After the usual week and half wait, my latest game was approved by Apple for distribution in the App Store for iPhone. I’ve decided I’m going to release it on Jun 22, but before then I’ll give a little more information about the game.
Dokusen, which means “Dominate” in Japanese, is a casual puzzle game that was loosely based off the ancient board came of “Go”, and involves trying to capture more space than the opponent(s) through a series of turns where each player chooses to claim a square. For those who are not too familiar with Go, you can think of it as being similar to the more modern game of Othello (sometimes called Reversi). An interesting fact is that this latter game was invented by a Japanese person and was influenced heavily by Go itself.
Since this game is free, and I’m developing it as a hobby, you might wonder why I would go to the trouble of setting a release date and delaying like this, when I could deploy my app to the app store with a few clicks.
One of the reasons is because I’ve heard that games released on Sunday statistically have more downloads, though I don’t have a great amount of faith in that. All things being equal, just changing a game’s release date to a different day of the week shouldn’t change the number of downloads that much.
A bigger reason is that by giving myself a few extra days I can more carefully plan my marketing strategy, which at this point will mostly consist on advertising an several forums. I did a bit of this for my previous game, but did it with less organization and several weeks after the game had been released. I’m hoping my renewed advertising efforts, plus a greater focus on visuals and ease-of-use in the game itself, will give a little more favorable results this time.
But above all, doing this makes me feel more like I am doing Game Development with a capitol “G”, meaning it’s much more than just writing a bunch of code. By doing this I can get a little taste of what it means to truly design, implement, release, and market a game – the full end-to-end process which is similar to what real game companies do (albeit at a much smaller scale). I’m also hoping that whatever I learn with this experience will be useful down the road, regardless of what I end up doing 5 or 10 years from now.