
Dictionaryga.me
A game about strange and unusual english words
After being online for a week, I have reached 1K total visitors.
While 1000 visitors seems like a good amount, there seems to actually be a declining curve over the week, so I'm a bit concerned to what extent I will be able to repeat this success next week.
People universally say they like the concept of my game, but are a bit disappointing on the quality of the crowd-sourced questions. However, while I'm manually checking some of the answers, getting more people reporting problematic answers would speed up the process a lot.
Anyway, I'm glad for how far I've come, and looking forward to the more improving the app further next week.
Yesterday, I tested the game with some people from Reddit. In total, over 200 people played over two days. I got a lot of feedback, mainly relating to having a lot of low-quality definitions making the experience worse for new players.
My next step is creating a moderation and reporting system to find the low-quality definitions and remove them, combines with automatic systems to detect common problems before a definitions is even submitted.
The unfortunate way things work is that now that the reporting system is working, my visitors number has died down to much to get many useful reports. I have been sorting through myself, but there is such a huge number of words and definitions that it will take a lot of time.
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I has some time left and decided to start working on the product for which I had purchased the domain a while back.
The game would be pretty simple, React+Django etc. Pretty much the same as all my other projects.
One thing that I needed to do differently is that I didn't want users to have to log in. I would make creating an account optional, but still reasonably secure. I do this by creating a temporary account when a user presses start. I'll see if this gets abused.
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Was playing something similar with my family, decided it would make a good online game.

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