The iPhone market is one that is booming. It’s no surprise that so many games on the app store are getting the recognition that they may not have received otherwise. It’s one of those platforms, for developers, that has shaken up the current portable gaming market, even if some would argue that the DS and PSP are still the leaders in that market, they have to admit that the iMarket is not far behind. But what does it take to make the next Angry Birds? Why are some ‘killer’ apps not what they are all cracked up to be?
There isn’t really a science to anything. It’s usually a question of simple, well executed decisions. Ok, that may be a blanket statement and I’m going to get hate but just listen to this first before you flame me. Take a game like Tilt to Live on iOs. One Man Left(.com), took the idea of a double stick shooter, because there aren’t enough of those, and made it even simpler, making it even more accessible and interesting.
Though hectic, it's very addictive...so many red dots!!!
The same is true for AB. The idea is a simple one that we’ve all played before but they focused on the level diversity and the strategy required with each bird. That’s the nature of the iOs, simple games that you don’t have to rack your brain over. Again, I’m not saying that only simple games that cost .99 cents will succeed but you have to keep in mind who your audience is. So what’s the key to getting your game on the top of the charts? A well executed idea that is simple enough that anyone can pick up and play no matter how complex it gets without becoming overwhelming.
Unlockables based on performance and achievement is the way into gamers hearts.
BONUS SECTION: Ok so now that the ‘casual’ crowd has left the room, what has the core gamers out there are just as hooked on these ‘simple’ games? They are hitting the right flow of reward and challenge. That’s the tricky part with these games. Since they tend to be more bite-sized, they have to reward fairly frequently but small enough that you want to keep at it. With a game like Pix n’ Rush, the leadeboards only go so far. I agree that it is a form of reward that wants you to keep playing but it isn’t enough reward for the effort that’s being put in. Now don’t get me wrong, I love this game, I find it has a lot going for it but if I contrast the reward system with TTL, TTL gives you a reason to keep playing with all the unlockable powerups that you get through their achievement system, which I find is brilliant and games should really consider that type of reward system, but that’s a different conversation for a different day.
So now what? Well, as the old saying goes Keep It Simple Stupid…and keep em’ coming back for more with your rewards.
P.S. Your game does not need to be .99 cents to be a chart topper, it can be done with good design! You keep us happy with good design and you get us coming back for more with updates.

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