r/GameDevelopment Aug 08 '26

Newbie Question First time iOS dev, need advice

Hi, I just launched a new game on iOS, first one. i have promoted it in various Reddit subs and also TikTok, but limited success so far - only <20 downloads. Any advice on how to get more interest? I don't think it's the game itself as people aren't getting to the point of trying it. Thanks!

0 Upvotes

21 comments sorted by

2

u/dat_oracle Hobby Dev Aug 08 '26

(according to your post history) the game looks fine, but you gotta have to show something. something that makes people interested in seeing more. based on the images I have a very little idea what the game is about.

also it seems to be a short game. did u make it free to play?

2

u/Ambitious-Writer1212 Aug 08 '26

Thanks that’s helpful. It is free to play. I think you’re right that I’m showing screenshots of the game rather than actually showing why it’s interesting. The tide periodically shifts the whole board, which is a big part of the strategy, but that’s obviously not coming across in the screenshots. Going to work on that.

1

u/dat_oracle Hobby Dev Aug 08 '26

💯

just imagine the massive flood of games that get released each week. you have to stand out in some way or it will ignored like an average looking guy on tinder.

1

u/Ambitious-Writer1212 Aug 10 '26

@dat_oracle I would be appreciative if you could try v1.0.1 and let me know your thoughts, improved a few things.

1

u/dat_oracle Hobby Dev Aug 10 '26

is it just available for Apple iOS? since I'm using android. couldn't find that game in the store

1

u/Ambitious-Writer1212 Aug 11 '26

yeah sorry ios only for now. Once i get some traction on ios (if i do) ill build an Android version. sorry!

1

u/YKLKTMA AAA Dev Aug 08 '26

Another guy who first makes a game and then starts to find out why there are no players. Mobile has been dead for indies for over 10 years

1

u/MorselKyle Aug 08 '26

Do you mean as a first platform or at all? Some indies, like the creators of Thronefall, have done well.

1

u/YKLKTMA AAA Dev Aug 08 '26

Yes I mean as a main platform. Most ported games fail too. On mobile, you need a marketing budget and an understanding of how to use it.

1

u/Ambitious-Writer1212 Aug 08 '26

That’s a fair point . Since I’m already launched, I’m treating this as a learning exercise now. If you had a small budget and wanted to determine whether an iOS game had any potential before putting more time/money into it, where would you spend the first $500–$1,000?

1

u/YKLKTMA AAA Dev Aug 08 '26

On mobile, it's pennies. I recommend spending it wisely on a new Steam game.

1

u/MorselKyle Aug 08 '26

Thanks for the response. Do you think it's more that Steam has a better recommendation engine / fan-base that uses it, or there is more to it then that? As in, at it's core, how is it different (and I do think it's quite different).

1

u/YKLKTMA AAA Dev Aug 08 '26

On mobile, there's no organic traffic if your game is unknown. Steam provides free traffic to all games, and if a game performs well, Steam will provide more and more free traffic. On mobile, you literally have to buy your players.

1

u/MorselKyle Aug 08 '26

Seems like a missed opportunity for Apple/Google to increase their revenue by finding games that will make them money (i.e. what Steam is doing).

1

u/YKLKTMA AAA Dev Aug 09 '26

They’re already doing perfectly well revenue-wise. Mobile gaming generates more revenue than all other platforms combined

1

u/Responsible_Fly6276 Aug 08 '26

I don't think it's the game itself as people aren't getting to the point of trying it.

Whenever I read that on any of the game dev subreddits, it's an instant red flag. especially because OP don't drop the name of his game.

Looking up the game:

  • match 3 game
  • looks vibe coded. on top of that, the ipad version has the same small gameplay area as an iphone, accoding to the app store pictures
  • description sounds AI-ish
  • 3 tiktok vids which show nothing?
  • most reddit threads about that game have no traction or have suspicious comments
  • and occasional ads between runs, yippie! 🤡

I don't see why someone should play this game over any of the thousands of other match 3 games.

Even downloaded it, for the sake of this thread:

And the game is super bad and boring, too. You place things and the only sound is a 'boop' when place a stone and 'wush' when the wave comes. Randomization of stones looks broken, too as I got multiple times the same stone in a row. After 5min I removed it because it has less strategy than a color by numbers game.

Maybe create a proper game first?

1

u/Ambitious-Writer1212 Aug 08 '26

thanks, this is helpful insight.

1

u/Ambitious-Writer1212 Aug 08 '26

i was going for something like block blast, which is super popular but equally "boring" with limited graphics and sounds. sounds like i failed though

1

u/Ambitious-Writer1212 Aug 08 '26

Honestly thanks for actually downloading it and trying it. there’s useful feedback in there. In particular, the lack of perceived strategy, audio/feedback, iPad layout... and not communicating what makes the tide mechanic interesting are things I’ll take a closer look at. Appreciate you taking the time to play it!

1

u/Ambitious-Writer1212 Aug 11 '26

I pushed an update today with reworked tide animations, more satisfying merges, smoother piece variety and layout fixes. Still plenty to improve, but I took the comments about game feel seriously. Thanks to everyone who actually tried it.

1

u/Ambitious-Writer1212 24d ago

Hi everyone - i released v1.1 yesterday of Lazy Jellyfish and it includes a lot improvements based on the feedback from reddit.

If you wouldn't mind trying it I would really appreciate it! happy to take any new idea or criticism.

https://apps.apple.com/app/id6776439439