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It's not that he doesn't have revenue, I doubt it even has persistent users. Users are generally 30-day active (trailing average). Here we're talking about a s
by vladd 12y ago
It's not that he doesn't have revenue, I doubt it even has persistent users.
Users are generally 30-day active (trailing average). Here we're talking about a spike in traffic that the project got after some public exposure on news sites, I doubt we could predict at this point if everything will drop into the Trough of sorrow [1] or stick. Personally I tried the game and it seems to be at the first iteration in terms of usability for the masses, so I assume there will be little (if any) retention and more usability work to be done.
[1] http://andrewchen.co/2012/09/10/after-the-techcrunch-bump-life-in-the-trough-of-sorrow/ http://andrewchen.co/2012/09/10/after-the-techcrunch-bump-li...
Some improvement feedback:
(1) develop more game-ability before explaining concepts on 5+ pages of text. Try to have a full-blown gaming engine with as few clicks as possible, and add concepts on top of it when the user levels-up.
(2) watch your page loading speed. If it's not as fast as browsing a magazine, it's too slow for a game.
(3) work to simplify the interface. Consider showing part of the vertical tabs only when the user levels-up. This should go hand-in-hand with (1).
(4) try to move at least partially some content before the login screen. Give people a reason to sign-up.
A perfect example to guide progress on those items:
http://adarkroom.doublespeakgames.com/ http://adarkroom.doublespeakgames.com/