Post-mortem of the game "Get smart"
The Partizan Games team shared with App2Top.ru the story of the creation of the mobile quiz "Get smart!".
The head of the company, Alexander Biragov, told us about the project.
Alexander Biragov
Let me tell you a little bit about the game itself first, so that it's clear what it's all about.
Description of the project
The essence of the game is simple. The player chooses a topic in which he wants to compete for the title of the best. Then the app picks up a random opponent, or the player chooses a friend from a social network. 7 questions for 10 seconds each – and the match is over. There are 4 possible answers to each question. The winner goes to the one who has the most correct answers. The battles take place in real time.
The beginning of development
According to our initial estimates, the development of an online showcase should not have taken more than a month and a half.
Despite the fact that our project group has over 30 children's games and business applications, this format was new to us. Therefore, the planned development time was almost doubled and took three months.
We worked as a team of three programmers (ios, android and backend), two graphic designers, a UI specialist, and a sound designer. Plus, a project manager, an art director, a technical director, a content manager and, of course, a project manager. This is the kind of team we worked with for the first time on this project.
Pitfalls of development
Difficulties awaited at every step. The first is at the stage of graphic design.
There are a large number of question topics in our game. Because of this, we made the project with the expectation that its target audience would also be as wide as possible. But in terms of design, this created certain difficulties: we needed to make an application that would be comfortable for all our users.
Trying to please everyone, we made a critical mistake. At the A/B testing stage of the project, it turned out that the game was visually overloaded. I had to make it, let's say, more concise.
The change in graphic design and UI entailed, respectively, an increase in time, since the game had, in fact, to be made up and coded anew.
Another of our shortcomings can be considered the fact that we started developing only by indicating the general direction. At the initial stage, there was no approved design document describing all the elements of the game. A large number of features have been approved and introduced already during development. It is clear that each of them increased the development time.
For example, during the creation of the project, we came up with a very interesting feature from the point of view of content replenishment: players can come up with questions themselves, which after passing moderation replenish the database of questions. But it only took her a week of work.
Another difficulty for us was that in the game, in addition to http requests, we had to use a socket connection to the Internet for real-time fights.
In a socket connection, the server can send the information itself, even without a request from the client. This is necessary in order to know, for example, how the opponent responded. That is, we cannot use standard http requests in an online game.
The difficulty was that socket connections are not trivial in themselves. Moreover, it is not easy to find libraries that seem to work on both platforms (our game is cross-platform). As a result, the implementation of sockets on the server was carried out on socket.io + node.js .
The implementation of the Facebook, VK and Twitter development tools (SDKs) was also a separate headache. We had to clean a number of defects in the solutions of these grids ourselves.
There were no problems with copyright as such, but at the first stage it turned out to be quite difficult to find people who were able and willing to participate in writing questions according to the criteria we needed (speed and quality).
Monetization
Based on the experience of our colleagues, we decided not to reinvent the wheel, but to make a classic free-2-play with IAP. There was a temptation to make freemium, to distribute new themes for a fee, but for ethical reasons, this option was quickly abandoned.
There are two types of in-app purchases in "Smarten up": "experience accelerators", which allow you to pump the rating faster, and "the right to make mistakes", which make it possible to answer again in case of an incorrect answer.
Approval in the App Store
So, everything was ready. There was no sign of trouble, and we already seemed to be able to breathe a sigh of relief. But that was not the case! The classic of the genre is the problem with the approval of the application in the AppStore. Here it is necessary to note the specifics of iTunes.connect: the application itself is considered for several hours, not weeks, but you are waiting for your turn for 5-7 working days, or even more.
Attempt number one. The application was in the Waiting For Review status for more than a week, and then we received a refusal to place it, motivated by the fact that there is an error in the application related to in-app purchases. As it turned out later, the failure was caused by an error by the inspectors, but, as a result, the application was not published this time either. I had to write an official letter to Apple, explain the essence of the problem in detail, tinker with finding arguments and explain the situation.
The App Store traditionally checks applications before the first error, because attempt number two led first to an even longer wait for a verdict, and then to another failure. This time due to incorrect authorization via social networks. Authorization should have been carried out not through the built–in browser (Safari), but through the applications installed by the user - Facebook, Twitter and VK (which at that time was removed from the App Store).
We bravely bore the blow: we fixed everything and poured it back for approval. It seemed like the third time the app had been viewed for ages. In fact, it turned out to be a little more than a week. And finally, success – we are in the App Store!
Future plans
In the future, we plan to introduce several interesting features and add themes to compete in all possible fields of knowledge, as well as increase the number of interesting opportunities in the game store, and create team competitions.
Android: https://play.google.com/store/apps/details?id=com.partizangames.poumnichai
iOS: https://itunes.apple.com/ru/app/viktorina-poumnicaj!/id883121675?mt=8