Hi!
Thank you for replying to the thread. I'm going to keep this reply public, just so everyone can see my thoughts on your app and any possible potential for how we can partner up.
First thoughts: your app is very highly rated in the Google Play store, so great job! I installed your game on my phone and had a go; unfortunately, I was unable to get past the first level, since the touch jumping wasn't responsive enough for me (this is my excuse, anyway!).
Your game is fairly intuitive, however I feel that a tutorial level or explanation is always beneficial. For example, it was fairly clear from reading the blurb of your game that me hitting the police car would "kill" me, but I didn't know that touching a tree would do so also. Also, some of your users may not read the description at all, especially on Facebook.
Your game is essentially a level-based skill game. Some of the most popular and highest revenue making games on Facebook are level games. The general formula is that there should be plenty of levels for the user to play, and that at the minimum you should have a lives-based system. At the moment, in your mobile game, you can reattempt a level as many times as you want, for free.
What I would suggest, if you wanted to work with us, is that you assign your player a quantity of lives to start with, e.g. 10, and you lose one life each time you fail the level. Lives can then be either purchased by the player with real money, or with your ingame currency (coins), or they can be sent by one Facebook user to another, to encourage viral growth.
You also have a small store within your game where you can buy a triple-coin powerup or a shield powerup. Again, this is a nice idea which is used in a lot of Facebook games; for example, Candy Crush Saga has "boosters" to help players complete a level. Again, it would probably help if you gave brand new users one or two of these "boosters" for free, either at the very beginning of the game or perhaps at the start of the 2nd level (with a brief explanation of what the booster is), and then give the player the option to buy more boosters at any time.
At the moment, you say that you have 12 levels, which is a great start but to keep users coming back for more you would want more than these. if you find that your game is successful, you can create more levels, with more "worlds" (a set of levels, perhaps with different obstacles and art/background) and you can advertise these to your existing users.
In conclusion, danyald: your game is definitely something that we would be interested in working on with you. What we can do, as I mentioned in the original post, includes:
- Further personal discussion of how to change and optimise your game design for Facebook
- Guidance and pre-built code for server-side features, such as maintaining a database of your Facebook users, handling and integrating Facebook payments, handling and integrating viral features (such as sending and receiving lives) and re-targeting your users (when you release new levels, contacting your users to get them to come back to the game
- ...and anything else to help your game be a success on Facebook!
I would strongly encourage you to think about it; I would also encourage anyone else reading this post to contact us for more personal and customised opinions and advice on how to make your game a success on Facebook. Thanks!