Ask YC: Feedback on our new app.
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It's a football game in which you build up the best team. Any thoughts would be very much appreciated.
Still the invite component needs to be pushed harder. You aren't enforcing team size requirements for running missions and you aren't rewarding people for building rosters of real players.
OH, and you forgot to put in Offerpal. This is a great game for Offerpal. :)
Thanks for the advice.
How does having a higher level affect anything? I can train players and get more equipment but in the very end all I have to show is my level and standings?
Some thoughts:
- If you create your team from your friends, let them contribute to their "player" somehow
- Potentially have some type of tournament/playoffs
- Potentially have actual games that can be used to upgrade skills. Pay a certain amount of your money to play a game that can increase your QB passing either 1 or 2 points depending how you do. That will add some more interaction. Or you can have the user just opt for the safe approach and get the minimum or average.
Higher levels unlock more items. You can see that on the Office page, but maybe we should make that more noticeable. We'll have more things too once we integrate some future features.
At the very end, much like Mob Wars, you'll have various virtual items and such. We'll probably mix in achievements and trophies and the like you can win. I should think more about that stuff.
Interesting thought about the friends, I'll try to think of that. Might be a really good idea if we can come up with a good implementation.
Tournaments are in the plans.
We've got some other unique forms of training coming up. I'll think about that though.
Thanks for all the great ideas.
I've got another idea for you that may make things pretty interesting and may not be too hard to implement depending on the way you are handling the game simulation now:
Display the results of the game (similar to a game cast type of feature). It would be interesting to see how well the various players performed and how the skill investment has paid off.
I have no clue how you handled the simulation but if it's using standard football rules I imagine you randomly choose a play, then randomly choose the player, then randomly calculate the odds of success based on the player's skills (as well as QB if passing play) and the skills of the opposing defense.
I tend to be more data driven than most but this seems like a pretty interesting feature to me. It will also get people to stay more on the app instead of going somewhere else while the energy/stamina regenerates.
The hardest part is the game mechanics, pricing stuff, payouts, etc. Making it so people can advance, but not so fast that they get bored. Making them want to come back, but still giving them some stuff to do now.
It's a tightrope and has made me appreciate Mob Wars and other video games more.