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 Add a mobile App. 
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Joined: Sun Jan 13, 2013 8:04 pm
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This is a pretty obvious suggestion, chiefly aimed at just pointing it out in a blunt manner to Dan

Create a mobile app for the game, Dan

I don't know what it would take to get you to actually produce one, but you could actually save your game and turn an increased profit if you did.

Its like you are actively avoiding it, for no clear reason...

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Wed Sep 17, 2014 1:24 pm
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Just out of interest, has anyone considered that Dan might know exactly what proportion of his current customer base is logging on using mobile devices and/or has investigated potential revenue streams and has decided it is simply not worth the time, cost and effort?


Wed Sep 17, 2014 11:24 pm
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Deigobene wrote:
Just out of interest, has anyone considered that Dan might know exactly what proportion of his current customer base is logging on using mobile devices and/or has investigated potential revenue streams and has decided it is simply not worth the time, cost and effort?

Facebook games are dwindling in game popularity. Whereas the mobile platform averages over a BILLION people on the two major platforms dominating the market (each)! If Dan does not want to capitalize on the era of smartphone gaming then so be it. Let the player base die out. It is also incredibly easy to advertise a game on the smartphone platform. I've played games via advertisements that started out with like 1k downloads. About a month later that same game has close to 50k downloads.

Why on earth would dan not capitalize on that? The only real problem I see here is porting the game to the thousands of Android smartphones.

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Wed Sep 17, 2014 11:39 pm
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Oh yeah Play, I get that lots of people use mobile apps and also that Facebook game usage is shrinking across the board.

However, most of the top game apps and revenue earners are literally nothing like GL.
There is a level of complexity in GL that is almost completely absent from the addictive little easy clickers that sell so well.

I'm not suggesting it is "simply not worth the time, cost and effort", but I really wouldn't be surprised if Dan had done the sums for himself and come to that decision.


Wed Sep 17, 2014 11:55 pm
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Deigobene wrote:
I'm not suggesting it is "simply not worth the time, cost and effort", but I really wouldn't be surprised if Dan had done the sums for himself and come to that decision.

I'm not being rude, but Dan math, and his decisions of the economic state of this game, aren't the best... To turn down some of the offers he has had for the game, he either doesn't know what the game is worth, what it could be worth or (and this is the most likely) he just doesn't care that strongly about that side of things.

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Thu Sep 18, 2014 12:12 am
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Deigo, you're missing the point - it's not a question of how many *current* players use mobile, it's the fact that going mobile would bring in an entirely different audience. They might *only* play the mobile game and never come to it via Facebook.

I'm not a programmer, so I don't know how difficult this would be to do, but it's definitely doable. Game of Thrones: Ascent is a browser-based game, and they made iPhone and Android incarnations that aren't separate worlds from FB - all players are in the same game world regardless of where they're playing from.

I think it would work well as an app - the visuals aren't punishing for weaker processors - the only thing I've even seen GL lag with on a mobile device is opening the Planets tab. The 'jump in, do some stuff, move on' aspect of it would work nicely with mobile too. And the game's not so viciously Pay2Play as a lot of other mobile stuff, which might be very appealing.

One thing that Dan might have to compromise is his darling baby, Endless Clicking. It's actually pretty tough to do fast tapping on iDevices since it will zoom the screen in and out. On my Surface I can hammer away, but when I had iStuff I was limited to a click every couple seconds. There wasn't a way to turn this off in iOS7, and there may still not be.

A major question would be whether Dan has the know-how to do this, and I'd be rather surprised if one guy could make iOS/Android/God knows what else ports. Even if he knew how to do it, the sheer workload would be insane. This is the sort of thing that would require multiple programmers, and not just contractors - you'd need sustained people to do bugfixes, updates, and so on. This would mean a substantial outlay of funds, and the game may have dwindled enough that he couldn't keep the lights on long enough to pay everyone before the extra players started rolling in.

It could also just be a case where the game is his baby, and he doesn't want anyone else touching it. He seems content to putter about in his workshop on his project. The website for Eris Media is still talking about 'recent' work it did in 2011 and doesn't look like it's been updated in years. The Twitter feed is dead, and Galaxy Legion's website is still screenshots from the very beginning of the game. It really doesn't look like there's anyone else doing anything, and maybe that's just how he wants it. He'll let the game fizzle out before letting anyone else in.

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Thu Sep 18, 2014 5:03 pm
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However, most of the top game apps and revenue earners are literally nothing like GL.
There is a level of complexity in GL that is almost completely absent from the addictive little easy clickers that sell so well.


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Thu Sep 18, 2014 5:59 pm
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Problem with mobile apps. 1 data use 2. Speed of phone. 3 . Time. People dont like waiting for a game like gl low atention span i would say

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Thu Sep 18, 2014 6:04 pm
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I'm not a programmer, so I don't know how difficult this would be to do, but it's definitely doable. Game of Thrones: Ascent is a browser-based game, and they made iPhone and Android incarnations that aren't separate worlds from FB - all players are in the same game world regardless of where they're playing from.
It'd be work, but there's no question it's doable. Especially for a game like GL that isn't full of animation.

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One thing that Dan might have to compromise is his darling baby, Endless Clicking. It's actually pretty tough to do fast tapping on iDevices since it will zoom the screen in and out. On my Surface I can hammer away, but when I had iStuff I was limited to a click every couple seconds. There wasn't a way to turn this off in iOS7, and there may still not be.
Don't you worry your pretty head, we can have tons of clicking, and at a much, much faster pace if it's mobile-optimized!

8-)

Cowster2012 wrote:
Problem with mobile apps. 1 data use 2. Speed of phone. 3 . Time. People dont like waiting for a game like gl low atention span i would say
Mobile Apps are also made for tablet computers. I would think that iPad users and the like would be Dan's primary target. GL has too many pesky "words" to really shine on phone.


Thu Sep 18, 2014 8:09 pm
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Deigobene wrote:
However, most of the top game apps and revenue earners are literally nothing like GL.
There is a level of complexity in GL that is almost completely absent from the addictive little easy clickers that sell so well.

There are quite a few games that I've played that were overwhelmingly complex as well on the mobile platform, but I stuck through with it (for a while) until Wallet Warriors ruined my fun in those games. A lot of these top mobile games are Pay2Win type games where If you don't float cash into the game you will come to a crushing halt and tedious grind to get to where the Wallet Warriors are.

The only difference is that GL is a "click, click click" game.

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Thu Sep 18, 2014 11:21 pm
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Gawd... You guys act like GL is Dan's actual job. It's a hobby. A hobby that earns him a little money, but a hobby nonetheless. It's no different from the guy that makes hand-crafted cutting boards in his garage and puts them on eBay. If his intent was to have GL be a true money making enterprise, he'd've done that 5 years ago. Speaking of which, how many non-rebooted FB games are into their 5th year?

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Fri Sep 19, 2014 10:52 am
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all I can is DUH!
However clearly GL isn't Dan's 1st priority
Also it plays ok on the iPad Air. What I would like to see is for the little baskets/question marks. like when you move your mouse over the icon the info pops up - but not on touch screens.

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Sat Sep 20, 2014 9:12 am
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