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Create free accountlooks like a really simplistic movie endzone lesson so what can we learn from double dot shows as always let's start with the positives and also allow me to rotate the screen this is not how it's supposed to look but we can fill more space of the screen though let's do it first of all it's a very mobile friendly game concept you just have those two dots and they automatically move to the right or up and you can stop them by pressing your finger on the screen they also have a maximum distance from each other so you need to keep going with both dots you cannot keep going with just one of them because then the one at the front will just stop and as I've said I think this is a very mobile friendly game concept it's very easy to control it's very easy to get into so that point is definitely well done do that in your own games if you make a mobile game these simplistic minimalist control scheme games seem to do really well next up let's have a look at the look of the game I think it has a very characteristic look if I saw this
somewhere I would definitely recognize it I would be like oh I know that game that is double doors so good job on that I also think it doesn't look that bad for an abstract style I think it's pretty solid one looks really neat and also have a look at the UI that too looks really cool so if you create a mobile game don't be afraid to use an abstract art style there are a lot of mobile games that prove that this can work don't expect that to be any easier though it's still really hard or at least if you want to create a good one this right here is certainly not perfect but yeah I would say it's a good one I don't only like the UI because it looks good but also because it's very minimalistic it's a very well designed UI and know what all of the buttons do the icons are really well chosen its stylized but I still know what everything does so that's perfect and there are not too many puppies there are some minimalistic games that have absolutely cluttered you eyes this is very good right here everything that is there has a right to be there there are no and Cerie elements on the screen
everything's just reduced to the bare minimum of what you need so if you make a casual mobile game please keep you UI simple there's absolutely no need to confuse your players with that and in case you're creating a more complicated game that requires a more complicated UI just think about maybe unlocking parts of the UI just like in the tutorial not everything at once but one thing after another though the player can get used to your eye and can learn the UI and isn't instantly overwhelmed but if you can't just keep it simple like in this game very well done right here next up I really like that there's a bit of variety to the gameplay yes you still need to dodge but at least you need to drop different things that look differently that's definitely something I have to do in my own game as well adding a bit more variety because that just keeps it interesting even if it doesn't feel that different from a gameplay perspective just seeing different things and reacting to them in slightly different ways and interacting with them in slightly different ways
that's what keeps your game fresh and that's what keeps your game interesting let my last positive is a short one because I'm slowly running out of ideas I just say it has a lot of levels you can probably play for a long time and when you're through with that there's even an endless mode so it probably has a lot of playtime I think you can play this for a really long time if you really want to so I guess it's a good idea to have that let's go to the negatives because let's be honest in the current state of the game I would not continue playing this and here's why first of all there's a really annoying glitch with the controls in this example I keep the right-hand side pressed or lower side in this case and it still keeps moving a little bit it keeps circling forward and that causes you to lose so many times it's happening to me quite frequently this is not the only example obviously you stop as close as possible to the obstacles so it's easier to go through them and then if you go even a little tiny bit forward and it causes you to lose it's so
annoying so yeah the main takeaway make sure your core mechanics your core gameplay works absolutely flawlessly especially in a simplistic game like this because that's pretty much the only thing you have the good news shouldn't be that hard to fake I think you can fix that there are too many ads bro too much advertisement it's really annoying I totally understand that you need to monetize your app but I don't even think this is the best way to do it because if there are that many ads I won't keep playing your game and in the end that will probably result in museum even fewer apps I also can't recommend your game because I think it's annoying which once again they would watch ads as well and maybe they would recommend the game and then those people would watch ads as well do I think being that annoying with ads is neither good for the customer nor for you that's what I think maybe I'm wrong I don't know I think you really have something cool here and I want you to succeed that's why I'm gonna give you a little secret tech that you can use disable ads for
the first 30 minutes of gameplay this way people can get invested in your game without seeing annoying ads and instantly getting pissed off at you and then once they are invested in your game once they like you game then you can start showing them else but showing them ads when they're really just getting used to your game when they're just getting started is a really bad idea I think they'll just drop out and never touch your game again or at least honestly that's what I would do I have never made a serious amount of money with games in my entire life so don't believe what I'm saying but that's just my opinion do not monetize too aggressively next up you can buy skins with in-game currency that you can also get by playing the game or by watching ads I didn't buy any skins honestly they were too expensive but the even bigger issue for me personally is that I don't even want to have them because as I see those are just skins for my two little player characters and I don't really care how they look if they're a star or a circle I couldn't care less and yes sure you can say yeah if you don't want to buy
anything here then just don't but I just wanted to let you know that this does not do a good job at motivating me at all it would be a lot more interesting if those skins changed more than just the sprites of the players for example the color scheme or the background music some additional particle effects if they just had a bigger impact I would be much more interested in them and also I think the first skins should be a little easier to obtain because once again you're trying to get to play investor and that is much easier if they own a couple of skins once again I feel like this is mostly here to make me watch more ads but then also it doesn't really do a good job at it because I don't want to have that stuff if there was cooler stuff in your shop I would be much more willing to watch ads for it or even pay real money so the main takeaway is if you want to incentivize people to a certain kind of behavior you need to give them a reward that they are interested in let's talk about the monetization a little more because I think that was one of the biggest issues I had with the game as I've said I totally understand that you need to
monetize your game that's why you made it in the first place and that's totally fine you made a cool game and I think you deserve to make money with it so what's the best way to go about this maybe some of my viewers have some ideas so post that in the comments but here's one of my suggestions what you could do these are the three steps that you need to go through is getting players keeping the players and monetizing the players the first one getting new players is the most difficult one I guess you'll just have to spend a little more time on that search the entire internet find everybody who's interested in your game find communities that are interested in casual mobile games search for similar games for people who play similar games just try your best I don't know what to tell you I don't have that much experience it's literally the hardest part especially for mobile games and then what we talked about in this video was mainly about keeping the players if you annoy them with too many ads they will be gone and they will no longer help you with monetizing and growing your game so here's my suggestion you don't need to do this
this is just what I would have done I think make the endless mode free and make the first chapter of the campaign free after that just sell a level pack you know if you want to play the rest of the levels you need to pay 2 bucks and if you don't want to do that cool you can still play endless and maybe you can compete on a high score there or something like that don't know if that's the perfect monetization model for this game it's a really tricky one another good option would also just be offering cool things in the shop that people actually want to have and then ask them to pay a couple of bucks for that or watch some ads so yeah please leave your ideas in the comments check out the game the link is in the description this is a YouTube channel about development and game design I currently document the entire process of trading a video game so if you're interested in that check it out there's gonna be more stuff like this ladies and gentlemen this was double doors really hope the game succeeds hope it does well and hope this was a little helpful for everybody who was watching other than the thank you very much for watching have an amazing day make the world your playground I'll see you in the next one peace
The analysis of the mobile game Double Dodgers highlights the critical balance between minimalist design and effective monetization strategies in the casual gaming sector. The game is characterized by a simplistic, two-button control scheme and an abstract visual style, which are identified as highly effective for mobile platforms. The user interface is praised for its minimalism and clarity, demonstrating that a reduced, purposeful design prevents player overwhelm and enhances the overall user experience. Furthermore, the inclusion of varied obstacles and an endless mode provides sufficient content depth to sustain long-term engagement.
However, the analysis identifies significant flaws that hinder player retention. A primary technical issue involves inconsistent control responsiveness, which leads to unfair gameplay failures and frustration. More critically, the aggressive implementation of advertisements is cited as a major deterrent. The analysis argues that excessive ad frequency early in the user journey discourages players from becoming invested, ultimately undermining the developer's long-term revenue potential. It is suggested that developers should delay ad integration until players have reached a threshold of engagement, or consider alternative models such as premium level packs or more compelling, high-value cosmetic rewards.
The findings emphasize that monetization must be aligned with player motivation. Current in-game rewards, such as character skins, are criticized for lacking sufficient impact on the gameplay experience, rendering them ineffective as incentives for watching ads or making purchases. To improve, the analysis suggests that rewards should offer more substantial changes, such as altered color schemes, audio, or visual effects. Ultimately, the success of a casual mobile title relies on a flawless core mechanic, a non-intrusive monetization strategy that respects the user experience, and a reward system that provides genuine value to the player.
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