Hmmm looks like you published a new version of Doodle Bike Lite and got rid of the old one that I was using all this time. I think you're going in a good direction with the new version - keep improving it based on user feedback and things should get better.
Ernest Woo Woo Games http://www.woogames.com On Jan 2, 2:25 pm, ernestw <ernest...@gmail.com> wrote: > Brian, > > Out of my last 80 sales for FRG Deluxe, 2 were declined and 8 were > canceled. I recently lowered the price for the holidays from $3 to > $0.99; before December my refund rate was about 15%. Having played > Doodle Bike and some of your competitors' games (MX Moto, Moto X > Mayhem), I think there is room for improvement in Doodle Bike. For > example, I get hopelessly stuck on the 2nd level of Doodle Bike > (Lite). If I had paid any amount of money to get stuck at level 2, > I'd refund. I'm not fond of MX Moto for the same reason but atleast I > get a funny rag doll animation when I smash my rider into the ground. > I haven't played Moto X Mayhem since ADC2 but I recall being able to > get reasonably far and enjoying it more than most games in ADC2. The > polish of the game back then was really good and smashing the rag doll > into the ground got a bizarre amount of amusement from me. > > Maybe I just suck at these games - it's challenge enough for me to > keep the bike steady when making jumps. Please note that not > everybody understands the idioms of your game and that you are less > qualified to judge difficulty because you are an expert at playing > your own game. For FRG I periodically gave the game to my wife and > watched as she played. I used her as a baseline for how long a > neophyte takes to finish levels. For the record she does play a lot > of games (married her for a reason!) but FRG is a genre she has little > experience with. I also used my ability to play FRG as an indicator > of an expert's experience. > > Given user feedback, I've also made the targeting system simpler and > easier over time. FRG with multitouch sticks or auto-targeting (for > single-touch users) makes me godlike at my own game but for other > players, may be the difference between sticking with the game and > uninstalling/refunding out of frustration. > > Phil, 50% refunds would make me worry a lot if it were my game. > > Ernest Woo > Woo Games > http://www.woogames.com > > On Jan 2, 8:16 am, Phil Endecott <spam_from_goo...@chezphil.org> > wrote: > > > On Jan 1, 8:14 pm, brian purgert <brianpurge...@gmail.com> wrote: > > > > Im not sure if people just don't like my game or they are finishing it > > > fast, > > > but out of 52 sales, 14 refunded it. > > > That's much better than my ratio at present, which is about 50%, and > > seems to have got worse since the refund period was reduced to 15 mins. -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en