Things to be kept in mind while de­vel­op­ing a mo­bile game

OpenSource For You - - FOR U & ME -

1. Not all de­vices are the same. Think about de­vice com­pat­i­bil­ity. Don’t do some­thing over­whelm­ingly stupid that forces the user to unin­stall your mas­ter­piece. 2. Re­sources are very im­por­tant. Do not drain the re­sources of the de­vice on which the user has al­lowed your game to re­side. You do that once, and there is no way you can get your game in­stalled on the same de­vice again. 3. The game should not pre­vent users from do­ing their rou­tine work. For ex­am­ple, when the user is in be­tween a level, and wants to make a call, that should be pos­si­ble—with­out the call get­ting cut or the player hav­ing to go back to start the game from the base level. If that hap­pens a cou­ple of times, the game will get unin­stalled. 4. There are mil­lions of apps and a lot of other games, so do your best to get your user’s at­ten­tion at the first shot. 5. Think about your user base and de­sign the game ac­cord­ingly. For in­stance, if it is a game for nurs­ery school kids, the vi­su­als have to suit them. Sim­i­larly, the theme has to be dif­fer­ent for teens, adults, of­fice go­ers, etc. 6. Don’t ir­ri­tate users. Pop-ups ev­ery minute or so to ask for feed­back, ask­ing users to buy some­thing, ask­ing them to share, etc, will turn off users. The best thing is to think of yourself play­ing the game de­vel­oped by some other per­son. What would you not like? There is a strong pos­si­bil­ity that your users too will not like the same thing. 7. A chal­lenge is very im­por­tant. A game de­vel­oper has to con­sider this fac­tor. A game with an ad­e­quate level of chal­lenge that al­lows friends to com­pete with each other can be­come a hit.

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