Tiltopolis, by Matt Webster

Hi,

My new Puzzle game “Tiltopolis”, a Blocks variant, is on sale now…

www.Tiltopolis.com

With physics and arcade modes, OpenFeint integration, specials blocks, a single iPad/iPhone install and four tracks by new British band Run Toto Run for just 59p/$0.99

Get your Tilt on.

Matt. [import]uid: 8271 topic_id: 8342 reply_id: 308342[/import]

Those are really lovely graphics, any promo codes? [import]uid: 12108 topic_id: 8342 reply_id: 30231[/import]

Hey thanks,

I do have promo codes but as I only have 50 (as does anyone) I’m queuing them up for review sites…

Feel free to email email me though (address on site)

Matt [import]uid: 8271 topic_id: 8342 reply_id: 30267[/import]

Graphics look really nice! Well done! [import]uid: 46116 topic_id: 8342 reply_id: 30425[/import]

Thank you guys…

I worked hard to make the game as stable and (visibly) bug free as possible and my brother (a very talented 3D animator) did the graphics in his spare time.

Matt. [import]uid: 8271 topic_id: 8342 reply_id: 30430[/import]

Excellent game concept and congrats on app of the week. Sorry to see the sales ranks for it are lacking a bit…as the game idea is quite a unique twist on other block stackers.

My first suggestion would be to re-work your icon. It says “word game” not arcade game. Study the Tetris app and similar successful arcade apps and try a more colorful and exciting icon that suggests action and excitement. In the icon…feature the balancing act aspect of the game. Text icons seldom work for games.

2nd suggestion is to tone down the buzzer a bit.

3rd suggestion would be (if you haven’t already) is to hype it up on Touch Arcade and submit it to some app review sites…as this app seems to be something they might bite on and chew.

4th suggestion…get an update with some bonus stuff and FX in it like coins, gems, glitter sparkles, etc…such as in BeJeweled.

5th suggestion…shorten the video trailer to 30 seconds before distributing it to review sites and make it more fast paced and exciting to watch. Think of it as a commercial…not a demo.

Good luck…hope it takes off for you. It’s a fantastic idea. I love the look of it overall…seems like it just needs a bit of polishing visually and a little more pizzazz to have a shot at appealing to the masses. [import]uid: 9492 topic_id: 8342 reply_id: 31016[/import]

@synthesis Thanks, I was going to reply to your points individually, but I’m very tired. Please rest assured they’re being taken on board and I have/am working on each one. The icon and sparkle elements are new, I’ll admit. You wouldn’t believe how much the buzzer is already toned done! Thanks again, Matt. [import]uid: 8271 topic_id: 8342 reply_id: 31039[/import]

Download Luxor. Its got LOTS of FX ideas in it and looks VERY VERY polished. [import]uid: 9492 topic_id: 8342 reply_id: 31043[/import]

Btw, I was just wondering what advice you might have given the author of Trainyard as his game took months to get traction? [import]uid: 8271 topic_id: 8342 reply_id: 31049[/import]

I really think Trainyard was a 1 in 10,000 event. His game is also not an arcade game. Pure puzzle apps need less flash which his is a 100% puzzler. Yours is an arcade game all the way. Arcade games need flash (ie: BeJeweled) IMHO.

Trainyard was flat for weeks/months until it took off in Italy due to a big name app reviewer there “discovering” it from what I heard/read. Then Apple took notice and featured in on the front page in the US. The rest is history. He was lucky in many ways but his app was still VERY polished and simple and set up for success if notice was given.

I think your concept is excellent. Its simple yet challenging and unique in a way. But unless you get lucky…you have to play to your crowd…and from what I have seen…arcade gamers want a lot of “pinball” style flash. The successful apps have a lot of sparkle and glitz and have a bit more pace to them.

I’m not saying you should redesign the game at all…just suggesting a bit more polishing and depth to it. Its the 8-15 year olds that drive the game market…especially in the arcade market. Adults have more money…but they spread it around more. The kids all gravitate to the same stuff. They have a mindset that you have to dial in on and hopefully tap into.

Its very tough to do. We haven’t figured it out either yet. But from what I can tell…its there…you just have to find the pulse of it and once you do…look out.

It seems as though endless play games are losing steam. The successful games coming out now have more depth and gamers are tiring of the endless play style games. I may be wrong…but that is what it seems to be. Yours is an endless game…but there may be room to expand on it and develop a couple of alternate game modes to it.

All in all its a balance. How much time to you dedicate to one title versus starting a new title? I honestly believe that if an app doesn’t take off within 30-45 days…its DOA and its best to move on to the next one. To wait and anticipate a delayed success seems like a long shot to me. I’d rather start a new title than beat a dead horse. [import]uid: 9492 topic_id: 8342 reply_id: 31054[/import]

Thanks… I’m definitely onto a new title :slight_smile: [import]uid: 8271 topic_id: 8342 reply_id: 31061[/import]