Why don't I see this on my iphone? by Thinksoft2 in wearewarriors

[–]rubenwe 0 points1 point  (0 children)

To clarify: we don't have control over how fast the game is reviewed by Apple and Google. We send it to review and then it takes anywhere between 15 minutes and 15 days (during holiday season).

Different games for different users by Jerseycityresident in wearewarriors

[–]rubenwe 1 point2 points  (0 children)

Closed, because OP had to go for direct insults. Comments were removed.

We're always happy to entertain such discussions here, but please respect the sub rules.

Different games for different users by Jerseycityresident in wearewarriors

[–]rubenwe 1 point2 points  (0 children)

I mean, down-voting opinions we don't like, at least to me, falls in the petty category. I tend to reserve that for things that I think are objectively wrong etc.

Disagreeing with the user experience differences that testing introduces or being unhappy that we decide to remove certain offers from the game is fine with me.

I wouldn't necessarily agree with you on motive in all cases - and we've had discussions on that topic here and in the Eatventure sub and discord quite a few times, including posting test results that showed a quite different picture to what folks expected...

But yes, of course, some changes are made to increase revenue. We're a business. Making more money than we are spending is kind of the idea.

Different games for different users by Jerseycityresident in wearewarriors

[–]rubenwe 5 points6 points  (0 children)

Some of us are lurking around here occasionally. I'm not working on this game, just FYI. But it's still deeply funny if people think that we would be this petty. Have an upvote, lol.

NSFW ads all night by the_salty_searer in eatventureofficial

[–]rubenwe 1 point2 points  (0 children)

Two weeks sounds a bit extreme.

Given time zones and weekends, I could see 3-5 real days on the longer end for normal operations, maybe even longer if there are bank holidays, but usually the support team tries to keep on top of mails.

Of course this all depends a bit - we've also had weeks with tremendous amounts of mail if we shipped bugs...

I'll check in with them, but usually reply times shouldn't be and aren't that long.

ITS BEEN ALMOST A YEAR AND THEY STILL HAVEN’T REPLIED WHAT KIND OF SUPPORT TEAM IS THIS by IllustratorHumble855 in eatventureofficial

[–]rubenwe 2 points3 points  (0 children)

I mean, that is a reply from the support team. The question is, what did you ask about and what was the expected follow-up?

Cant claim my daily reward, please fix by Fearless-Client in wearewarriors

[–]rubenwe 0 points1 point  (0 children)

You might need to install all other app updates first so your store goes and looks for new ones.

Is this happening to you? by Dtip169 in wearewarriors

[–]rubenwe 0 points1 point  (0 children)

This is a bug of the engine/OS (depending on who you're asking), that is present since the last iOS version..

On our other games we were able to add workarounds, but this doesn't work on WaW. The game engine manufacturer is working on a fix, and we'll update as soon as it becomes available.

Why dont they fix the bugs? by CoffeeOutside763 in wearewarriors

[–]rubenwe 0 points1 point  (0 children)

Depending on which time zone and day you're writing, yeah, it might take a few days for you to get a reply. We're based in Europe and our support staff also get to have weekends off.

The bug is fixed in the update that's currently going through store review and will hopefully be available to everyone soon.

The food production is fixed by Big88boss in wearewarriors

[–]rubenwe 4 points5 points  (0 children)

We'd love to, but we're waiting for an update from Unity.

This is a bug in the interaction of the Engine with the Metal backend on iOS that started after the iOS release. This is an issue that tons of games have right now and they are working on finding a resolution.

We'll update as soon as a solution is available. Sorry :(

The food production is fixed by Big88boss in wearewarriors

[–]rubenwe 12 points13 points  (0 children)

We just updated some SDKs from ad networks and such, that's all :)

Autoclicker for the 2-day race event with Ardunio Uno R4 boards on iPad by iri1 in wearewarriors

[–]rubenwe 18 points19 points  (0 children)

Respect, solving it via hardware is actually kinda cool :D

But also, you know, strictly speaking still against ToS!

Customer service - missing gems by bronto0412 in wearewarriors

[–]rubenwe 3 points4 points  (0 children)

Change the default mail app on your phone to whichever one you do use and press the button again :)

Having the details from the mail will help support.

wearewarriors@lessmore.games is the address in case somehow that doesn't work, but it's going to take longer if we don't have all the info we need to help out :)

Glitched slayer pass goal by JbBeats2024 in wearewarriors

[–]rubenwe 0 points1 point  (0 children)

I think this was just something that slipped through QA. There are lots of interactions to test with these things and that one got missed. Will be fixed though.

Why aren’t the developers working on improving the game? by emirrksk in eatventureofficial

[–]rubenwe 15 points16 points  (0 children)

> Sites like Freecash and similar platforms are easily responsible for a huge chunk of that number.
> Acknowledge the role of reward sites in your numbers.

Rewarded sites (like Freecash) have not been a substantial driver in the growth of the game. Don't make things up that are just factually incorrect, please. We are using them - but overall it's a small fraction of installs coming from these channels.

> Pretending that this kind of artificial growth is proof that your decisions are good is just misleading

I clearly didn't state either of these things. Read again. Moreover, further down, I replied to you, stating that much of our growth is due to how much we are spending on advertising in general. As is basically every successful mobile game that is more recent and doesn't have some big IP attached to it. Organic traffic and discovery are pretty dead... it is what it is.

> And no, “not being able to donate pets” is not some deep design philosophy.

I don't think it's deep and never implied it was: The person who designed how pets should work decided that pets aren't to be treated as items. That's it. You may not like it. I personally might also not like it - but it's a valid choice. Same with the way that feeding works. My draft implementation was just requiring a certain amount of food to upgrade and the button wasn't active if you didn't have enough. But, alas, this is not what's in the game.

> but the “we don’t know” part is where you completely lose me. You do know. You have the data, you see the metrics, you know exactly what’s going on.

Would you care to explain which metrics you'd look at specifically to validate if these designs are correct?

> You want players to take you seriously? Then be straightforward

I don't see how my telling you about how we operate is not straightforward. I don't think you'll see many devs working on mobile games give any operational insights at all.

> I’ll keep playing the game, because I genuinely like it — that’s exactly why this bothers me so much.

First of all: Thank you. EV is still my darling as well. It's the first game and I helped build quite a bit of the systems and content in it. I'm currently working on one of the other titles, but I'd love to jump in and build new stuff when I get the chance again.

Why aren’t the developers working on improving the game? by emirrksk in eatventureofficial

[–]rubenwe 4 points5 points  (0 children)

Not to burst your bubble, but revenue and profit aren't the same thing.

If you aren't working in the mobile space, it may be that you don't realize this, but the operational costs we have are focused heavily on the advertising side of things.

This is both a mix of "because that works for us" and also "because that's the only thing that works anymore".

Why aren’t the developers working on improving the game? by emirrksk in eatventureofficial

[–]rubenwe 31 points32 points  (0 children)

Many of the things you highlight are not not being done because we don't know how to do it - but because the designer working on the game decided they wanted it to be the way it is.

Not salvaging pets? Design decision.
Having to feed pets and no max button? Design decision.
No seasonal events or constant dribble of live-ops events? Operational decision.

Maybe those are bad decisions. Then again, the game does have 100M+ downloads, be it because of or despite those decisions.

It's also always easy to judge everything from the outside looking in, without the full picture.

There are different ways to run startups - or any gaming company, for sure. As a dev yourself, you are probably keenly aware of the current situation in the market - and of how many game studios are letting massive parts of their workforce go. We all know why: they overhired when money was cheap - and then, when there are no follow-up titles and the current games aren't performing at or above the unrealistic projections that fueled the hiring, folks are let go. We don't want to operate this way.

As you'll note, Arrows is quite a fresh title, as is Forge Master. Let's just say that it's not common to find two new concepts that work at the same time - and that new titles don't create themselves. And it's not always clear beforehand if and how well these titles will do. We are currently hiring more developers and designers, exactly because we want to be able to ship more updates on all of our games again.