen Jr.

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Hello fastlaners,

After I saw that a lot of people made millions from iPhone apps, I decided to code a simple game similar to Flappy Bird.

Even if the app is simple, I made the things in a such a way that creates addiction by mixing things up in the game.

I know that the best feedback I can get is from users, so I would like to listen some pros and cons.

App Link: Hot Piglet on the App Store

Thank you!
ta
Also, you were probably not going to make money on your first app (real/sustainable money). It rarely happens. Your going to get better and better.

But still crucial that you got one out, knowing you can and know how to push an app out is solid/important.

Another tip: What app that is relatively simple on your phone that you like using, try recreating that.
 

BrooklynHustle

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Definitely a much better picture for the game made it much more appealing, going to be deadly honest about the actual game though graphics are pretty poor for 2017 to be honest the game itself feels like i have played it 1000 times before probably because it is the most common type of game always the same objective how many obstacles can you jump over you need something more unique. Lets say the graphics were good and that the game idea was unique the execution could be better the obstacles render too late and it makes it very infuriating and just not very fun. I know its some harsh criticism but hopefully it will help you moving forward for what i am guessing is one of your first games it is not too bad but keep practising and don't publish to the app store until you have thoroughly checked it and eliminated most bugs.
This critique is spot on

I will say that the icon is a tremendous improvement. Great job, @fracturize
 
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Ravens_Shadow

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The art is trash. I wouldn't play it. Looks like you just bought a code base for $99 bucks and slapped it on the app store. If you're going into the app market you need to provide real entertainment value, not crap like that. Also, just sounds like you're chasing money.
 

BrooklynHustle

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The first few days flappy bird came out, I remember it making me really happy. I was laughing. I was challenged. The warmth I felt when I saw my 21 year old gf giggle while playing it for the first time--priceless. It provided massive value and a social connection aspect to it. You tell people about it whilst smiling like a kid. I guess if you could incorporate that, well, you'll be flappin' lol
I actually made a fair bit of money riding on the Flappy Bird trend shortly after it came out, but by no means was that a sustainable trend & it has def come & gone

Building a business based on the success of a viral hit/black swan/anomaly is not putting the percentages on your side

If I do a funny dance to Korean hip hop, do you think I will recreate the success of Gangnam Style?

View: https://www.youtube.com/watch?v=9bZkp7q19f0


Like @MJ DeMarco always says, much better to focus on the process...
 
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TheDillon__

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He created something and for that he gets props from me. Let, the market speak, OP, get exposure and feedback from your target market.
With respect to my previous comment, I agree entirely.

Who's to say that OP couldn't design the game with an even simpler design style and hit it big?

All that OP really should take away from this thread is something has to change. It's up to them to make those changes, market their app, and entice users to give helpful feedback.
 

Panamera Turbo S

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I actually made a fair bit of money riding on the Flappy Bird trend shortly after it came out, but by no means was that a sustainable trend & it has def come & gone

Building a business based on the success of a viral hit/black swan/anomaly is not putting the percentages on your side

If I do a funny dance to Korean hip hop, do you think I will recreate the success of Gangnam Style?

View: https://www.youtube.com/watch?v=9bZkp7q19f0


Like @MJ DeMarco always says, much better to focus on the process...
No, that's true. The Gangnam Style and Flappy Bird were not everlasting. In general, games and music are not everlasting.
But this is one of my first app, I made it and publish it to gain experience to create something better.

I collect feedback, learn more Objective-c and create something better. Then repeat.
 
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BrooklynHustle

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No, that's true. The Gangnam Style and Flappy Bird were not everlasting. In general, games and music are not everlasting.
But this is one of my first app, I made it and publish it to gain experience to create something better.

I collect feedback, learn more Objective-c and create something better. Then repeat.
Nothing wrong with that. Put in that work and study examples of success and you will have a great chance :fistbump:
 

Hylle

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I agree with what others are saying. The graphics look really crappy and boring. The screens are definitely not enticing me to pay 99 cents. What unique value is your game giving that would make someone pay 99 cents instead of playing all the high quality freemium games? Anyone can try and make flappy bird, candy crush etc., but if it's not new/better/higher quality, why would anyone make effort to switch, much less PAY?

But kudos for putting some work in and actually putting something out there on the app store and getting feedback. I hope you make something really interesting someday!
 

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Somehow you need to pay the bills right?
Yeah, but money is like a cat.

When you chase it, it will elude you.

To attract it, you need to show value.

You blatantly ignored this fact.

The market and consumers determine if your business is viable.

Apparently it's not good. In a world of selfishness, become unselfish.

Provide a better game. Your game should make people feel better.

First, it should be free.

Second, it should have an incentive.

Third, it should make people feel good while playing the game.

The flappy bird trend is over. That formula isn't working anymore, especially in an over-saturated app market.

Stand out, don't be the same. Chase needs, not money. Cliche but true.

Just my .2 cents.
 

Panamera Turbo S

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Yeah, but money is like a cat.

When you chase it, it will elude you.

To attract it, you need to show value.

You blatantly ignored this fact.

The market and consumers determine if your business is viable.

Apparently it's not good. In a world of selfishness, become unselfish.

Provide a better game. Your game should make people feel better.

First, it should be free.

Second, it should have an incentive.

Third, it should make people feel good while playing the game.

The flappy bird trend is over. That formula isn't working anymore, especially in an over-saturated app market.

Stand out, don't be the same. Chase needs, not money. Cliche but true.

Just my .2 cents.

You are right my friend, I have ignored this fact unfortunately. Thank you for reminding me this!
1. I will make the app free, with no ads as well.
2. On a paper I will think today at way to stand out and incentive.
3. I will make sure that people feel good when use it.
4. I will come back here and post my new work and listen to your new advice :)
 
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Panamera Turbo S

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I kept my promise and made the app free (with no ads also), because I really want to provide value and not be selfish: Hot Piglet on the App Store

1. The icon will remain the same.
2. The graphics will be improved.
3. The game will be more fun and make people feel good when using it.

If anybody want's to point out something or want to give a feedback, it is welcome.

Thank everybody!
 

BobW78

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Personally I disagree with what a lot of people are saying. While I agree that the graphics look kinda bad, it's not horrible and it's not necessarily a game breaker. If the game play is on point and it's fun the graphics won't matter to a lot of people. There may be a market for people who have older devices and can't run the latest games. You could also market this as a simple kid friendly game that toddlers can play. What parent doesn't want an app to keep their kid's attention when they're sitting in a waiting room somewhere?
 

BobW78

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p.s. is Objective-C really difficult? I've read a few articles saying it is. I'm thinking about getting into that or Swift. I've been teaching myself C# and Xamarin Forms but it seems pretty restricted as far as what you can do with graphics and animations.
 
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