Show HN: A different kind of coloring book for kids (Android). Simple and clean.
samocolors.com
samocolors.com
In other words... I'm still not convinced that tablets or phones are very good for "coloring" or "painting" for children. That's not really a knock on your app, which seems about as good as these things get, but more of a call to use the devices in a new and interesting way that lets kids be creative and makes the most of the features the devices have, rather than emulating (poorly) something that works ok in the real world.
Not that I'll have much say in it, my wife will veto tablets in favour of actual genuine finger painting in a heartbeat :)
I've used other apps (a branded Crayola one on Nintendo DS springs to mind) where it remembers where you put the stylus down and keeps you within the lines of that section until you lift it from the page. Worked quite well and I think it'd be a good fit for this app.
My personal experience has shown they can be very beneficial. My little sister has Down Syndrome and never did well with regular book coloring. I downloaded an app that used tap-to-fill and what she learned from it has carried over to real life. She learned the lines are the edges for colors, different sections can be different colors, etc. I fully credit the app with teaching her that.
That being said, my kids like the free-form doodle apps more than the coloring-book style ones.
When we're out and about, she loves having access to my iPhone when she's been already waiting 20 minutes and losing her patience. She immediately goes for the colouring and drawing apps, and continues doodling. And she knows how to click the home button and the power button to take a picture of the screen.
I don't see these as a replacement, but as a compliment. Don't think 'if I give this to my kid to use, they'll lose all ability to actually use a pencil'. It won't be the case.
re monetising. I assume you plan to bring out more things to colour? If so you could announce them being available when the app is first opened. Assuming that is most likely to be done by the adult it should avoid worrying people. Make anything which could lead to a purchase happening obvious and make the bright coloured attention grabbing button take the user (possibly the child) to the game.
unless there is a safer/better way to go about it. Good luck!
The ad-supported one shows ads in a separate "pick your color" UI and I'm happy with the design. It's a flood-fill app like yours and while the drawings aren't as good as yours it's functional enough.
The one[1] with IAP is a "color in the lines" style app with a lot of UI: Picking brushes, viewing past drawing and picking a drawing are pretty rich. I ended up springing for the IAP (probably the first time I've ever indulged in it; there's probably a marketing lesson in there somewhere). The app showcased a bunch of locked coloring books that my daughter kept asking me about, so I bought them so she had more to do in the app. One interesting thing was that they partitioned the app's IAP. You could buy one set of markers, or collections of books for a certain amount, or buy the entire IAP library for a marginally higher price. For the record, I found the IAP design to be ok. The price is a little higher than what I'm personally accustomed to, but not unreasonable. What does bother me about this app is that it continues to show me ads for other apps by this developer. Please don't do that.
Hope this feedback helps you decide how to design your IAP.
Let me also add that it's mind boggling how the iTunes UX designers decided that IAP descriptions should be truncated.
[1] http://itunes.apple.com/us/app/amazing-coloring-studio/id507...
Older Android Markets did not have this options so I had to learn about this the hard (expensive) way.
Hope they work on promoting that feature more. This could reduce the number of games whose core gameplay and general UI seems modeled around trying to trick kids into purchasing something.
It's quite handy. I assume they make money via recommending kid focused apps to their users.
I've used it quite a bit, really like the product. Smart guys too!
You are correct on the business model; right now, it's promotional fees from developers plus device manufacturer licensing fees.
You are also correct that we focus on a different use case than Kyte. It seems to me they're more focused on location and telephony (very worthwhile, btw!), whereas we are all about making it for kids to find and play great apps.
At this point I must say that Android is awesome in a way I am able to provide quick updates. Love it!
Thanks again.
Personally, I prefer approach where there is a free version with ads, and a non-free version with no ads and no buy buttons.
Alternatively, some apps simply have the full version ad-free and buy-button-free, and you can optionally buy a "support the developers" version from the store. If the "support-app" is installed, the full version simply adds a "thank you!" on the launch screen.
I don't know how well these approaches do in sales statistics, but I personally go for products like those if given a choice, and I always pay for them if I use them. If nothing else, it's more straightforward and honest.
It is very frustrating to have a fun or useful app which is only provided as a free version and constantly annoys me with buy buttons and ads. I want to just pay - sometimes a lot - for the product instead of watching ads and being nagged to buy Koynz(TM).
Anyway, I was talking about apps in general. Any well-designed casual game is popular among kids.
I like the idea of a buy button that makes you prove you're an adult by typing xyz in a box, or some other trivial-for-an-adult task, before it launches the store. IIRC Zoodles' "Kid Mode" has a voice that says "ask an adult to help you with this" any time a kid tries to access a premium feature.
Since you seem not to use the menu for anything: You could disable the legacy menu button on ICS devices by setting the targetSDKVersion to 14 or higher. But do not forget to test your App on an ICS device. By setting the targetSDKVersion so high you tell ICS to disable certain legacy compatibility behaviour.
Partly documented here: http://developer.android.com/reference/android/os/Build.VERS...
An additional side effect of this app is that now coloring takes less time. A great feature of coloring books is their ability to "buy" you (the parent) 30-60 minutes of peace.
One suggestion: You should seriously consider iOS if you haven't already. While the Android market desparately needs apps like this, your engagement will be through the roof on iOS since you've designed an app that caters to the tastes of a typical iOS user.
Monetization: I'd recommend pricing it at $1.99 & having a sale weekend during which you give it away for free. Check out this terrific write up for details. I think it was on HN. http://www.1312.ru/blog/Pocket-Lists-sales-13500-in-first-3-...
Firstly, can you tell me in simple terms what's 'different' about it? Amazing Coloring Studio by Linqsoft Ltd. for iOS appears to be very similar. I understand yours is Android but is that really a differentiator anymore?
As for handling kid proof in app purchases, the popular 'Elmo Calls' app for iOS has a fantastic system which is a barely visible slider on the top of the screen which gives access to the in-app purchase menu.
Good luck with it regardless, I'm always keen to see people build decent apps for kids.
Kids will instinctively mash the button 40 times to buy something. You need a more complex stop.
Also, most of the fun of coloring books comes from discovering the weirdness that happens from the overlaying strokes. The strokes are too flat, and they don't "coat". You should add some brush "wetness" and add thickness with successive overlying strokes.
Did you create the images yourself?
That, and the lower price-point (particularly if you by an off-contract phone, ~AndroidTouch, on ebay), is a clear win for developing kids stuff on Android.