I think I'm going to just release a game called "Push the Button". There's a big red button in the middle of the goddamned screen and the objective is to push it as many times as you can. As long as I don't kill a guy in Guam, I think I'll be set for life; I base this assumption on the H.L. Mencken conjecture.
In spite of (because of) how stupid this sounds, I think there's a million dollar idea in here if you made it sufficiently frustrating and competitive.
Perhaps pushing the button increments a number that decays exponentially. And ads fly in your face to distract you, which you need to wipe away. I'm actually serious.
I tech various programming technologies. One lecture on web session handling I showed a big red button app running on a local intranet server. The problem was it had a leaderboad in it. I completely lost the class after they got the URL. One pair even went so far as to figure out how to share their session so they could combine their clicks.
It's been tried as a joke not unlike yours, under the name ‘Click a cow’, and made a lot of money and many enthusiast (many ironically) players. Apparently, what you are set for life with are unending questions about the nature of what is fun, and designing meta-games.
The goal needs to be _not_ pushing the button. You leave the app open, it makes light and noise. High score the longer you leave the app running _without_ pushing the button
Bonus points for adding Ren & Stimpy audio quotes.
Narrator: How can he possibly resist the maddening urge to erradicate history at the mere push of a single button? The beautiful, shiny button? The jolly, candy-like button? Will he hold out, folks? Can he hold out?
As the creator of that old game (which is long gone), I can say there are still people coming back asking for the theme song, which apparently, they can't stop listening to once it's started playing.
Haha I liked that flash game - my favorite level was the one where after you hit start the word didn't disappear for a second or two. Appreciated that that trick got me.
Funny enough, this was exactly my reaction to the Flappy Bird phenomenon—got the game idea email in my sent-to-self box from a few days ago. It's a neat, tidy concept too when you add a high score list but the only way to make it on the list is to lose the game.
But of course the trick is to get the right 500 people telling their friends about the game, and, well, who has the time and money to bother with figuring that out?
Oh god. My office ruined an entire afternoon of productivity with this game. Not because we were playing, but because we were one-upping each other on hacking the game. Great fun!
Since the button is red, get Coke to pay you to put their logo on it. With 100M downloads, you can deliver millions of hours of exposure to the Coke logo per day. There's your $50K/day :) Now all you have to do is get 100M downloads and you're good to go.
After I finished it people pointed out other game jokes along the same lines - there is an RPG simulator who's name temporarily escapes me.
I'm still glad I made mine - I find it fun that people's reaction to it varies from finding it massively relaxing to one guy who gets so angry he just starts swearing whenever I mention it.
Hah, basically an iOS version of the entire show Lost! You have to push the button every however-many-minutes it was, and after 8 years, anyone is left gets something bitterly disappointing!
If you look at the iOS App Store, all of these "clones" are in the top 15:
1. Ironpants
2. Fly Birdie
5. Flappy Bee
15. Flappy Plane
I'm sure more will come, but it's still crazy to me that there are 4 apps that all have essentially the same mechanics. It also makes me wonder how long the app store will ride out helicopter style games.
I jokingly said to my roommates tonight, "we should just make a mini putt clone for iOS." Seems like I never have any idea anymore of which old arcade or flash based hit will pop up on my phone with a fresh look as the #1 app.
Dragonsden on the C64, from 1983, is the oldest game I remember that relies on the "press something to move up a discrete amount" mechanic, though it would be totally unsurprising if there are older examples:
yeah, as ChrisClark mentioned, it was late and I decided to call them "helicopter style games", since I think the first one I ever played in this style was the helicopter one (I think on addicting games or something). Does anyone know the official name for this style of press / tap to play game?
Ironpants seems to be game for people who thought flappybird was easy. Also, making a game where you tap the screen and often puts adverts there, seems like a way to get a lot of click throughs.
If you look, that developer has a bunch of similar applications that all use the same style. One of them was a soccer game where you tap two little people to keep the ball in the air.
It's sad to see the number of proposals on each of these. Who are these "programmers" who can code an app but are incapable of submitting it to an app store and keep any proceeds themselves?
Realistically, as a programmer, you know the market is about to be SUPER saturated. In my opinion these people know they are being scammy, so the only appropriate response is to scam them back: build one Flappy Bird clone, sell this one clone to each of the hundreds of people trying to get rich off of you, and cackle to yourself while the world burns with countless Flappy Bird clones.
Just another variant on the classic advice that the best place to be in a gold rush is to be the person selling the shovels.
I wouldn't waste my time building my own clone, because aside from being completely unfulfilling, it's also likely to make no money for me by the time I get it done. But I'd happily charge my standard consulting rate to build one for somebody else, and let them eat the probable loss.
If I was a good Android programmer, I don't know if I would feel good about releasing a game clone. But if someone is paying me to simply code it, I'd just take it as an assignment and get it done for a decent amount of cash.
I think if you are upfront about it, it should be okay. You can tell the client that you already have most of it ready, but you can rebrand it for them for a certain price.
Oh I am not an android developer. But hypothetically speaking, I'd make sure the buyer knows that I still own the code and he is just paying me for a packaged app.
You tap the screen to make a candy-colored bird jump over, or dodge under, obstacles of a jungle theme. Anyone is free to build this out but I'd like .01% of the profits for the idea, and I'd like to be credited as the inventor :-)
Ahh, now I see the point why Nguyen removed Flappy Birds from app store. The plan obviously was to sell the game (the real one, instead of bad copy) to all these guys on elance.
Not to disagree with you, but worth pointing out that 'was' is past-tense - he'll still be creating ad revenue from the established userbase. He's just forced it to tail off quicker.
I think I could do it in 2 days tops, to the same level of polish, using only my personal iOS game library. I've been a game developer for more than 20 years, though.
More likely it's because those jobs are submitted by a bunch of clueless wannabe tech millionaires who've never worked with a programmer in real life and have no clue about what is involved—all they know is it's a pretty simple game.
"Looking for someone to help with app rankings long term and also add lots of reviews to the app without getting caught. Please advise your methods and how we will not get caught. "
Example below [obscured] /blog/flappy-birds-smoke-mirrors-scamming-app-store/
Well, there will be something in 2 days but it probably won't work. Of course an easy way to make money with this is use the html5 version with phonegap.
It would be pretty interesting to be able to see a handful of projects go from start to finish in some easy to follow way. For these guys offering $149, how many end up with an app?
It's kind of sould deadening to see jobs like "Port small IOS / Android Game to Windows Phone 8 - tight deadline" going for $150...but maybe they'll get what they pay for, and perhaps learn from the experience.
To be honest flappy bird, is a clone. Karma in action. Also it's such a simplistic game, that the easiness of "cloning" it attracts the copiers. Imagine if it was an innovative, highly technological app.... Much harder to clone.
How is it possible to make a game so fast for so little money? I am 2 weeks away from releasing my IOS game that has taken me 9 months (with life intrusions) and I know C++/OpenGL, etc.
These games don't actually use C++ or OpenGL. They use libraries like SpriteKit for iOS. I was able to code a similar game this weekend with very little Objective C experience. Its a lot of fun too!
Just as an aside about Flappy Bird, pulling in Bitcoin given it's another hot topic -- on Android he used the AndEngine project (http://www.andengine.org/). It's interesting to see that the project has received absolutely no donations/tips at all.