Owen Goss, the developer of Dapple, an iPhone puzzle game, analyzes the feedback he got from his users, and discusses some possible solutions on how to improve:

As the designer of the game, it’s hard when people don’t like the game. I realise that not everyone likes every game; that’s obvious. However, Dapple seems to be lacking traction in the two demographics that I thought it would have the best chance in: hardcore puzzle gamers, and casual gamers. So, I want to look at where Dapple isn’t succeeding as well as I thought it would, in the hopes that I can learn from this for my next game.

Dapple is a game that plays like a hardcore puzzle game, but that looks like a light casual game. I think one of the problems I’m having with the game is one of perception. Hardcore puzzle game players dismiss it immediately because it looks like a casual game. Casual gamers download the Lite version and when they don’t “get it” immediately, they stop playing out of frustration.

I think the problem is that the average person who downloads a game for their iPhone is looking for something they can grok instantly. Dapple is a game that, once you “get” it, can be played in very short bursts and is ideally suited for the iPhone in that regard. However, it can’t be grokked instantly, and I think that’s the biggest design flaw with the game.

Read the full post at Streaming Colour Studios » Blog Archive » Dapple’s Identity Crisis.

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