Let me show you what cards we drew for our game.
what's in our hands?
We can't do much in the purchase fase because lot's of it depends on the platform and app store you launch your game with. Or can we?
How long does it take for the customer to find your game?
ASO or app store optimization. Check these links for some guides and tips.
The next web
How can you reduce the risk when a customer wants to purchase your game?
Free-to-play or lite versions ofcourse. Out of my small research I came to the conclusion that players can be more convinced to buy your game if they can try it first.
When it comes to delivery, I never install games that are more then 80Mb. (except for top 11) So make your games easy to download.
The use phase kinda continues this trend. Do you have enough memory to store your progress and your game? Is it easy to learn and hard to master?
And the two most important questions:
How effective are the features and functions?
Is your game overcharged with bells and whistles?
Or simply put, is this a game that your target audience really wants? These are hard questions to anser. But don't worry, we have the ERRC grid, the strategy canvas, the personas and game design theories to help us with this.
Supplements, maintenance and disposal are all taken care by google, apple, windows or any other operating system. Unless you make your game only for the latest OS versions or players need to buy extra memory to play your game.
Today it's all about the delivery phase and how we managed to improve this by asset recycling.
A second point is that (almost) the entire game is made out of tile sets. The tiles are made so they can be re-used in other places and positions.
A part of our HUD and user interface can be recycled as well. A good hint to other developers is to work with overlays like the pebbles, the gold and the gems in our puzzle tiles.
Another trick that we used is to change the color of the tiles by code. By doing so, we multiplied the tiles by 8.
So in what stage would you invest?