I'm the dev: we just released a new couch game, Who Said That? One of you writes the truth, everyone else bluffs in their style. 3-8 people, one TV, phones are the controllers

Hi again, I'm the dev of Buzzin, the couch games platform I posted here before. We just released a new game and I wanted to show it to this sub first.

New game: Who Said That?

It is a bluffing game about the people sitting in the room with you. Every round starts with a vote on your phones, for example "Who of us most often pretends to be working?". The person who gets picked writes the true answer about themselves. Everyone else writes a fake one that sounds just like them. All the answers land on the TV and you pick the one you think is real. You score for spotting the truth, and for every friend who falls for your lie. Up to five rounds, then titles for the best liars and one winner. It is for 3 to 8 players and it is the most fun with people who know each other well, or think they do.

The video is the trailer: the TV screen and a player's phone next to it.

The two other games on the platform:

- TV Show: a trivia game show for 2 to 8 players, the question is on the TV, you answer on your phone, and power-ups let you mess with whoever is winning.

- Werewolves: the classic for 5 to 16 players where the TV is the narrator, so nobody has to sit out and moderate.

How it runs: open playbuzzin.com on the TV (smart TV browser or a laptop on HDMI) and everyone joins from their phone with the room code.

We launched a bit over two months ago and it is going really well. A Halloween event is coming soon too.

I would love to hear what you think, good and bad. I like criticism, and I will happily take a few words of encouragement as well :)

u/Particular_Sir5426 — 8 days ago

I'm the dev again: you said the last trailer was too AI, so here's Werewolves with the game's own art. 5-16 people, one TV, phones are the buzzers

EDIT (after the first comments): let me say this plainly, because my wording was not clear enough. We are two people building this, and we use AI to help with the production, the art and the trailer included. I tried to make it look as polished and real as I could, and I should have said up front that it is AI assisted. Sorry for the confusion. If that is a dealbreaker for you, fair enough, no argument from me. I would still love to hear what you think about the concept itself.

Some of you might remember my post from a couple of weeks ago (the couch game show, one TV, phones as buzzers). This is the second game on the same platform: Werewolves: Prime Time Moon. It is live now.

The idea: classic Werewolves, but nobody has to be the moderator, because the TV runs the night.

How a round plays:

  • The TV is the narrator. It calls the night, wakes the wolves, wakes the seer, shows at dawn who is gone and runs the discussion timer. Nobody sits out.
  • Everyone gets their role on their own phone. No peeking, no passing cards around.
  • Wolves pick their victim on their phones, the seer checks one player, the hunter gets a last shot when they go down.
  • The discussion happens out loud in the room, exactly like the card game. Only the vote goes through the phones, so nobody counts hands.
  • 5 to 16 players. It runs in the TV browser (smart TV, laptop on HDMI, console browser), phones open a link, nothing to install anywhere.

Two things I would really like this sub's opinion on:

  1. Is a werewolf game like this something you would actually pull out at a couch night, or do you already have a version you prefer (cards, One Night, an app with a phone as narrator)?
  2. 2We are building this as a platform, so more games are coming. Is there a local multiplayer game you miss, something that was great with friends in one room and does not exist anymore? Post it here. If a good idea shows up, I will genuinely build it.

It runs at playbuzzin.com if you want to fire up a room. Happy to answer anything in the commen

u/Particular_Sir5426 — 1 month ago

Don't do screenshots, let's video - new ASO era

We shipped a landscape App Preview. Product page looked fine. In search results it deleted our screenshots - our row is a line of text between two competitors showing three frames each (2nd screenshot, ours is the middle row).

  • A landscape preview takes the full row width and screenshots are not shown beside it. Sometimes nothing renders at all. A portrait preview sits alongside your screenshots instead of replacing them.
  • If you already have the app installed, the product page puts the video somewhere else entirely. Testing on your own phone tells you nothing. Use a clean device and look at the search row, not the page.

Still worth adding a preview: +16% (SplitMetrics) to +20-35% (StoreMaven) install conversion. But it is additive to good screenshots, not a replacement, and some shops report it hurting finance/productivity by 3-7%.

Disclosure: app is ours, I work on an ASO tool. Full writeup with the Apple vs Google spec comparison: https://appboard.dev/blog/app-preview-video-vs-screenshots

u/Particular_Sir5426 — 2 months ago

I'm the dev: we made a couch game show for 2-8 people - one TV, phones are the buzzers, nothing to install

I'm the developer of Buzzin, a shared-screen party game show. Everyone sits in the same room in front of one TV, and the phones are only buzzers, so there is no controller to pass around and nothing for the players to install.

How it works:

  • The show runs in the TV browser (smart TV, laptop on HDMI, console browser)
  • Players scan the QR code or type the room code on their phones
  • 2 to 8 players, roughly 20 minutes per show
  • A fully voiced host runs the whole thing: reads the questions, comments on every move, keeps the pacing of a real game show
  • Before most questions you pick a trick and a target: fog up someone's screen, freeze it, shuffle their answers, or play it safe and protect yourself

The clip is a 30 second trailer with subtitles.

Two things I would really like this sub's opinion on:

  1. Does "phones as buzzers" still feel like couch multiplayer to you, or does a second screen in everyone's hand change the feeling of playing together?
  2. Which moment of the trailer made you want to try it, and what would you change?

It runs at playbuzzin.com if you want to fire up a room. Happy to answer anything in the comments.

playbuzzin.com/

u/Particular_Sir5426 — 2 months ago

What do you think about these screenshot? Do they tell what is app about?

Is it obvious is TV game with this screenshot?
What you think? Should I add more informations or is it ok?

Same for appstore and playstore.
I made these screenshots with my own tool..

u/Particular_Sir5426 — 3 months ago
▲ 9 r/iOSMarketing+1 crossposts

Your store listing is the only production artifact with no version control — here's the workflow that fixed it for me

The problem nobody talks about: you can't diff your store listing.

Every other thing we ship to production has history. Code has git. Infra has Terraform state. Even our marketing site has a CMS with revisions. But the App Store / Google Play listing — the single asset that decides whether an impression becomes an install — gets edited by whoever has console access, in a text box, with no record of what changed, when, why, or by whom.

This bites in very specific ways:

  • You can't attribute a conversion change. Your CVR moves 0.7% → 0.9%. Was it the new subtitle? The screenshots? The seasonal search trend? If you changed three things in one release and kept no record, you learn nothing — you just have a number.
  • You can't roll back. Old subtitle converted better, but nobody wrote it down. It's gone.
  • Localizations silently drift. You update EN, forget DE and FR, and six months later half your markets are running last year's positioning.
  • Nobody can review it. The copy that faces every single potential user gets less scrutiny than a two-line PR.

What actually helped (no tooling required — you can do this in a spreadsheet today):

  1. One change per release, and write it down before you push. Field, old value, new value, hypothesis, date. If you change title and screenshots in the same release, you've spent a test and bought no information.
  2. Snapshot every field before you touch it. Title, subtitle, keywords, short/long description, screenshots, promo text — per locale. This is the whole ballgame: without a "before", there is no rollback and no comparison.
  3. Diff before you publish, not after. Compare what's live against what you're about to submit, field by field, locale by locale. Half the mistakes I've caught were "I only meant to change EN" — I had also changed the default locale, or left a placeholder in DE.
  4. Anchor every change to a date and pair it with the store analytics window. Product Page conversion in ASC is only readable if you know exactly which day the copy changed.
  5. Treat promo text as free real estate. It doesn't require a new build (App Store), so it's the cheapest thing to iterate on — but only if you're tracking what you tested.

The uncomfortable bit: most people reading this already know the theory. The reason we don't do it is that the workflow is miserable — two consoles, no diff, no history, copy living in a Notion doc that goes stale in a week. The tooling is the bottleneck, not the discipline.

Disclosure: I build a tool in this space, so take the following with the appropriate grain of salt. I got tired enough of the above to build AppBoard — a panel that edits App Store + Google Play listings side by side, keeps a per-field change history, shows a diff between your draft and what's actually live, and lets you roll back any field to a previous value.

It's free, source-available, and self-hostable if you'd rather not hand your store credentials to a SaaS. There's a live demo with no signup, and it also does keyword position checks and review analysis using public store data (no paid third-party API).

Happy to link it if that's within the rules — mods, let me know. Either way, the checklist above works without any of it, and I'd genuinely like to hear how the rest of you version your listings, because I suspect the honest answer for most teams is "we don't."

Few screenshots how it works:

https://preview.redd.it/wximowwjzych1.png?width=1204&format=png&auto=webp&s=88ffe8b2d74d8f267aeb5f605caad2cd94d495a4

https://preview.redd.it/zky4qfrkzych1.png?width=1234&format=png&auto=webp&s=8071455edd9fc8a546caba966fba0b034c2dd8f4

reddit.com
u/Particular_Sir5426 — 3 months ago

80s-style bass loop for a game – feedback wanted! 🔥

Hey everyone,

I created a simple but groovy bass loop for use as game background music. It’s inspired by classic 80s pop/funk bass lines (I would like to see you guess the song what kind of energy is that), but I changed the notes and arrangement to make it original.

And I'm considering, is it plagiat or not? what do you think? I generated it with AI, I was inspired, but that's not same music. :/

Here’s how it turned out:

https://suno.com/s/HCPMfeEI4FmzV777

Details:

  • 94 BPM
  • A minor
  • Almost pure clean electric fingerstyle bass guitar
  • Very bass-heavy mix
  • Seamless repeating loop

I’d love some honest feedback:

  • How does the groove feel?
  • Is the bass prominent and powerful enough?
  • Would this work well as background music in a game (casual / arcade / chill vibe)?
  • What would you change or improve?

Especially interested in opinions from bass players and game audio people.

u/Particular_Sir5426 — 4 months ago