You're probably adding too much stuff. Don't worry. Add them all - for now. Even go and collect more features from others. Once you feel you have totally enough, divide them into core ext wish, do the production challenge to find your game and it's core. Once you have that evaluate all the features based on whether do they fit the game or not. Doing this will help you find the vision which will work throughout the game. You can then test your vision with others. Once they accept it, you got it ;)
I get so much feedback from everywhere... Who should I listen to?
Listen to yourself. And others. It's a fine line to find the balance, but like above, nail your core. I often say, the game will tell us and that you should understand we all are here working for the best of the game
I have two possible solutions, which one to take?
Test it. You can draw it and present it to people. See which solution they like. I always tend to present 3 options: my favourite, one commonly accepted / from other games if these differ and then one totally wrong solution to see which one people prefer - and I hope they like my favourite. Always remember to ask why they picked the one they picked
I'd look into the basic gameplay loop and test with outsider to see how well the get the game. If you have problems in understandability: * simplify * make it obvious what to do * double check that people understand the items, weapons, power-ups as they should * see if people understand your game from a screenshot Is it too easy or too hard? Then work with the learning curve. Is the goal clear? Do you have a meaningful challenge? Are you rewarding enough? Probably not, so add more! If all these are in place, then I'd look into how well you hit your target group and is the target group correct. I'd also look into are the goals and objectives meaningful, challenging and fun! If nothing works, admit it and move on to the next game idea
When to use in-apps or ads?
You can't have a clear thumb rule here. This always depends on the game. But you can say that for a small game in-apps can be really difficult to make to work. A small game will have trouble showing that it brings value to the player. Player can realise quite soon that there isn't that much content, so player might think I'd better spend the money elsewhere. So the more valuable content for the player you have, the easier it will be to have in-apps. Of course there are exceptions, where the core mechanics supports in-apps already, like in CoinDozer.
Should we add a story?
Again there's no exact answer, it depends on your game. It depends on the nature of your game, how well story will fit. In general, I try to include a story as it helps to explain things, motivates and hooks and contributes to the atmosphere
What are the biggest monetization mistakes?
Being too obvious and too pushy. It is a thin line. Or maybe you're hiding it too much. Look how Candy Crush Saga does it - they offer you help when you run out of moves. Oh, and they happen to cost something. So it first feels help, then an in-app.
How to gain retention?
You can use a lot of tools like rankings, stats, 3 start ratings for levels, leaderboards, social interaction and so on. Metagame is also important. More from Feature Toolbox. But also the long term goal should exist in the player's mind when they quit the game for the first time. Give an idea of total amount of content to unlock and to get. Treat the player well and value your player, don't leave them alone, but make them hungry
How to gain replay?
You can flip, revert, mirror and play backwards your levels. You can introduce player attributes and have different characters with different skill and replay with those. You can use the later unlocked items on previous levels. You revert objectives
How to know when to quit adding stuff to the game?
I highly recommend doing the Production Challenge to find your game. Include everyone who's working on the game. Producer will know your deadlines if you have any and tell you that after this, you cannot add anything new.
How to know what to put into the game or not?
Test against the vision. If it contributes the atmosphere and previous content, it will fit the game. Avoid making too much noise for the player
Have you ever seem people fight?
No, never :) People are pro in the industry and look to make the best possible game - not to fight
How can I get to the industry?
You might graduate from a school and get work based on your grades. With gaming, it can be very different. Gaming can be very talent oriented. * Portfolio. You should aim to create as many games as possible to your portfolio to be able to say I did this and I did that. You need to show your recruiters that you have the talent they are looking for. * Advance from the root level. You take a entry level position as a tester or junior and work your way up from there.
NO-ONE LIKES OUR GAME
Maybe your idea just doesn't work. But It can also be due to no-one understanding how to play your game!
NO-ONE KNOWS HOW TO PLAY OUR GAME
Your player's do all the wrong things when they start? Player's are lost in your game? This is not the player's fault, but the designers. Probably you * you're not telling the player what they need to know - explain what they need to know * try to explain everything right away in the game - explain only what player needs to know * make things obvious, simple and intuitive This has a lot to do with communication to the player.
WHAT DO I GET WITH FULL VERSION
Everything available on this site. You get all the theory, tools, methods and documents plus videos and apps you can use to improve your game. All this for a minimal price.