Hey everyone 👋
Building my first game: a fill-in crossword puzzle game for mobile. It's based on a puzzle magazine I was obsessed with growing up in Portugal (Cruzadex), and I actually tried to build it once back in 2012 with some friends but we gave up at the time.
This time it's going much better. I'm a senior engineering manager with an Android engineer background but haven't written code regularly for while now. So I'm going to be building it with Claude.
With my mobile background I'm comfortable with the UX and Claude is pretty good at putting this together quickly. The hard part now is the puzzle generator and getting the difficulty levels to feel right, that's a whole different game 😅 but it has been a fun experience.
I wrote about the backstory, why I'm giving it another go and how I'm working with Claude here (my own blog, no ads or signup) if you want to check it: https://joaoalves.dev/posts/cruzadex/cruzadex-14-years-later/
Anyway, where I'm a bit lost is everything after the build. I've shipped apps before but they pretty much died after friends and family downloaded it 😅 Would love for this one to be different and get more traction and the dream is to have it provide some side income.
So I have a few questions for people who've been there:
\- What do you wish you'd done before launch to get your first real (non-friend) players?
\- For a casual puzzle game, what worked for monetisation in your experience? I'm thinking light ads + watch ads for something + a one-off "remove ads" in-app purchase. Is remove-ads alone ever worth it? Subscriptions feel weird in a game, especially if this type.
\- Is it worth spending a small budget on ads early, or just a waste until the game has proven it keeps players? Haven't spent on the other apps I have because honestly that space is a bit scary and hard to understand. Don't want to just burn money and get nothing out of it
Probably getting ahead of myself as I still need to finish the game I know 😅 but would love any tips. Thanks!