last time I had trouble to focus on the finishing CoShopping app and made the games DieLight and Fobia instead. This week I went to Prague to visit some friends. Between drinking good beer they are always willing to give me good feedback on my apps 🙂
Before the trip I was able to beat all known bugs in the CoShopping. Also I managed to translate most of the app to Czech and Slovak languages. Translation is actually high priority because app is mainly targeted for these two markets.
During the trip I collected some feedback to implement. These are not new features but rather modifications to already implemented ones to make them more user-friendly.
The rest of the time I spent on studying how I should implement free-to-play monetization into the DieLight. Eventually I have decided on going with in-game currency and achievements system.
Getting achievements will earn player the in-game currency “coins”. Player will spent his coins for unlocking more types of mazes. All the game content will be achievable without paying real money for coins if player will spend enough time getting achievements. Player can also choose to directly purchase coins and unlock the content faster.
Using this approach will let me make the game free to start with. Players that became interested over initial gameplay will progress faster by spending some money on the game. I saw similar concepts implemented by About fun company and their games are pretty successful. In the following time I will have to come up with exact achievement and new content system that will be interesting enough for player to spend some money.
During my trip I showed the game to my friends and they enjoyed it. Little things like these when you can see somebody enjoying my product keeps me motivated to publish it to market and see how it will be doing.
6 hours per day 6 days a week experiment
On the train ride back from the trip I read the thesis from Thomas Garrigue Masaryk. It is from the year 1905 and is about introducing 8 hour working day to the old Austria. In that time there was no limit for working hours length in the most of the world.
He argues that less working hours leads to more work done. It is achieved by letting the worker to rest longer which in turn leads to less stress, errors and injuries due to worker being more concentrated on the job. According to Masaryk, such approach should be applicable for the occupations where stable every day performance for a long period of time is required. There are also occupations, for example some seasonal jobs, where this is not beneficial. Due to the short-time nature of such jobs the short burst of performance for a few weeks is desirable and a long recovery time is not an issue. Masaryk argues that even 6 hours a day for 6 days a week should lead to a better performance for everyday job. He makes some interesting arguments about human physiology to prove that more rest leads to better working results.
I will try to implement this for a month and see where this will take me. From now for a month I will work Monday – Saturday 6 hours a day and rest of the time will be spent on some non-working activity. This means no chats/web browsing/news reading during work hours to make them more efficient.
I like these kind of trips because they make me relaxed and flowing with new ideas. I came up with a turn-based multiplayer system for DieLight. It is interesting but I think it will take a long time to implement and I cannot manage it without making some money from game or app first. Here comes the time when I have to decide not to implement more features to the app nor to the game and just finished both products.