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Congratulations! From the few minutes that I've played, this looks really polished, especially for a web game. I'm curious to know what kind of promotion effor
by guigui 8y ago
Congratulations! From the few minutes that I've played, this looks really polished, especially for a web game.
I'm curious to know what kind of promotion efforts you had to do to reach 130k units? Was it just word-of-mouth and good reviews that took you there, or did you spend money on advertising, PR, etc.?
By the way, I completely agree with using WebGL instead of canvas. We created our first HTML5 game back in 2012 (called BrowserQuest), and achieving good performance with canvas was a big challenge at the time. We would definitely choose WebGL over canvas today even for a 2D game.
- LoSboccacc 8y agowebgl comes with it's own set of drawbacks depending on what your targets are. I was targeting mobile with my game and phaser/canvas had much more consistent performances than phaser/webgl across devices.
- riadd 8y agoInteresting! So far we're only targeting the desktop since putting the game on mobile would require a lot of UI rework. Might happen at a later point though.
- LoSboccacc 8y ago> Interesting long story short, webgl had memory issue on low end androids and was unplayable on chrome/iphone because it lacked acceleration. this was last year, thing might have changed now.
- riadd 8y agoThanks! I think it helps that the game mechanics are somewhat unusual and quirky, which makes it easier to stand out. Instead of out-producing other games, we opted to make a game that feels like it is living in its own small niche. I linked to it from another comment already, but we're also big believers in twitter and did a talk about it: https://docs.google.com/presentation/d/153Rz_TPwZ36HVg9-Mhvej7gSuWM5BTv3VKxRWYTTZHM/edit#slide=id.g3f1cac1c9_214 https://docs.google.com/presentation/d/153Rz_TPwZ36HVg9-Mhve...