What went Right?
- Strong Theme and Style - Character Personality, use toys and household items (instead of industry looking item), enable imaginary goal (rescue explorer from jungle with hotair balloon), strong outline and solid colors.
- Social Features: share solutions with friends, level editor (allow download levels created by others)
- Iterative Development: add features iteratively
- Strong launch: announce 6 months before release (25% into development), followed by twitter and blog, showing at GDC (developer feedback, game press), set release date 3 weeks after submission to Apple, featured as iPad Game of the Week, priced $2.99 (not $4.99) for volume reaching top 10 sales
- Enough Development Time: 8 months, early availability of level editor, change game's star rating system, time for polishing
What went Wrong
- No simultaneous iPhone Launch: lack of critical mass for game relies on social element, planning 2nd release with lots of new content
- Butting Heads Too Much: aesthetics vs. usability, performance vs. gameplay, simplicity vs. interest, uniqueness vs. familiarity, or tea vs. coffee; it is a good thing, but too much debating (than actual implementation) as well, hashing problem due to working remotely
- Unnecessary Rework: revision does make it better, problem when looping doesn't converge into a better design (shifting around), iteration testing of UI would help
- Not Enough Unit-Testing
- Fixed Price Model: Fall off chart after a few week, Microtransaction take more time to implement, selling more content, need larger play base for Microtransaction (2-5% would by extra content)
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