It is chosen the title for my upcoming adventure this way because I have learned the hard way that chosing a snazzy name for your game will make it harder to discover in the Appstore(s). My previous game was called Blooneycounter, I thought this was a great name at the time and I sticked with it in the end. But nobody searches on blooney! Maybe people will search on count, but that’s it, basically. The title for the game Whamblambomb was also a stupid mistake. I wanted a unique name, and that it is unique is obvious, but it’s not a wise thing to do.
My first game was called Topotablet and did well, although it also has an uncommon name. Maybe it’s sheer luck or the quality of the game, or the niche category to which it belongs. I don’t know really. But choosing a good name is important I suppose. Hopefully I chose the right name, if people search for a adventure, voila it’s there. I am still doubting though if I will choose for “The Lost Adventures” Â or “Lost Adventures”?
Developing a new adventure game is pretty hardÂ stuff and I was reluctant to make this because of the time it will take to make it playable. However my interest making an adventure game was always in the back of my mind. But I really started Â tinkering with the idea after I played Fester Mudd on the iPad.
What a greatly executed game. It was too bad it shut down making the second level. I think there is a nice niche to the genre on iOS devices (if you count some pixel art goodies there are about ten or so). Â But I think this adventure didn’t sell well becauseÂ people are flooded with big studio crap that is forced on them. The studio that made this gameÂ expected some more revenue from this and slashed the sequel because of that.
I do not have this (money)constraint on making this adventure game, the only thing that could stop the development is :
But I think this is not a big problem. Once you have a core adventure engine. Adding rooms is as if you are adding a new game every time….