Me and Tudor are still watching and still discussing now and then about what will be remembered as the “Flappy Bird” incident (well, we’ll remember it like that anyway).
Seeing Dong succeed with a small game as a one man team is motivating for any one man team. We are 2.
What is also interesting is everything that happened after he pulled the game and how everyone tried to either take a piece of the players’ craving or tried to get in on the media attention ( by making their own version/clone ).
Even more interesting is how Apple and Google tried to counter their top rankings being flooded with these games (because of people’s desire to test each version) by rejecting any game/app that had Flappy in it.
While we won’t be creating another clone, Dong’s games have made us rethink and reconsider the future games that we are developing. Are they small / simple enough? Can we create a tutorial that is just as short? Can we do anything to reach that level of simplicity without sacrificing the experience of our games?
It’s funny to see the brand of a product grow and evolve and be pirated and cloned… without it even being present on the market.
So how did it affect you? What questions did Flappy Bird raise in your case?