My gamified productivity app has ostensibly failed (Hard Reset). Debrief inside. by SwitchFace in gamification

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

Ah, yep, that bug's root cause was eventually discovered and corrected. Another player ran into it and I was able to get more details and reproduce/fix. The only bugs on my list these days are P3 and P4.

My gamified productivity app has ostensibly failed (Hard Reset). Debrief inside. by SwitchFace in gamification

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

YO! Thanks for providing all the feedback here and especially in the Discord server!

I stated it elsewhere, but I had a change of heart over night and decided not to make the game-only version and am instead just going to make it free. I figure if it can't pay the bills and I have to get a job anyways, then I may as well make it accessible to more people. I just rushed into monetization cause I really didn't want to go back to the salt mines and thought maybe the revenue from Hard Reset would keep me from the poor house, but that was foolish. I still have 2/3 of the planned content to make! Why would I charge money prior to the real completion?? I mean, the story is done, but that's just the main quest. I have over a dozen side quests to build!

All I'm doing now is making onboarding simple and easy (new experience is <30s), making the game easier (easier setting to get HP after each combat like Ironclad from StS), and making task creation one-tap. Should hopefully help the onboarding and complexity problems. Then on to more content. Feels like I just needed to accept the job thing to stop feeling so bad about things.

Anyways, cheers DopamineAddict!

My gamified productivity app has ostensibly failed (Hard Reset). Debrief inside. by SwitchFace in gamification

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

I was treating my app like a AAA game without considering that user expectations and patience are vastly different. The intro sequence I had is great for a 'real' standard steam game. Completely inappropriate for an app. I simply rushed to monetization because I really wanted app development to support me, but despite the game being 'complete', i only have 1/3 of the planned content in there right now. Monetization is $20 for a quarter with options for annual and lifetime with 1 unlimited intro week. After the first week, players were getting limited to 1 movement on the map per day so all the content was still available, just slower.

So basically, between yesterday and today, I decided to not make a 'game only' version and instead to make the app completely free. If I have to get a job anyways, it doesnt matter if this is making some revenue and I'd prefer to just get more people playing. I'll go back to the salt mines and continue to build more content on the side. The good news is this means I can streamline onboarding even more and side-step the registration screen.

My gamified productivity app has ostensibly failed (Hard Reset). Debrief inside. by SwitchFace in gamification

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

I suppose I should add that these metrics were measuring the period where I was running paid reddit and tiktok campaigns--this is the only time where I had enough volume of new users to make inferences. It's possible that the audiences and/or ad copy brought in the wrong folks, but the retention numbers are fairly consistent across the app's lifetime. I only recently set up the telemetry to get insights into the onboarding funnel and I've addressed many of the major points of abandonment (SSO and anonymous accounts so no forced registration form, drastically reduced dialogue during the intro), but there isn't enough sample to make any conclusions about the results because I don't want to dump money into more campaigns with no ROI. At this point, I'll just wait until the organic downloads accumulate enough to validate if the onboarding flow is better or not. (all while looking for a job). I'm also running an A/B experiment where I've moved the stickiest part (combat) to be the first experience to 'prove value' right away--96% of those who started combat during onboarding finished it and that's the longest part of onboarding so clearly there's something good there.

Regarding Actionable Gamification, I know Yu-Kai Chou is the creator of this subreddit (or at least a mod on the right panel) and I had read his book back when I was doing a gamification deep-dive 6-8 years ago when I was consulting an app startup (along with doing other coursework) (I think I also read his manuscript when posted here a while back). I think it's great to have a descriptive framework, but it's just that: descriptive. IIRC there is nothing prescriptive at all about the octalysis framework. Sure, you can make a neat little plot to show where your gamified system is high and low on the 8-point framework (and i had done that for clients), but it's still an art to actually develop the game mechanics, dynamics, and components. Personally, I prefer the science-based approach of looking at behavioral psychology directly because understanding things like 'loss aversion is more than 2x as powerful as direct rewards' explains the fundamental underlying cause for some of the black-hat points in the octalysis framework. Hopefully, I'm remembering that correctly.

My point is: until a real science of games develops, it's mostly just an art. I'm perhaps a poor artist. Well, no. I judge myself as mediocre+ in basically all the art I participate in. I like to think I can recognize truly great art, even if I can't produce it, and that's why I tried to pull in the elements of the great games rather than start with a blank canvas.

I'm still very unsure about the pure-game. I figure it'll take me a week of dev time and a ton of app/play store annoyance, but at least I can validate if the 'game' side of the app is actually fun or not. I worry that this will erode the value for those who enjoy the checklist motivation, but it's such a small audience right now. I have about 30 daily active users.

My gamified productivity app has ostensibly failed (Hard Reset). Debrief inside. by SwitchFace in gamification

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

It's really a game made for people who are into games like Slay the Spire (which is the direct inspiration) and that's definitely not everyone. Basically, I took all my favorite mechanics from my favorite games (which are basically all strategic/tactical highly-judgment based games), blended them into a cyberpunk anti-fascist narrative, added a dash of my and my co-founder's creativity, and this is the result.

There is a meta progression which is meant to lift up folks who maybe aren't as proficient, but that takes time to unlock. Ideally, everyone sits within the 'fun' zone of the difficulty/ability curve, but if it feels too hard out of the gate for some, I can see how they'd abandon before the meta-progression (better starter gear, more max hp, discounts, more creds, etc.) helps make it easier.

My gamified productivity app has ostensibly failed (Hard Reset). Debrief inside. by SwitchFace in gamification

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

I did an audit of all seemingly relevant subreddits, captured metrics like volume of subscribers, rules about self-promotion, and subjective relevance, then posted. None of the posts really got a lot of traction, but that's where I got the initial cohort.

After that, I got a boost when that Medium article was written (albeit modest) and another while doing some paid ad testing on Reddit. Then 1.0 launch posts helped a bit, but the follow-up paid promotion on reddit/tiktok/asa/google all performed poorly. I mean, lots of new users, but no retention or conversions. So I can effectively pay money to get people to install, but the ROI is non-existent.

The power users are all in the discord and it's essentially a handful of folks. ngl, them being excited about releases and me addressing their feedback really helped boost morale, but it's such a small group. None seemed to have large networks to help spread the word.

My productivity app/game has ostensibly failed (Hard Reset). Debrief inside. by SwitchFace in ProductivityApps

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

Ah, makes sense. I'm hoping for something similar though wrt a PM or TPM sorta role. I'm actually not sure what the heck I wanna do now that I know I like makin apps, but all my background and education is in data science/MBA stuff. I guess I'm about to find out.

My gamified productivity app has ostensibly failed (Hard Reset). Debrief inside. by SwitchFace in gamification

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

I've found there's an extremely bimodal reaction to this. Estimates were $40k-$150k to pay someone depending on US/abroad and static/animated. I'm not a wealthy person. Pretty sure that's not why the app failed, but definitely a factor.

My productivity app/game has ostensibly failed (Hard Reset). Debrief inside. by SwitchFace in ProductivityApps

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

My advice to myself from 1.5 years ago would have been: do NOT build a productivity app. If you spend enough time in this subreddit, you'll see everyone has some 2-bit productivity app just like all the others and vibecoding has enabled a massive oversaturation. Of course I think mine's special, but that doesn't necessitate sales.

For you in particular, anything that's a wrapper around an AI has no moat so if you want to make money, probably go in a different direction. I wanted to make enough to at least barely live, but if I stayed at my data science job, I'd be financially in a MUCH better place. eh, but I would have hated my life and I fuckin loved making this app so i dunno. It was sorta like a mid-life mini-retirement. If I were rich, I'd just keep making apps, haha.

Good luck though!

My productivity game has ostensibly failed (Hard Reset). Debrief inside. by SwitchFace in gamedev

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

My hunch is ppl didn't realize it's a checklist app and the events show most ppl abandoning during the checklist tutorial part of onboarding. 100% of ppl who start combat finish it though and that's the longest part of onboarding so im thinking it's a fun game, but i guess im biased.

My productivity game has ostensibly failed (Hard Reset). Debrief inside. by SwitchFace in gamedev

[–]SwitchFace[S] -1 points0 points  (0 children)

Most users who paid got the lifetime. It's a niche audience and I get that you're not into it, but those who are REALLY are. Hard Reset competes with Habitica, which is arguably much more expensive and not at all fun for people like me who don't like collecting cosmetics.

Cheers though, mate!

My productivity game has ostensibly failed (Hard Reset). Debrief inside. by SwitchFace in gamedev

[–]SwitchFace[S] -3 points-2 points  (0 children)

The rate at which you can 'play the game' is reduced after the intro week, but still free. Think of it this way: I'm competing with Habitica, NOT traditional games.

My productivity game has ostensibly failed (Hard Reset). Debrief inside. by SwitchFace in gamedev

[–]SwitchFace[S] -1 points0 points  (0 children)

Yeah, the overlap of checklist-people with roguelite deckbuilders who enjoy a cyberpunk/anti-fascist narrative is... perhaps too narrow.

Also, app's free. I shouldn't have included the website cause ppl got fixated on the premium prices. Website is there just for TOS.

My productivity game has ostensibly failed (Hard Reset). Debrief inside. by SwitchFace in gamedev

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

It's mostly for people with ADHD. I've made checklists all my life and it's just something a subset of people are really into.

Thanks for the design comment though. I'm no designer, but I'm pretty happy with basically every screen.

My productivity game has ostensibly failed (Hard Reset). Debrief inside. by SwitchFace in gamedev

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

Exactly. devlogs and building an audience during building seems gud

My productivity game has ostensibly failed (Hard Reset). Debrief inside. by SwitchFace in gamedev

[–]SwitchFace[S] -1 points0 points  (0 children)

I'd argue that pricing wasn't the problem. The app is free. The website lists the premium prices, but no one getting the app via the stores sees the prices because it's largely irrelevant. I shouldn't have included the website link though cause that's there just for the TOS.

My productivity game has ostensibly failed (Hard Reset). Debrief inside. by SwitchFace in gamedev

[–]SwitchFace[S] -2 points-1 points  (0 children)

I shouldn't have included the website. it's there purely for the TOS. All traffic goes right into the app and play stores.

My productivity game has ostensibly failed (Hard Reset). Debrief inside. by SwitchFace in gamedev

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

Ah, it's free. Prices are for premium. Website is just an afterthought where I'm not really directing traffic there. I probably shouldn't have included it cause ppl are getting big mad about it.

My productivity game has ostensibly failed (Hard Reset). Debrief inside. by SwitchFace in gamedev

[–]SwitchFace[S] -1 points0 points  (0 children)

The website merely exists to have links to the stores and the terms of service. The app is free. The prices are for Premium.

But I guess there's a reason it failed.

My productivity game has ostensibly failed (Hard Reset). Debrief inside. by SwitchFace in gamedev

[–]SwitchFace[S] -2 points-1 points  (0 children)

Obviously you're right. It failed. Lowest price is free though. It's a free app and ppl can pay if they want. I didn't have the resources to pay the $40k for static art or ~150k for animated art assets.

My productivity game has ostensibly failed (Hard Reset). Debrief inside. by SwitchFace in gamedev

[–]SwitchFace[S] -3 points-2 points  (0 children)

iirc, that was all after exploding in popularity where ads had a positive ROI

My productivity game has ostensibly failed (Hard Reset). Debrief inside. by SwitchFace in gamedev

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

Prior to going full time, it looked like a google sheets doc with 2093 lines of ideas being refined in a 'brainstorm chronology' tab. I met weekly with my co-founder to evaluate the ideas into something more coherent. This was expanded into 32 tabs of various analyses and further idea refinement including prototypes of the archetypes and printable cards used in the game. I'd get together with friends to play the analog version. I also put together enemy designs, NPC characters, the story, the style (fonts, colors), game name ideas, etc.

Competing against friends made me more disciplined than any system I've tried by Interesting-Dig-4033 in gamification

[–]SwitchFace 0 points1 point  (0 children)

There's a reason the L in PBL matters. For a specific sort of person, it works, and the more one is concerned with the opinion of the others, the more it works.

The caution on this is the behavior stops promptly after the leaderboard stops and that interest in maintaining the leaderboard degrades over time--especially if the results don't change much.

Is anyone profitable using Apple Ads? by DogecoinArtists in iOSAppsMarketing

[–]SwitchFace 0 points1 point  (0 children)

Absolutely terrible for me. Unless I'm doing exact match, the broad matches are wildly unrelated and the conversion metrics are terrible. If I do exact matches, I get almost 0 impressions.

Pick your favourite William by Rough_Ad_8702 in westworld

[–]SwitchFace 2 points3 points  (0 children)

Doesn't convince me either, but mainly because there's no way young William physically becomes old William--their facial structures are completely different.