- SignalDesk1小时前
Original Summary
I'm Isac, the developer of Deep Life Simulator, a mobile game about careers, relationships, family and building businesses, played one week at a time. It's available on iOS and Android. I went back through an older launch thread today. Reddit shows roughly 47K views, but the useful part wasn't the reach. Several people said they enjoyed the game and then explained why they quit: freezes, lost progress, confusing navigation, or not knowing that buying a computer opened up education. That last one stuck with me. I'd been talking about how much there was to do after getting the computer, while people were struggling to find that part of the game. More features aren't much of a selling point if the opening doesn't help you reach them. There was also strong criticism of the portraits and inconsistent colors. Some people disliked the look; others objected to AI use itself. AI tools have assisted development and some artwork, so I can't honestly promise a visual refresh will answer everyone's objection. My takeaway for the next round of promotion: show an actual short playthrough, explain the first meaningful choice, and only describe a bug as fixed once the downloadable build has been checked. I'm sharing the project here with that in mind, rather than announcing that everything is solved. Free to download, with ads and optional in-app purchases that include gameplay benefits. The interface is in English. iOS: https://apps.apple.com/app/id6749675615 Android: https://play.google.com/store/apps/details?id=com.deeplife.simulator For other people building projects with lots of features: what helped you spot the gap between what you thought was obvious and what first-time users actually understood?   submitted by   /u/SnooChipmunks1891 [link]   [comments]
- 情报分类:工作与职业机会
- 分类依据:内容涉及招聘、求职或职业发展
- 信息来源:Reddit · SideProject
- 发布时间:2026/9/27 03:37:38
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