http://itunes.apple.com/us/app/dropzap/id338490375?mt=8
How should I market it?
(Demo video: http://www.youtube.com/watch?v=1ub6gCU03iE )
http://itunes.apple.com/us/app/dropzap/id338490375?mt=8
How should I market it?
(Demo video: http://www.youtube.com/watch?v=1ub6gCU03iE )
1) Get a more pleasing set of sounds. The high-pitched screeching you are going with currently when blocks blow up is torture for me. I like the sound when you die, however.
2) Make a game-mode for the beginner where it is easy to figure out the game mechanic. I died within a few rounds each time I tried. (Start with all little red block or whatever...) Make this auto-start the first time the game is opened.
3) Moves are too clunky. The blocks move to the side of the screen too slowly after the user presses a button. I would make this 3-4 times faster, or just eliminate it. Blocks also maybe fall a bit too slowly-- I would eliminate the pause before they fall.
4) There is too much visual clutter on the screen. Its nice of you to show the time and battery life on top, but this clashes with your application. Also, the colors of the score, and "Menu" "Help", etc. all clash a bit.
Good luck-- I think you fundamentally have a good game, and with just a bit of a nicer interface, you could do very well.
I agree with the other poster that the bar on top with the battery/time is distracting. The menu fonts seemed a bit non-standard to me. The blocks seem a bit simple, could use some extra glow or something.
Keeping the high score on the top is a nice touch to encourage self-competition. The big combos are what make you want to come back for more.
It was kinda hard to figure out the "combo" mechanics at first (which blocks shrink when one disappears and a column falls down). There was nothing in the tutorial about this.
Regardless of the nitpicks, it's fun. I'll definitely play it again.