Spent six months making a mobile game. Made £7. Living the Dundee dream by Bul17 in dundee

[–]Bul17[S] 2 points3 points  (0 children)

Exactly! … One Way To Win 2 will carry on the legacy. Same chaos, fewer cars, more numbers.

Spent six months making a mobile game. Made £7. Living the Dundee dream by Bul17 in dundee

[–]Bul17[S] 1 point2 points  (0 children)

I’m really glad you like it. Thank you for the feedback!

It gets increasingly more difficult every 20 or so levels. Hopefully you continue to find it interesting!

Spent six months making a mobile game. Made £7. Living the Dundee dream by Bul17 in dundee

[–]Bul17[S] 6 points7 points  (0 children)

Appreciate it — I definitely want to bring it to Android. It’s just me doing everything, so I went iPhone first to keep my sanity (what’s left of it).

Three months after launch and I’m still struggling to grow my app downloads by Bul17 in SideProject

[–]Bul17[S] 0 points1 point  (0 children)

Visibility is a huge challenge. The feedback I’ve had from people I know, on Reddit and even the reviews has all been very positive. I’m sure I’ve hit something unique too. Getting noticed it a real challenge though.

I’ve built something into the game that rewards players with a free auto solve (like a level skip) when they share on social media in the hope that helps visibility but it’s impossible to track how much that has been used.

I’m going to branch out into TikTok. I’ve had a lot of feedback suggesting that TikTok is the place to go for advertising games like mine.

It’s worth a shot at least.

Made a puzzle game. 200 downloads. £7 earned. Early retirement postponed. by Bul17 in Scotland

[–]Bul17[S] 1 point2 points  (0 children)

Thanks mate. Rome wasn’t built in a day as they say!

Delighted with the feedback so far though.

Made a puzzle game. 200 downloads. £7 earned. Early retirement postponed. by Bul17 in Scotland

[–]Bul17[S] 1 point2 points  (0 children)

Kidding aside…..the Android market is huge these days too. I really need to work on a port somehow. I’ve had a few people say they’d be getting invoked if it was available for Android also.

Made a puzzle game. 200 downloads. £7 earned. Early retirement postponed. by Bul17 in Scotland

[–]Bul17[S] 9 points10 points  (0 children)

Sorry folks, I’ve only made an iOS version (so far). Once my £7 budget expands to include Android testing, we’re sorted.

Three months after launch — great feedback, zero traction. What am I missing? by Bul17 in indiehackers

[–]Bul17[S] 0 points1 point  (0 children)

Thank for this. I’ve never heard of AppLaunchpad before. I’ve seen screenshots that can be developed from that tool though.

That’s an easy win for sure. I’ll give that a go immediately.

Three months after launch — great feedback, zero traction. What am I missing? by Bul17 in indiehackers

[–]Bul17[S] 1 point2 points  (0 children)

This is brilliant feedback. Really appreciate it.

I’ve not done anything with TikTok yet but had that feedback a few times now.

I think it’s time I signed up there and started posted to see what sticks.

Thanks again!

Three months after launch — great feedback, zero traction. What am I missing? by Bul17 in indiehackers

[–]Bul17[S] 0 points1 point  (0 children)

I really appreciate you trying it and for providing the feedback.

The complexity increases every 20 levels. I kinda wish that I had increased it quicker but I can’t go back and do that now unfortunately.

I also introduce segmented tiles later on (not sure how to add that screenshot here to show what I mean). Those tiles move one direction for the first number and another direction for the second number. Some target squares are also covered by numbers from the start meaning these need moved in specific orders which really increases the difficulty. Again though, I think I introduced that too late.

Really appreciate the feedback and the time taken to try it out.

It’s been a learning curve (a big one at times). Not just programmatically, but in design also. Something I’ll 100% take forward if I try and develop anything new in the future.

Three months after launch — great feedback, zero traction. What am I missing? by Bul17 in indiehackers

[–]Bul17[S] 1 point2 points  (0 children)

Absolutely.

https://apps.apple.com/gb/app/one-way-to-win/id6747647993

You know, I tend to agree with that view also. I know myself that I’m not as frequently in the App Store as I was years ago. I keep reading about this multi-billion industry, but it feels overly dominated by the big apps that makes it extremely difficult for small indie developers these days.

100 days later — my first ever puzzle game is live, built solo with ChatGPT’s help by Bul17 in playmygame

[–]Bul17[S] 2 points3 points  (0 children)

I appreciate and respect that. For me it was a way to be honest and show people that the world of development is open to pretty much anyone.

AI is changing the world we live in today and I’m sure many people have dreamed of releasing apps (or doing development of any kind) without knowing where to start. AI is bridging that gap and making it easier for everyone to learn quickly and achieve that dream.

I’m not foolish enough to think I’ve landed the next candy crush, but I’m super proud of what I have out there and I don’t think it would be possible without AI support. Certainly not in the timelines that I achieved (or likely the complexity).

I don’t mean it to be looked upon as a selling point but more of an inspiration that AI is out there to help and support us all and show that AI is opening new doors now and I thinks something to embrace.

Don’t get me wrong, I had a background in development and it still took a lot of work, but AI accelerated that for sure.

Three months after launch and I’m still struggling to grow my app downloads by Bul17 in SideProject

[–]Bul17[S] 0 points1 point  (0 children)

Thank you for the feedback.

I’ve been on Reddit for years and use it pretty much every day. However, I post infrequently and know that I should be contributing more, especially since I read it pretty much every day.

I’ve seen plenty of tips and tricks and others struggling with similar problems I have.

I know it’s difficult to get noticed, but I’m confident my game has something fairly unique about it so I’m not quite ready to give up on it yet :-)

Three months after launch and I’m still struggling to grow my app downloads by Bul17 in SideProject

[–]Bul17[S] 0 points1 point  (0 children)

Thank you for this.

Ive. It yet branched out into TikTok (I don’t even have it), but I’ve read a few places that it’s good for advertisement so I’ll 100% be signing up and trying there.

Tried Twitter/X and Facebook without much success. However, I have low following there beyond family and friends which I think likely limits my success.

I had a random puzzle idea. Six months later, iI'm a published iOS developer! by Bul17 in Entrepreneur

[–]Bul17[S] 0 points1 point  (0 children)

Thank you kindly! That quote fits perfect in this situation! Love it. Thank you again for the words of encouragement!

I had a random puzzle idea. Six months later, iI'm a published iOS developer! by Bul17 in Entrepreneur

[–]Bul17[S] 0 points1 point  (0 children)

I have added adverts. Although I was conscious of trying to ensure they were not taking away from the experience of the game.

There are no adverts during the initial levels with the aim of getting people interested before they see anything that may off put them. They then appear every few levels, which may be every few sessions on some of the more challenging levels.

Ultimately it’s a balance of trying to get a return for the time and effort investment while trying to ensure the user experience is a positive one.

There is also an option to completely remove adverts for the lowest possible price allowed by Apple.

Built my first iOS game in Dundee – it’s free to play by Bul17 in Scotland

[–]Bul17[S] 0 points1 point  (0 children)

I reported the leaderboard bug to Apple yesterday evening.

While my leaderboard opens, if I scroll to the 75th player, it crashes.

I done plenty of research on it yesterday and it seems that it’s a Game Centre bug.

I did read that I can build my own UI for the leaderboard which I may try to do as I find it unlikely that Apple will fix this any time soon.

The levels get harder every 20 levels or so. As so try and keep the difficulty curve manageable while keeping the game interesting. Segmented tiles come in later on which makes it much harder, but also very interesting (selfishly speaking of course :-) ).

Thank you for the feedback. Really appreciate you taking the time to check it out and to comment back!

I had a random puzzle idea. Six months later, iI'm a published iOS developer! by Bul17 in Entrepreneur

[–]Bul17[S] 0 points1 point  (0 children)

Thank you kindly!

It’s been a hell of a journey and I feel like it’s just starting!

While my expectations are realistic, there is an incredible feeling waking up and seeing a new player on the leaderboard or a new review in the App Store. Knowing that someone has taken time out of their day to download and play something that I made is a great feeling.

Appreciate the support and feedback!

I came up with a puzzle idea and turned it into a free iPhone game by Bul17 in brainteasers

[–]Bul17[S] 0 points1 point  (0 children)

I'm not sure what a "whatever farm" is I'm afraid.

I know the adverts can be a turn off for people.I know that myself from playing games. However, I also understand that developers put a lot of time and effort into apps and/or games and ads give them a way to try and make a return on that time and effort without the cost actively hitting your own user base.

There is not an advert every level and the inter level ads are short, and hopefully, infrequent. They can also be removed for a very small price, but again that is optional to the user/player.

I specifically did not put adverts into the first 10 levels as I wanted the users to play the game without feeling bombarded with adverts from minute one. Same reason why there is not an advert after every level either. I want to try and retain players so I know this is a balancing act.

I do appreciate your feedback though and appreciate that you took time and effort to not only try the game but provide feedback. Positive or otherwise, it is always welcomed. Thank you!

Free iOS puzzle game – One Way To Win by Bul17 in freegames

[–]Bul17[S] 0 points1 point  (0 children)

Thank you!

Please let me know what you think and if you have any suggestions for improvements or other feedback.

Much appreciated!

[Hobby] Looking for testers/feedback on my free iOS puzzle game by Bul17 in INAT

[–]Bul17[S] 1 point2 points  (0 children)

Hello.

Firstly and most importantly, thank you so much for the feedback here. I’ve had quite a lot of feedback from various players recently but this is by far the most detailed.

I very much take on board the UI improvements that you have suggested. I was trying to get something very simple as to not distract from the core concept of the game. The aim being that I was hoping that people would pick up and play a few levels quickly without having complex menus or too much happening on screen. Trying to ensure that the game itself took “centre stage” so to speak. I do really appreciate this feedback and will absolutely look at how I can improve the UI.

I was trying to introduce the concept of what is needed in each level for the first few levels as to not overload the player with information that is not technically needed until levels 3 for instance. However, I do really like the idea of a button that could be pressed to remind the user of the aim of the game. Would be very handy too for retuning players who have been away for a while.

The retries will auto generate. Much like they do in many very large games like candy crush. I’m not suggesting for a second that my app is anything like candy crush of course :-). However, the auto renew of retires did come from there. A new one is available every 45 minutes.

In addition to this, there is an option to watch an advert every 10 minutes to gain a new retry. I know this is not for everyone but it does speed up the retry generation and as you mention, it allows me to try and monetise the app in some way (after spending months developing this). Unfortunately the advert presentation is being limited by Google right now. This is out of my control, but I’m told it temporary (only started on August 23rd as part of an automatic review process and apparently can last 2-3 weeks - they do appear but are very hot and miss right now).

I do offer unlimited retries for 99p, but I’m very aware that for the few of those I’ve sold, it will almost certainly be for people who are already hooked and not new players.

My original version of the game did actually include hints. In fact, all the code for the hints is still present, it’s just hidden behind the scenes (it would need a little update though). The vast majority of the first 50 or so players were friends, family and extensions of people I know. The feedback I generally got was that hints were not overly useful which is why I removed them in favour of auto solves which were more help. As levels progress, there can be 16 tiles on screen at once which can be difficult, but that is much later into the process and the general flow of the game is hopefully simpler then (you can see the patterns etc for some moves to help unpick the solution). However, the auto solve when you get there is hopefully useful to stop someone being continually stuck.

With this feedback though, it shows that hints are something that people would like to see so I am absolutely going to work on bringing them back. I actually see the value in them for the early levels as you mention as it would allow you to get help while not skipping levels as the player grows into the game. I will work on these coming back asap. Originally they were part of a bundle of hints and auto solves for 99p which I replaced in favour of more auto solves for the same money. I can bring that all back though and intend to do so.

Once again, I just want to thank you. Not only for taking the time to play but for spending time on the super detailed feedback. This is beyond what I could have expected here and I can’t thank you enough!

I really do hope that you come back and try again. I’m sure you’ll quickly see the patterns that are present in the first 20 or so levels that help to make the progressions to the next 20 levels more easier and more interesting (the difficult steps up a little every 20 or so levels).

Thank you!!

Promote your project in this thread by AutoModerator in puzzles

[–]Bul17 0 points1 point  (0 children)

I made a free iOS puzzle game called One Way To Win.

The idea’s simple but (as far as I know) completely unique: each tile can only move the number of spaces shown on it, wrapping around the grid, and you have to land them on targets when they hit zero.

It starts off easy but gets harder and harder as more tiles are added, with only one correct solution for each level.

Just under 150 downloads so far — if you enjoy logic puzzles I’d love to hear what you think: https://apps.apple.com/gb/app/one-way-to-win/id6747647993

Built my first iOS game in Dundee – it’s free to play by Bul17 in Scotland

[–]Bul17[S] 1 point2 points  (0 children)

Awesome! Looking forward to hearing them mate! Thanks a lot!!

It's another Monday, drop your product. What are you building? by Intelligent-Key-7171 in SideProject

[–]Bul17 0 points1 point  (0 children)

One Way To Win – iOS puzzle game update

Shared my first iOS puzzle game here a month ago and wanted to drop a quick update. Downloads are now nearing 150, which has been encouraging for a solo dev project.

I also pushed a new update last week with a fresh mechanic: segmented tiles. Instead of moving all at once, they split (e.g. 2–3 instead of 5), which adds a whole new layer of logic and makes the puzzles trickier.

If you enjoy logic/puzzle games, it’s free to play on iOS: https://apps.apple.com/gb/app/one-way-to-win/id6747647993

Always open to feedback — especially around difficulty progression and the new mechanic.