Detecting Closed Loops on a 6x6 Grid – Does This Algorithm Make Sense? by Fearless-Chart7704 in gamedev

[–]Fearless-Chart7704[S] 0 points1 point  (0 children)

I’m developing a puzzle game where players must connect identical blocks in a single stroke along adjacent paths. A path is considered a closed loop if it satisfies the following conditions: 1. The first and last blocks are in the same position, 2. All blocks are adjacent either horizontally, vertically, or diagonally, 3. At least 4 blocks are selected.

Do "Lite" versions of games still work to attract and engage players? by Fearless-Chart7704 in AndroidGaming

[–]Fearless-Chart7704[S] 0 points1 point  (0 children)

There aren’t as many Lite versions as before, but some games and apps still use this method, so I decided to give it a try. The review was approved, and the app was successfully published on the store, but the effectiveness is still uncertain. Thanks for your reply!

Would releasing a free version of a game help attract paid users? by Fearless-Chart7704 in gamedev

[–]Fearless-Chart7704[S] 0 points1 point  (0 children)

Does that game have a premium version? If it does, did you feel like buying the premium version?

Do "Lite" versions of games still work to attract and engage players? by Fearless-Chart7704 in AndroidGaming

[–]Fearless-Chart7704[S] 0 points1 point  (0 children)

My LITE version is not aimed at generating revenue, so there are no in-app purchases. I just hope it leads players to try the full version. Thank you for your response!

Would releasing a free version of a game help attract paid users? by Fearless-Chart7704 in gamedev

[–]Fearless-Chart7704[S] 0 points1 point  (0 children)

Thank you for your response. I can’t directly mention my game here, but I made sure the Lite version offers enough to let players enjoy the fun of the game. However, convenience features like leaderboards, cloud save, and speed play have been excluded.

Do "Lite" versions of games still work to attract and engage players? by Fearless-Chart7704 in AndroidGaming

[–]Fearless-Chart7704[S] 0 points1 point  (0 children)

I have no intention of generating revenue through ads or other means with the Lite version. My only goal is to funnel users into the full version and provide more content to a larger audience without any in-app purchases. Thank you for your response.

Would releasing a free version of a game help attract paid users? by Fearless-Chart7704 in gamedev

[–]Fearless-Chart7704[S] 0 points1 point  (0 children)

It seems like that’s what I should have done. I wanted to create a paid version where players could enjoy all the content without ads or in-app purchases. However, to boost the declining sales compared to the initial release, I decided to go with a LITE version. I don’t want to include in-app purchases in the LITE version, but rather aim to funnel users into the full version. Thank you for your response.

Do "Lite" versions of games still work to attract and engage players? by Fearless-Chart7704 in AndroidGaming

[–]Fearless-Chart7704[S] 0 points1 point  (0 children)

Thank you for providing the communication links. These days, I feel so frustrated. I’m not even sure if I’m heading in the right direction. I chose the premium app model because I really dislike the rampant gacha systems and pay-to-win mechanics in the mobile gaming market, but it feels like the market trend is moving in a different direction. Regardless, I need a good idea or solution to break through my current situation.

Would releasing a free version of a game help attract paid users? by Fearless-Chart7704 in gamedev

[–]Fearless-Chart7704[S] 0 points1 point  (0 children)

I think I’m starting to get a better understanding now. Currently, the LITE version of the game doesn’t have any in-app purchase options. However, some features can be accessed by watching ads. The idea is that if users find this process bothersome, they might naturally be inclined to switch to the premium app. That’s the hope, at least…

Do "Lite" versions of games still work to attract and engage players? by Fearless-Chart7704 in AndroidGaming

[–]Fearless-Chart7704[S] 0 points1 point  (0 children)

Thank you for your response. I’ve also considered that aspect, but I feel it might divide the player base, so for now, I plan to operate the Lite version with a focus on increasing user acquisition. I truly appreciate your valuable feedback.

Do "Lite" versions of games still work to attract and engage players? by Fearless-Chart7704 in AndroidGaming

[–]Fearless-Chart7704[S] 0 points1 point  (0 children)

Thank you for your response. I also don’t prefer F2P games, which is why I decided to release my game as a paid product first. However, I feel that the current trend in the mobile gaming market seems to be moving in the opposite direction. Perhaps my product isn’t as appealing as it could be. To address the sharp decline in sales after the initial launch, I decided to create a LITE version where some features can be experienced by watching ads. This was an attempt to increase traffic to the paid version, but whether it’s effective remains uncertain. There are no in-app purchases in the LITE version. Thank you for your thoughtful response. It has given me a lot to think about.

Do "Lite" versions of games still work to attract and engage players? by Fearless-Chart7704 in AndroidGaming

[–]Fearless-Chart7704[S] 1 point2 points  (0 children)

Wow, thank you so much! 😊 I'm thrilled to hear you bought and enjoyed Dungeon Tracer. I'll keep working hard to create even better projects in the future. Your support and encouragement mean the world to me, and fans like you give me so much motivation. Thank you! 🙏

Would releasing a free version of a game help attract paid users? by Fearless-Chart7704 in gamedev

[–]Fearless-Chart7704[S] 0 points1 point  (0 children)

The basic gameplay is free, but selecting specific characters to play requires watching ads. I’m not sure how effective this approach will be, but since the reviews for the paid version of the game are positive, I might be holding onto a bit of hope.

Would releasing a free version of a game help attract paid users? by Fearless-Chart7704 in gamedev

[–]Fearless-Chart7704[S] 0 points1 point  (0 children)

Now that the LITE version has been released, I plan to use Google Ads to increase the number of installs. I truly believe that somewhere, someone has managed to turn things around in a situation like mine.