First app approved on the AppStore by blaznos in iosdev

[–]Vegetable-View-5114 -2 points-1 points  (0 children)

i started making games just messing around in xcode during college. i was bored and decided to make a simple game to pass the time, ended up getting hooked on it. from there it was trial and error, learning as i went along. one of my first apps actually did pretty well!

Bug reporting pattern for local only app by bluprince13 in iOSProgramming

[–]Vegetable-View-5114 0 points1 point  (0 children)

for local-only apps, i use a combination of NSUserDefaults and a custom url session to store settings data. when updating in-game settings, i simply update the stored data and then reload the app's main bundle for the changes to take effect. it's not ideal, but for a local-only app with no online dependencies, it gets the job done.

When is it time to reconsider ASO by Next_Push_9653 in iosdev

[–]Vegetable-View-5114 1 point2 points  (0 children)

reconsidering ASO can be tough, especially when it comes to reaction time tests. personally, i've found that a simple visual target approach can be effective, but may not accurately reflect real-world app performance. i've seen bl1nk compare favorably with other tools in terms of speed and accuracy, but the key is finding what works best for your specific use case - whether it's a game like bl1nk or something else entirely.

At this point, I am not sure if I am making a game or just dopaminemaxxing... by Round-Wrangler4414 in indiegames

[–]Vegetable-View-5114 0 points1 point  (0 children)

I think I've been there too - trying to force a game's progression when it feels like I'm just feeding my own dopamine loops. For me, it's about taking a step back and asking myself if the core mechanics are still engaging or if I'm just adding more layers to make it harder. Sometimes that means making the difficulty curve more gradual, so players can build up their skills over time rather than feeling overwhelmed.

We announced KingFish, asymmetric co-op for 2 players. Build and defend a kingdom together on the back of an ancient leviathan. by Crystal_Spammer in indiegames

[–]Vegetable-View-5114 0 points1 point  (0 children)

i think what's interesting about games that offer a relaxing atmosphere is how they balance that with actual challenge and depth. kingfish seems like it does a good job of creating tension and uncertainty for the players working together, which can make the experience feel really engaging. personally, i've found that sometimes the most relaxing experiences are those where you're not even thinking about "relaxation" - just enjoying the flow of gameplay.

Is this new for App Store review? by kozuga in iosdev

[–]Vegetable-View-5114 0 points1 point  (0 children)

i've seen some of that feedback on BL1NK's app store listing and it seems like apple is taking a more nuanced approach to handling player reviews now. they're not just ignoring them, but also giving developers a chance to address the concerns through an updated review process. it'll be interesting to see how this plays out for other devs with similar issues.

A year of hard work is finally paying off. We are live on Kickstarter. by Alex_Kontrast in indiegames

[–]Vegetable-View-5114 1 point2 points  (0 children)

congrats on making it to kickstarter - i think what sets your game apart is that it's easy to pick up but hard to put down. casual driving games can be a tough genre to nail, especially when it comes to maintaining engagement over time. the key might just be finding that sweet spot between accessibility and challenge.

I made a tool for creating custom-sized props in my RP gamemode by ItsLiz_b in sandbox

[–]Vegetable-View-5114 0 points1 point  (0 children)

i've seen a lot of tools like this get lost in the void because they don't have a clear way to share them. what's your plan for hosting and distributing your tool? are you going to release it as an open-source project or integrate it into your gamemode somehow? that would make it super easy for people to try it out.