500 downloads for my first game — what I’ve learned along the way

500 downloads for my first game — what I’ve learned along the way

My first mobile game, Dice Target, recently reached 500 downloads.

It’s still a small milestone, but getting the first few hundred players has taught me much more than I expected — especially about onboarding, UI, and how differently people actually use a game compared to how you imagine they will while building it.

Most of the improvements I’ve made since launch came directly from player feedback.

I’m curious how other indie developers approached the next stage:

What made the biggest difference for you between 500 and 1,000 downloads?

u/TargetLabs — 9 days ago
▲ 6 r/VisualPuzzles+5 crossposts

Can you reach 33 using all dice?

Any order is allowed.
Use each die exactly once.
Parentheses are allowed.
Exact division only.
No negative numbers.
Not every operation has to be used.

How many solutions can you find?

Please use spoiler tags for solutions:
&gt;!your solution here!<

u/TargetLabs — 4 days ago

Building a dice-based math puzzle game: what I’ve learned from simplifying onboarding

I’ve been working on Dice Target, a dice-based math puzzle game where players combine five dice using basic operations to reach a target number.

One thing I noticed after watching new players was that many jumped straight into the harder modes instead of learning the mechanics first. They often quit before understanding the game.

I’m now redesigning the home screen to make Beginner Practice (3 dice) much more prominent and to guide players through the basics before introducing Daily, Rush, and Duels.

It’s been a good reminder that sometimes the biggest challenge isn’t the gameplay itself—it’s helping players reach the point where they can enjoy it.

I’d love to hear what onboarding changes made the biggest difference in your own projects.

Google Play: https://play.google.com/store/apps/details?id=com.kwokkinlau.dicetarget

u/TargetLabs — 17 days ago
▲ 1 r/VisualPuzzles+7 crossposts

Can you reach 46 using all dice?

Use each die exactly once.
Any order is allowed.
Parentheses are allowed.
Exact division only.
No negative numbers.
Not every operation has to be used.

How many solutions can you find?

Please use spoiler tags for solutions:
&gt;!your solution here!<

u/TargetLabs — 19 days ago
▲ 6 r/DailyBrainPuzzles+8 crossposts

Can you reach 39 using all dice?

Use each die exactly once.
Any order is allowed.
Parentheses are allowed.
Exact division only.
No negative numbers.
Not every operation has to be used.

How many solutions can you find?

Please use spoiler tags for solutions, like this:

&gt;!your solution here!<

u/TargetLabs — 25 days ago
▲ 3 r/DailyBrainPuzzles+7 crossposts

Can you reach 28 using all five dice?

Use each die exactly once.
Any order is allowed.
Parentheses are allowed.
Exact division only.
No negative numbers.
Not every operation has to be used.

How many solutions can you find?

u/TargetLabs — 1 month ago
▲ 10 r/DailyBrainPuzzles+5 crossposts

Can you reach 63 using all dice?

Fixed challenge from my dice puzzle game.

Dice: 6, 1, 4, 2, 5
Target: 63

Rules:
Use each die exactly once.
Any order is allowed.
Parentheses allowed.
Exact division only: division must result in a whole number.
No negative numbers.

How many solutions can you find?

u/TargetLabs — 1 month ago
▲ 4 r/promoteMyApp+2 crossposts

I redesigned my dice math puzzle game with a board-game style UI

Dice Target is a mobile math puzzle game where you combine dice using + − × ÷ to reach a target number.

The new version has a warmer board-game style UI and includes several modes:

• Practice with 3, 4 or 5 dice
• Daily Challenge with 5 puzzles
• Rush mode: solve as many as possible in 90 seconds
• Duels against a friend

Rules:
• Use each original die once
• Merged results can be reused
• Parentheses are allowed
• Integer division only
• No negative numbers

Some puzzles have multiple valid solutions. Some have none.

Android:
https://play.google.com/store/apps/details?id=com.kwokkinlau.dicetarget

I’m looking for feedback on the rules, UI, and first-time experience.

u/TargetLabs — 2 months ago
▲ 6 r/CasualMath+3 crossposts

Can you hit Target 42 using these five dice?

Parentheses allowed. Integer division only. No negative numbers. Not every operation has to be used.

How many solutions can you find?

Please use spoiler tags for solutions, like this:

&gt;!your solution here!<

u/TargetLabs — 1 month ago

What I learned after launching my first small mobile puzzle game

I recently launched my first small mobile puzzle game on Android and learned that the hardest part was not building the core mechanic, but explaining the game clearly and making the UI feel less like a generic app.

The game is a dice/number puzzle where players combine dice with + − × ÷ to reach a target number. I started with a very functional UI, then realized it needed to feel more like a game board/HUD instead of a dashboard.

Things I’m still improving:
-clearer mode identity between relaxed play, rush mode, and duels
-stronger result/reward screens
-better first-time explanation
-screenshots and store messaging that explain the game faster

For other solo devs: did you find that your biggest post-launch work was polishing the game itself, or explaining/positioning it better?

reddit.com
u/TargetLabs — 2 months ago
▲ 2 r/CasualMath+5 crossposts

How Many Solutions Can You Find? Reach 9 Using All Five Dice

Parentheses are allowed.
Not all operations need to be used.

Please use spoiler tags for solutions:

&gt;!example solution here!<

u/TargetLabs — 3 months ago

I’m trying to make a math puzzle game feel more like an actual game

One thing I noticed while building puzzle games is that many of them feel “solved” too quickly once players understand the mechanics.

So lately I’ve been focusing less on adding features and more on improving:
pacing
replayability
tension
progression
overall game feel

A surprisingly small change in progression design completely changed how replayable the game felt, even though the core gameplay stayed almost identical.

The goal now is making the experience feel more competitive, satisfying, and “one more run” driven instead of just educational or mechanically solved.

Curious how other developers approach long-term engagement and replayability in puzzle games.

Game:
https://play.google.com/store/apps/details?id=com.kwokkinlau.dicetarget

u/TargetLabs — 3 months ago

Why do timed puzzle modes often lose their excitement after players reach the highest rank?

I’m currently redesigning the Rush mode for my puzzle game and noticed an interesting problem.

The mode is a 90-second score attack:
solve as many targets as possible using 5 dice and basic math operations.

At first I used a normal medal structure:
Bronze / Silver / Gold / Platinum.

But once players consistently reached the top medal, the mode suddenly lost a lot of tension and replay motivation.

I recently switched to a continuous skill-rank structure instead:
Warm-up → Rookie → Skilled → Expert → Master → Legend

Surprisingly, the entire mode immediately started feeling more competitive and replayable, even though the gameplay itself barely changed.

Now I’m trying to push the mode further toward:
arcade-like pacing
stronger end-of-run tension
faster transitions
better celebration moments
more “one more run” energy

Curious how other devs approach long-term motivation in score-based modes without making progression feel finite too quickly.

reddit.com
u/TargetLabs — 3 months ago
▲ 30 r/devworld+13 crossposts

Built a 90-second dice puzzle rush mode

Built with Flutter.
You solve targets using 5 dice and math operations before the timer runs out.

Still polishing the UI/animations, but Rush Mode is getting addictive.

u/TargetLabs — 3 months ago
▲ 6 r/promoteMyApp+2 crossposts

Built a premium math puzzle game in Flutter — finally happy with the UI

I’ve been polishing this puzzle game for months and finally reached a point where the UI feels cohesive.

The idea is simple:
Use 5 dice and basic math operations to reach the target number.

Current modes:
• Daily Challenge
• Rush (90 seconds)
• Free Play / Training
• Async Multiplayer Duels

Built as a solo Flutter project.
Still refining animations, sound design and overall game feel, but the core experience is finally coming together.

u/TargetLabs — 3 months ago
▲ 17 r/CasualMath+8 crossposts

[Request] How many unique equations can reach 21 using these dice?

Rules:
• Use each die exactly once
• + − × ÷ only
• Parentheses allowed

u/TargetLabs — 2 months ago

Working on the visual style for my puzzle game

Still refining the overall design and game feel, but I’m getting closer to the visual style I want. The game is based around reaching a target number using dice and basic operations.

u/TargetLabs — 3 months ago

Working on a new visual direction for my puzzle game Dice Target

Currently redesigning the UI and overall visual identity for Dice Target.

Trying to create a cleaner premium look while keeping the gameplay readable and simple.

u/TargetLabs — 3 months ago