Jheng Wei Ciao's Blog
An independent game developer who has 10 years experiences in game industry. Currently focusing on iOS and mobile games development and trying to dig out most of what lies in games.
- A programmer who loves the beauty of C++ and Lua;
- A designer who enjoys pondering game mechanics and its subtlety;
- A writer who likes to weave thoughts in words and share with people;
- A dreamer who believes games can change the world in a positive way.
Jade Ninja: http://jadeninja.com/
Now working on a fantasy-themed turn-based RPG mobile game.
Is it worth localizing your games into Traditional Chinese? Here are some relevant discussion points about the market size of mobile apps in Chinese-speaking areas in terms of revenues generated on App Store and Google Play in 2013.
By illustrating some examples of the design of Jade Ninja, I would like to share my thoughts about how to successfully create enemy characters for a combat-intense game and hopefully it could bring inspiration and innovation for your game.
Recently I analyzed some data from the sales tracking software and app analytics and found some interesting statistics. Which country has lowest piracy rate and highest IAP purchase rate?
This is the talk I presented in 2012 Game Game App Developers Conference Taipei in Taiwan. I’d like to share my passion for Lua and talk about some techniques we used in Jade Ninja and Bonnie’s Brunch 2.
To be or not to be? A thought for all aspiring indie/app game developers.
A detailed breakdown of why I love Tiny Tower.
Jheng Wei Ciao's Comments
[Blog - 02/02/2014 - 11:53]
Neat post. I bought Heroes ...
Neat post. I bought Heroes of Loot before realizing it 's been developed by a one-man team. Great game. Thank you for sharing your experiences
[Blog - 12/24/2013 - 10:33]
[Blog - 10/13/2013 - 02:36]
Although my game Jade Ninja ...
Although my game Jade Ninja is monetized via IAP, I do think F2P is not the silver bullet for indies. In our experience, F2P games require more complex and deep design considerations than paid games. The hardest part lies in retention -- if players quit and never come back after ...
[Blog - 09/23/2013 - 04:03]
[Blog - 01/18/2013 - 12:55]
[Blog - 01/24/2013 - 08:44]
To clarify, the purchase rate ...
To clarify, the purchase rate of IAP products is calculated based on the real sales numbers, not the unique user counts. The stats show that IAP rate is fine in China, but the piracy rate is terrible.