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iOS Gaming June 2015 | The future is now

MagicD

Member
I would encourage you NOT to do #2 if you expect that IAP to actually make you any money.

I know people here and elsewhere will tell you they'd buy that purchase. Maybe they would. But literally no one else will. Having released now 2 games with a remove ads purchase I can tell you fairly definitively - everyone asks/begs for that, and next to no one actually buys it when presented with the option. Like, a *horrifyingly* low percentage. Like, don't bank on it making anything. Lower than the number of people who would have just bought a premium paid version.

If you still think you want to experiment with that, do 2 versions (paid and free) and include a remove ads option in the free version and see for yourself how many people buy it.

That's highly useful information! Thanks for sharing!
 

Mario

Sidhe / PikPok
I would encourage you NOT to do #2 if you expect that IAP to actually make you any money.

I know people here and elsewhere will tell you they'd buy that purchase. Maybe they would. But literally no one else will. Having released now 2 games with a remove ads purchase I can tell you fairly definitively - everyone asks/begs for that, and next to no one actually buys it when presented with the option. Like, a *horrifyingly* low percentage. Like, don't bank on it making anything. Lower than the number of people who would have just bought a premium paid version.

If you still think you want to experiment with that, do 2 versions (paid and free) and include a remove ads option in the free version and see for yourself how many people buy it.

I think in the context of what he is asking though, where it seems like there is no other IAP in the game, 2 is the better option.

There will be a very, very low conversion rate on a no ads IAP, but ultimately I think that option will be more lucrative and less demanding versus the likely revenue uplift and costs of managing and promoting separate free and paid versions. You just have to expect the majority of the money to come from ads.

Free with a no ads IAP purchase is the model we chose for Four Letters on iOS and Google Play. We have a paid version of it on Amazon because monetizing via ads there sucks, and based on the results I'm glad we didn't go for 2 separate free and paid versions on the other platforms. Apple have happily featured it as a free games with ads.

For our games which are free with ads and IAP, we now mostly offer no explicit "no ads" IAP but instead just turn off ads if the user makes ANY purchase.

You do of course need to make sure you have a solid ad solution in place though in order to ensure you make the most of every install and player. I'd recommend using MoPub for ad mediation and their marketplace, plus plugging in iAds, Google Adsense, and Chartboost as ad providers. And I would recommend giving the player a little bit of a grace period of at least 5-10 minutes before turning ads on from when they start playing for the first time.
 
Really enjoying Card Crawl and I wish I'd picked it up earlier. Under the "Quest" tab, it looks like there are some unlockable players and opponents. What are the differences between these new characters?

Debating on whether I should pull the trigger on Chaos Rings III. I played the first one and I liked it, but I skipped the second one. Will I miss out on anything important story-wise if I skipped the second one?
 

Kiriku

SWEDISH PERFECTION
Been playing Card Crawl, but I'm not as into it as I was hoping to be. It's good, kind of mindless fun. But I was thinking there would be a more distinct progress, like a story mode, different enemies you play against (with varying abilites), an increase in difficulty. But it looks like I might be able to change the difficulty later on, at least?
 

PittaGAF

Member
As I strictly play just one story based game per time and next week I'll start a new game, I'm using all my will NOT to get Trasistor right now...but damn it's hard.

How is the port?
(Bastion was fantastic).
 
As I strictly play just one story based game per time and next week I'll start a new game, I'm using all my will NOT to get Trasistor right now...but damn it's hard.

How is the port?
(Bastion was fantastic).
Excellent IMO. I dislike tap to move, but the alternate control scheme of floating joystick works great. Since you're often in paused turn mode during combat, the game feels well suited for touch. Nothing is missing here, compared to the small gripes in Bastion (not being able to throw your sword as a secondary attack, etc.). And the game looks as beautiful as ever
 

PittaGAF

Member
Excellent IMO. I dislike tap to move, but the alternate control scheme of floating joystick works great. Since you're often in paused turn mode during combat, the game feels well suited for touch. Nothing is missing here, compared to the small gripes in Bastion (not being able to throw your sword as a secondary attack, etc.). And the game looks as beautiful as ever

Sigh you're not helping me at all :)
 

awp69

Member
Torchlight Mobile "coming soon"
The Torchlight games on PC are Diablo-esque RPGs

I like how it says " the story continues ". Hope that means it's completely new for mobile.

Regardless, even if it's a straight port I'll be all over it. A really good Diablo type game is still lacking on mobile. There's been a few decent ones but if this is done right it should blow all of them out of the water.

It better be premium!
 

awp69

Member
OMG Fallout game for mobile!

It's essentially XCOM's base meets The Sims

Coming out tonight!

Honestly, I think I would have rather have had a port of Fallout 1 or 2 than what this looks like. Probably has some cool Fallout references but I hate The Sims and hate Clash of the Clans, which this appears to marry. Could be wrong but ... I'll wait on reviews / impressions. I don't take name dropping as instantly warranting praise.

Edit: See it's F2P so maybe I'll see what it's like but doesn't look like my cup of tea.

Edit 2: Played a bit and it's ok. Just not for me. Never could get into resource management / base building type games. Sure others might like it but other than setting, it just isn't Fallout. I'll wait until November for the real thing.

---------

On another subject, has anyone gotten the full game of Ghost Trick to unlock following the update? Just says additional chapters aren't available for me. Sure, the game opens and plays the demo portion of the game, but still is horribly broken. :(
 

SteveWD40

Member
I doubt we will get much from the main events, it's the show floor where things will get shown off at a guess. I am hoping to see Torchlight Mobile at least.
 

Matt Frost

Member
Edited: A mobile FallOut game? I need to check this out now... Edit: well, it's F2P and a sim management game set in the FallOut universe, so... anyways, November 10 is going to be an awesome day...

Also, this was just posted by PG, bummer news... bad move from Valve for sure. Why cant they keep their iOS releases the same as Steam: meaning no crap?:

Diablo-like action RPG Torchlight is coming to iOS and Android later this year. But from the (very) brief details released so far, it sounds like might not be the exact game you're expecting.

It's not a port, but an "entirely new game" that is "similar to its predecessors" and features online play. And it's being developed by the free to play focused Fedeen Games, rather than the original developer, Runic Games.

Fedeen has made games like Forsaken World Mobile, Forge of Heroes, Elemental Kingdoms, and Dawn of the Immortals. It also made the paid game A Few Days Left, to be fair.

The press release says "as a much-beloved classic series, Torchlight's appearance on mobile platforms will surely be a well-received event by RPG and action fans alike". We'll be the judge of that.

Still, we'll keep our fingers crossed and our optimism cautioned for now.
 

awp69

Member
^^ Yeah, I was saddened to read that about Torchlight. Different dev and while F2P isn't always a bad thing, looking at the titles they're responsible for, I have a feeling it will have all the typical freemium trappings. With a lot of premium games doing well lately like Transistor, don't know why they couldn't have gone the premium route -- not to mention with the same devs. I think first two titles would work fine on mobile.
 
^^ Yeah, I was saddened to read that about Torchlight. Different dev and while F2P isn't always a bad thing, looking at the titles they're responsible for, I have a feeling it will have all the typical freemium trappings. With a lot of premium games doing well lately like Transistor, don't know why they couldn't have gone the premium route -- not to mention with the same devs. I think first two titles would work fine on mobile.
Same things happened with Castlestorm and One Finger Death Punch. It's a shame, but the positive is that it seems the norm nowadays is shifting to ports and mobile versions to be paid (Hitman, Transistor, FTL, LEGO games, XCOM, etc.) rather than stripped down F2P games
 

Matt Frost

Member
^^ Yeah, I was saddened to read that about Torchlight. Different dev and while F2P isn't always a bad thing, looking at the titles they're responsible for, I have a feeling it will have all the typical freemium trappings. With a lot of premium games doing well lately like Transistor, don't know why they couldn't have gone the premium route -- not to mention with the same devs. I think first two titles would work fine on mobile.

I am on the fence with Transistor to be honest. Loved Bastion on my old iPhone 5 but this one seems way different to that one... not much into futuristic RPGs, prefer magic and medieval stuff like dragons... Someone can say something nice about it? Or better yet, which one of these two, Transistor or Sproggiwood, plays better? On the fence with those two and can only buy 1...
 
I am on the fence with Transistor to be honest. Loved Bastion on my old iPhone 5 but this one seems way different to that one... not much into futuristic RPGs, prefer magic and medieval stuff like dragons... Someone can say something nice about it? Or better yet, which one of these two, Transistor or Sproggiwood, plays better? On the fence with those two and can only buy 1...
Transistor was one of my favorite games of last year, and I bought it the instant I saw it had released on IOS.

Transistor has an incredible amount of depth. You have a large array of different functions, there are your attacks and abilities. A teleport dash, temporary cloaking, summoning allies, different energy blasts, etc. Now consider this: each ability has an active and passive function, and can be combined with each other in countless ways.

That teleport dash? Combine it with your long range attack, and now you damage anything along the length of the dash. Or combine it with your grenade ability and you leave explosives in your wake, and so on. Or vice versa. Use the dash as a passive upgrade to significantly decrease the cooldowns of your attacks

Your bounce attack can add a chaining effect to attacks or be imbued with the effects of other abilities.

Your mine attack can leave behind an explosion that you can activate later or can add an AOE effect to your attacks.

Now image all that but with 16 abilities and each one has two passive slots, and you can also use them to enhance yourself, such as having a defensive shield or periodically leaving behind a distracting clone

That adds so much tactical depth. And the game is very tactical. Turn mode freezes enemies and lets you plan your attacks and movement as efficently as you can given your limited "action points" so to speak

Now mix all that with powerful and varied enemies, a new game plus, special challenge levels, a stylized cyberpunk setting brought to life with a wonderful aesthetic, and an awesome soundtrack, you can't go wrong with Transistor

Sproggiwood pales in comparison. It's not even close
 

Fuu

Formerly Alaluef (not Aladuf)
Transistor is fantastic, I 100%-ed it on Steam but I'm curious about giving it a go on a touchscreen interface in the future.

I played Bastion first on the iPad and later on PC, and even though I prefer how it plays with a controller I still think the iOS port was great. Both games play quite differently though, despite the similarities in art and the isometric view.
 
Transistor is fantastic, I 100%-ed it on Steam but I'm curious about giving it a go on a touchscreen interface in the future.

I played Bastion first on the iPad and later on PC, and even though I prefer how it plays with a controller I still think the iOS port was great. Both games play quite differently though, despite the similarities in art and the isometric view.
The Turn mode is well suited for touch, although I wish there was a combined control scheme: virtual joystick in real time and tap to move and aim during turn. But overall I think it controls really well.
 

SteveWD40

Member
I was pretty realistic about TL being f2p and not a port, TL2 was far too hectic for mobile imho and needed heavy modding in any case.

My hope is that Runic won't allow their brand to be smudged with anything exploitive, it will probably be cosmetics and the like (I hope).

What I am hoping for is a touch based control scheme / no virtual stick. Infinity Blade Dungeons looked ideal from this point of view.
 

Munkkii

Neo Member
Has anyone played Patient Zero Day One? It needs a bit of spit n polish but once you get into it, its an awesome little game. You play a zombie and you have to infect people to survive, but the people you infect start running around infecting everyone, so there's competition for victims.

It's played top down, so it kinda reminds you of the PS1 GTA games.I think its a nice twist on a saturated genre, and the controls are pretty nice on the touchscreen.
 

Matt Frost

Member
Transistor was one of my favorite games of last year, and I bought it the instant I saw it had released on IOS.

Transistor has an incredible amount of depth. You have a large array of different functions, there are your attacks and abilities. A teleport dash, temporary cloaking, summoning allies, different energy blasts, etc. Now consider this: each ability has an active and passive function, and can be combined with each other in countless ways.

That teleport dash? Combine it with your long range attack, and now you damage anything along the length of the dash. Or combine it with your grenade ability and you leave explosives in your wake, and so on. Or vice versa. Use the dash as a passive upgrade to significantly decrease the cooldowns of your attacks

Your bounce attack can add a chaining effect to attacks or be imbued with the effects of other abilities.

Your mine attack can leave behind an explosion that you can activate later or can add an AOE effect to your attacks.

Now image all that but with 16 abilities and each one has two passive slots, and you can also use them to enhance yourself, such as having a defensive shield or periodically leaving behind a distracting clone

That adds so much tactical depth. And the game is very tactical. Turn mode freezes enemies and lets you plan your attacks and movement as efficiently as you can given your limited "action points" so to speak

Now mix all that with powerful and varied enemies, a new game plus, special challenge levels, a stylized cyberpunk setting brought to life with a wonderful aesthetic, and an awesome soundtrack, you can't go wrong with Transistor

Sproggiwood pales in comparison. It's not even close

The Turn mode is well suited for touch, although I wish there was a combined control scheme: virtual joystick in real time and tap to move and aim during turn. But overall I think it controls really well.

Thanks for the explanation, you like it and seems like a nice and interesting combat with VATS like FallOut 3, something I really liked... I want it now but will have to wait... and download it later today when I get WiFi since it takes some space to download, my whole 4G bandwidth for this month xD
 

okno

Member
Fallout Shelter is... okay. It's adorable and I love that it's free without most freemium trappings, but it's pretty dang slow. Earning caps is a massive chore, it seems like, and when you do get some it's very little. The overall polish of the game is really nice, however, and it's a neat enough little time waster that I'll invest a little more time into it to see what happens.
 

okno

Member
Anyone else playing Fallout Shelter? I feel like I'm doing something wrong... I've been playing since noon and I only have 15 people. The last time a dweller showed up was hours ago! Is it just really, really slow?
 

FerranMG

Member
RE Fallout Shelter, the issue I'm having with the game is that all the time I see dwellers leaving the positions I've assigned them to. I guess they're taking a break, but do I need to replace them? Is that room as productive while one of its dwellers is on a break?
I find it pretty confusing.
 

Anilones

Member
Anyone else playing Fallout Shelter? I feel like I'm doing something wrong... I've been playing since noon and I only have 15 people. The last time a dweller showed up was hours ago! Is it just really, really slow?

Try breeding some new dwellers.

RE Fallout Shelter, the issue I'm having with the game is that all the time I see dwellers leaving the positions I've assigned them to. I guess they're taking a break, but do I need to replace them? Is that room as productive while one of its dwellers is on a break?
I find it pretty confusing.

I don't have this issue at all (mine never go on a break), perhaps you have tried to place too many dwellers into a particular room so the excess are no longer designated there.
 

FerranMG

Member
I don't have this issue at all (mine never go on a break), perhaps you have tried to place too many dwellers into a particular room so the excess are no longer designated there.

Mmm, so your dwellers always stay in the room you put them in?
I'm pretty sure I'm not placing too many dwellers into the same room.
I'll check it out later with more details, I've only played for a couple of hours so far.
 

Anilones

Member
Mmm, so your dwellers always stay in the room you put them in?
I'm pretty sure I'm not placing too many dwellers into the same room.
I'll check it out later with more details, I've only played for a couple of hours so far.

I noticed that my dweller who returned from questing didn't automatically go to a room and started walking aimlessly around, have you sent and recalled lots of dwellers?
 
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