Post Mortem – Pumpkin Patch Match

I originally wrote this article in October of 2015, but never published it.  Since I just released an update to Pumpkin Patch Match, and since we are coming up on Halloween, I decided to make a few edits and finally release this Post Mortem.

Background

Pumpkin Patch Match bannerI wanted to create a Halloween themed game along the lines of my past two holiday releases, Tappy Holidays, and Tappy Valentines Day. Tappy Halloween, as it was going to be called, was going to be a simple game with the same game mechanics as the first two games in the series, but I just couldn’t figure out a game that would be interesting.

After a couple of weeks of trashing ideas, it came to me… make a game where you have to match a pattern of jack-o-lanterns. Shortly after, I decided to change the name to Pumpkin Patch Match since it seemed better suited for the game.

Putting It Together

I have been learning Unity throughout the first part of 2015, and I thought that this would be a good “first game”. I got pretty far, and was pretty impressed with it, but what I thought were a couple of limitations prevented me from continuing, so I went back to CoronaSDK for this app.

I put together a CoronaSDK based application in no time and I am very happy with the results. I feel it is one of my better developed apps.

Stuff I Encountered
  • CoronaSDK is great for 2D games. I built Pumpkin Patch Match rather quickly, but I’ve been trying to find a reason to move completely to Unity. I guess both have their strengths and weaknesses. I am close though, since there are a few things that are a bit limiting with Corona.
    • 2016: Looking back, I think I should of continued to use Unity… it would of been a great learning experience.
  • I decided to try Vungle for monetization… let’s see how this pans out. I hate ad based games, and I’ve been trying unsuccessfully to get out of that, but I don’t seem to have a choice. My games with In-App Purchases, or games I originally released as a pay-to-play (no ads) were unsuccessful.
    • 2016: Still not sure Vungle is the way to go.  It fits well with the game (allowing the player to continue at the same level if he/she watches a video), but I do not see the profits I expected.
  • I am also going to release on the Windows Phone platform. I have no experience there, and have no idea how this will turn out. CoronaSDK recently released a Windows Phone build.
    • 2016: I did release a Windows Phone version, but since Vungle on CoronaSDK on Windows Phone is not supported, I had to go with a $0.99 app, and as I expected, not a single purchase was made.

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