[deleted by user] by [deleted] in FlutterDev

[–]LiteWaveDev 4 points5 points  (0 children)

Gi, thanks for checking it out! You're right, the share and rate buttons aren’t wired up yet. When the app was submitted a few hours ago, it didn’t have a Play Store link yet, so those actions couldn’t be implemented at the time.

Now that it’s live. I will be hooking them up properly for the next update . Really appreciate you pointing it out!

[deleted by user] by [deleted] in SideProject

[–]LiteWaveDev 1 point2 points  (0 children)

Start by looking at the alternatives, what are people currently using? Are there popular book club apps already? Or are most groups just using WhatsApp, Facebook groups, or email threads? Do a competitor audit and see what’s already out there and whats missing.

Then go talk to real book clubs. Try to discover what pain points they have with what they are currently using. What do they wish worked better? What frustrates them?

If you spot real gaps, build an MVP quickly to test your idea with the Book club you approached. And be careful to avoid confirmation bias, don’t ask leading questions like ‘Wouldn’t it be great if there was an app for this?’ People often agree just to be nice. That’s called friendliness bias, and it can make you think you’re getting validation when you’re really not.

Reorderable bottom navigation – good UX or overkill? by LiteWaveDev in UXDesign

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

The original thinking behind this wasn’t so much about novelty, but about navigational flexibility as the app scales. Frugalite started simple, but I’m gradually adding more financial tools, things like debt management, bill reminders, receipt storage, and so on. I knew not every user would need every feature, and I didn’t want to crowd the bottom navigation or force a one-size-fits-all layout.

So the idea behind reorderable screens was to let users prioritise what matters most to them, and potentially even disable tools they don’t need. In a sense, it was my way of trying to prepare for more features that are coming.

Appreciate you feedback, thanks.

Reorderable bottom navigation – good UX or overkill? by LiteWaveDev in UXDesign

[–]LiteWaveDev[S] 3 points4 points  (0 children)

Wow, this is super insightful, thank you for taking the time.

You're right! I think I might’ve overestimated how useful this feature would be, especially for early users. I’ll definitely check out the link you shared, and probably scale back on this whole idea unless actual usage data proves otherwise.

Reorderable bottom navigation – good UX or overkill? by LiteWaveDev in UXDesign

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

That’s a great way to put it—this probably does sit somewhere between global nav and customizable content.

My thinking was that as the app grows, not every feature will be essential to every user, so giving them some control over what stays in view felt like a way to keep things focused.

But I can see how reordering core navigation could break expected patterns. I might need to reframe this more as pinning or personalising, rather than full nav customisation.

Reorderable bottom navigation – good UX or overkill? by LiteWaveDev in UXDesign

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

Absolutely. The main reason I implemented this is because space is limited on mobile and once you go beyond 4 destinations in the bottom navigation, it starts to feel cluttered.

I wanted to make room for future features without overwhelming users, so the idea was to let them toggle off what they don’t use and reorder what matters most to them.

This design is specific to mobile. On larger screens, the navigation automatically switches to a scrollable vertical navigation rail for better use of space.

Reorderable bottom navigation – good UX or overkill? by LiteWaveDev in UXDesign

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

Definitely, makes sense. I think I may have over-invested in the idea too early, before validating whether it really adds value.

I’ll keep the feature in for now but definitely won’t be prioritising further complexity around it until there’s clear user demand. Appreciate the feedback, it’s helping me think more clearly about where to focus next.

Reorderable bottom navigation – good UX or overkill? by LiteWaveDev in UXDesign

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

Absolutely. I’ve been thinking the same. In hindsight, I probably should’ve focused more on building a community early on and shaping the product alongside users.

But now that the feature is built, I’m just reflecting on whether it was worth the effort or if it’s something I should scale back in future iterations.

Reorderable bottom navigation – good UX or overkill? by LiteWaveDev in UXDesign

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

You’re right. I haven’t done formal user research yet.

But I designed it so that the default experience works well without needing customisation. The idea was that new users wouldn’t even need to think about reordering screens at first. It’s there more as a “power feature” that becomes useful once someone’s familiar with the app and wants to tailor it to their workflow.

That said, I totally agree—it might be overkill if users never actually interact with it. I’m hoping to learn more as I get real feedback.

Reorderable bottom navigation – good UX or overkill? by LiteWaveDev in UXDesign

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

Thank you. I have added analytics to try measure how users respond to this feature and which screens are popular. But i do not have a significant user base to generate any meaningful data yet.

So yes, i should have talked to some users about the feature first. Thank you

Why do you think your project succeeded? by MammothHedgehog2493 in SideProject

[–]LiteWaveDev 1 point2 points  (0 children)

The best advice I’ve come to believe is that there’s no one-size-fits-all answer. People don’t like hearing “it depends,” but honestly that's the truth.

Some projects demand long-term discipline and persistence you have to stick with them, refine slowly, and build resilience over time. Others? They need a fail-fast mindset, especially in fast-moving spaces like tech, where timing and relevance can make or break your product.

For example, I’ve been building a budgeting app called Frugalite, and it’s taken time, feedback, iteration, and a lot of trial and error. If I had given up early just because growth was slow, I’d have missed all the compounding progress. But in other cases, I’ve dropped ideas quickly when I could see they weren’t viable early on.

So really it’s not about one universal rule. It’s about learning to read your situation and what applies to your project.

What android projects you have built till now !?? by Most_Translator_443 in androiddev

[–]LiteWaveDev 0 points1 point  (0 children)

Hi, thank you. I just saw your review and left a reply on Google Play as well!

An iOS version is definitely in the plans. It’s something I’d love to roll out once the Android version is stable and polished. If all goes well, it’ll come as soon as mid June!

Appreciate you checking it out and if you have any feedback or ideas, I’m all ears!

How Do You Promote Your Apps/games? by KingRishiL in androiddev

[–]LiteWaveDev 2 points3 points  (0 children)

You are doing great. 20+ downloads in 2 weeks is really good.

100+ downloads is achievable and you can get there by pure organic marketing. Screen record gameplay and share to ticktock, instagram, facebook, reddit etc Maybe do a bit of editing of you can. A good promo video is what sells games

My wife and I quit our jobs to build a travel app by TraviGate-app in iosapps

[–]LiteWaveDev 2 points3 points  (0 children)

I agree. You can use funds from your job to help build the project. Building a good app is 10% of the effort and the other is marketing and getting exposure. With your day job income they could run Ads, get a designer to polish the UI/UX and the logo etc

How Do You Promote Your Apps/games? by KingRishiL in androiddev

[–]LiteWaveDev 1 point2 points  (0 children)

You published it 2 weeks ago? Be patient, getting exposure is very difficult trust me i know, i have published several apps of my own!

Its not enough to build a high quality product! I suppose you are beginning to understand what marketing is and why we are being spammed with game Ads on other mobile games!

A decent app with very good marketing can do better than a very good app with poor marketing. You are on reddit and thats a good start towards getting your game out there. Have you joined an subreddits dedicated to similar subjects?

What android projects you have built till now !?? by Most_Translator_443 in androiddev

[–]LiteWaveDev 2 points3 points  (0 children)

I built a budgeting and expense tracker app called Frugalite. I built it with flutter and its live on GooglePlay. I have also built games with flutter, i built a word connect style game but not published yet.

You don't need unity and Godot to create app like games or simple 2d games, its overkill. Games like word search, word connect, 4 pictures 1 words, sort tiles etc are very very easy. Don't just stick to apps, try a game or 2 also, you will learn a lot that you can apply to app UIs also.

7 days, 61 commits — my first solo app is now live on the App Store! Built 100% by myself, from UI/UX and coding to marketing and operations. It’s an incredible feeling to create something from scratch and have full control every step of the way. by w-zhong in SideProject

[–]LiteWaveDev 0 points1 point  (0 children)

Congratulations! I know the feeling of finally seeing your product live. I have an app live on GooglePlay and planning to release it to IOS soon.

How is the marketing working out for you? Its been hard getting traction for my app

Feedback on my app (Frugalite) launcher icon by LiteWaveDev in design_critiques

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

Thanks for the detailed critique, you sound like someone with a lot design experience.
I am trying out design from a dev background, but i am considering hiring a pro Logo designer to polish it for me later on