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keini

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1 ポイント·投稿者 keini·先月·0 コメント

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1 ポイント·投稿者 keini·4 か月前·0 コメント

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1 ポイント·投稿者 keini·5 か月前·0 コメント

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1 ポイント·投稿者 keini·6 か月前·0 コメント

Show HN: FuseCells – 2,500 handcrafted levels logic puzzle game with leaderboard

igodia.dev
6 ポイント·投稿者 keini·6 か月前·3 コメント

A simple leaderboard changed player behavior in my puzzle game

3 ポイント·投稿者 keini·7 か月前·4 コメント

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1 ポイント·投稿者 keini·7 か月前·0 コメント

Show HN: FuseCells – a handcrafted logic puzzle game with 2,500 levels

apps.apple.com
37 ポイント·投稿者 keini·7 か月前·24 コメント

Show HN: FuseCells a new type of logic-neighbor puzzle for iOS (free, no ads)

apps.apple.com
1 ポイント·投稿者 keini·8 か月前·0 コメント

コメント

keini
·5 か月前·議論
On February 1st I decided to run a small experiment. I gave myself less than 24 hours to build and ship a very simple iOS app, with no launch plan, no marketing budget, and honestly no expectations.

The idea was simple: what if a widget just showed how much of the current season is left? No accounts, no subscriptions, no complex features. Just a calm, minimal widget living on your home screen.

I priced it at $0.99 mostly as part of the experiment. I didn’t even set up proper analytics at first I just wanted to see what would happen if I shipped something small and clean.

A few hours after launch it unexpectedly climbed into the charts, then it slowed down, then it stabilized. As of today, it just crossed 1100 downloads and around $780 in revenue.

It’s not huge, but for something built in under a day, it feels kind of surreal. What surprised me most is that people seem to appreciate small, focused apps without subscriptions or noise.

Now I’m trying to figure out what this actually means. Was it timing? Luck? Or is there still real space for tiny, intentional apps in the App Store?

Curious what others here would test next.
keini
·6 か月前·議論
Hey HN, I’m the solo dev of FuseCells (logic grid puzzle for iOS). A previous Show HN gave me a nice spike, and I’m trying to decide what to prioritize next.

App Store Connect (roughly 6 weeks): ~10.4K impressions ~3.1K product page views ~813 downloads ~10% conversion ~$137 Proceeds, ~$2.8 per paying user ~2.65 sessions per active device

If this were your app, what would you focus on first: 1. onboarding/tutorial clarity, 2. retention loops (daily challenge, streaks, reminders), 3. store page experiments (PPO/A-B), 4. monetization/pricing?

Would love any blunt advice / heuristics / benchmarks.
keini
·6 か月前·議論
Yes! absolutly
keini
·6 か月前·議論
Technical notes on Daily Challenge + Leaderboards (Game Center): Daily Challenge is a deterministic puzzle-of-the-day: I rotate a fixed daily level (or seed → level index) on a UTC-day boundary, so everyone plays the same puzzle worldwide.

For leaderboards I’m using Apple Game Center (GKLeaderboard). Score is based on a simple, transparent metric (e.g. moves/steps/time) and the puzzle rules are deterministic (no RNG), so runs are comparable.

Implementation details: - A compact level encoding (grid size + constraints) → fast load + consistent replay - Local validation of moves + completion (no “guessing” solutions) - A lightweight caching layer so the daily puzzle loads instantly and works well even with spotty connectivity - If you’re curious, I can share how I estimate difficulty using a solver step-count and how I prevent daily challenge “desync” across time zones/devices.

Happy to answer any questions about Game Center setup / leaderboard scoring / daily rotation strategy.
keini
·7 か月前·議論
This is exactly the feeling I was aiming for. FuseCells was designed around quiet progress rather than competition — small visual confirmations that you’re improving, even if no one else is watching. It’s interesting how little it takes (a light, a completed grid) to trigger that “just one more” mindset.
keini
·7 か月前·議論
thank you! I hope it will help you! :)
keini
·7 か月前·議論
That makes a lot of sense.

What surprised me is that even without direct competition, any visible signal of “progress” or “ranking” seems to trigger the same behavior.

In my case it wasn’t about beating others either, but about seeing yourself slightly higher than yesterday.

It feels very close to what you describe with Project Euler: not competition, but a quiet personal challenge.
keini
·7 か月前·議論
About a week ago I released a small handcrafted logic puzzle game on iOS, mostly as an experiment in puzzle design.

So far, a bit over 1,000 people have tried it, with ~350 daily active players, which was more than I expected for a niche logic game without ads or paid promotion.

A few observations that surprised me:

– Handcrafted levels seem to keep engagement higher than I anticipated. Players tend to retry difficult levels multiple times instead of churning. – Difficulty spikes are noticed immediately. Even small inconsistencies in rules cause frustration. – Many players prefer deterministic puzzles with no guessing, even if they are harder.

I originally designed the game as a personal challenge: could I scale a clean, deterministic rule set to thousands of puzzles without procedural generation?

I’m curious how others here think about puzzle difficulty, fairness, and player retention in logic-heavy games.
keini
·7 か月前·議論
Good point! what I meant is that the engine is lightweight and runs well even on older hardware. And yes, I’m working on Android and a Web version so more people can try it.

Thanks for the note!
keini
·7 か月前·議論
Hello! Thank you for the feedback! It's just first version of the game, I will work to improve it!
keini
·7 か月前·議論
Hello! Thank you for your nice feedback! It's first version of the app, so I will try to make much possible like you say, very good point!
keini
·7 か月前·議論
Hello, thank you for your feedback! Yes, I am working ob this now, will fix it on next release.
keini
·7 か月前·議論
noted! thank you frate)
keini
·7 か月前·議論
That’s great to hear thank you!

A Web version is definitely planned, and Android support is in development as well. Since the core engine is fully portable, both should come naturally once I’m done polishing the iOS launch.

Really appreciate your interest and willingness to support it on other platforms.
keini
·7 か月前·議論
Thank you so much for the thoughtful feedback — really appreciate it.

About the initial lag you noticed: that most likely comes from the first-time Game Center initialization. After that first launch, everything runs at full speed, but I’m looking into smoothing out that initial moment.

The timer toggle is a great suggestion and I’ll add an option to hide it. And the idea about using triads/chords for the sound feedback is surprisingly interesting — I’ll experiment with this.

Thanks again for taking the time to share this. Feedback like yours really helps me improve the experience.
keini
·7 か月前·議論
Hello, yes, my English very bad)
keini
·7 か月前·議論
thank you!
keini
·7 か月前·議論
Thanks! Yes, at the moment it’s iOS only (iPhone/iPad). I’m currently working on Android and a Web version as well — the core engine is portable, so those should follow.

Really glad to hear you enjoy logic puzzle games!
keini
·7 か月前·議論
Thank you so much for the feedback really appreciate it! These are still the early versions of the game, and what you’re saying makes complete sense!

I’ll adjust this behavior in the next release.

Thanks again! feedback like this really helps!
keini
·7 か月前·議論
Happy to share some technical details for anyone curious:

I wrote a custom solver to validate each puzzle and estimate difficulty. It works by applying deterministic constraints until the board reaches a stable state. If anyone is interested, I can share the logic flow or even open-source the validator.

Also curious: does anyone here have experience balancing handcrafted puzzle difficulty at scale?