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by dezwald 5849 days ago
Thanks for the comment! My problem right now is getting users stay in the game once they have installed it.

I'm not sure if it's the game mechanics or the UI that need improvement or maybe is it the lack of explaining the game storyline.

2 comments

- the enemy and equipment art is great

- the journal feature is fun, I wish more games had something like this. you might be able to introduce quests/statusrewards around information contained in the journal (like GoblinCrusher --- punishes at least three goblins/day)

- would prefer to choose a character name (and perhaps an avatar) than to use my own name and image

- too many refreshing pages, my favorite part of the game is the play button, because it's fast, and all of the action happens without pages refreshing

- hard to tell what was equipped / how to equip something, I kept clicking the image because I interpreted the actual button as a decorative bullet)

- 1 action every fifteen minutes is not enough, (I have to stop playing 30 seconds after I finish the tutorial??) This is probably where you are losing people. The speed decrease really threw me off.

- the battle news is an interesting feature, though with the current content I'd definitely want to set the default to skip the play by play and just give me the result

- could not understand the battle system, what do the numbers mean, and how does the max come into play?

- one of the top results on Google for LevynLight was for an autoplaying macro.

- initially thought the game name was pronounced Levy N Light when I saw it as one word

Mortuus, this is a great reply. Thanks for the detailed points. Choosing a character name is something i'll be adding to the game shortly.

I definitely agree with regarding the 15 minute wait for turn play. My team decided to go with 15 minutes so users don't burn through content (chapter art) too quickly.

Definitely will consider the speeding up the turn play duration.

Thanks again, Mortuus!

That might be a somewhat unsolvable problem. The "average" Facebook gamer isn't looking for a game with a "storyline". They want to farm lettuce, kill pimps, throw sheep, etc. The vast majority of FB gamers want something simple and mindless.

For an involved game with a storyline you might be looking at a more narrow, niche segment of the population. They key is getting them hooked and sharing with friends in their niche.

I can't see the game right now (blocked at work) but you might try posting about the game on some fan pages or community pages that are either related or strongly correlated to the audience you want to target with your game. In a non-spammy way of course ;)

That's not entirely true. The engagement metrics on our app, Starfleet Commander, are off the chart. There's definitely a space for mid to hardcore gamers on Facebook.

They're harder to reach. We peaked at only a few hundred k MAU before Facebook platform changes wrecked our traffic, but I think we could have grown much larger, maybe still can if we adapt well.

Facebook has 500 million users now, so it's a pretty solid representation of the broader population. Every hardcore gamer alive has a Facebook account. As do most stay at home moms.

I agree, we're definitely targeting mid-core gamers which can be challenging to introduce them to our game at times. If you keep the too simple, people get board and leave, if you keep the game to complex people get lost and leave. it's really a matter of finding the balance to teach them game skills to progress through the upcoming levels.