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    <title>DEV Community: Guilherme Carvalho</title>
    <description>The latest articles on DEV Community by Guilherme Carvalho (@guizeras).</description>
    <link>https://dev.to/guizeras</link>
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      <title>DEV Community: Guilherme Carvalho</title>
      <link>https://dev.to/guizeras</link>
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      <title>What I learned launching my color perception game as a solo dev (ASO edition)</title>
      <dc:creator>Guilherme Carvalho</dc:creator>
      <pubDate>Fri, 31 Jul 2026 09:06:29 +0000</pubDate>
      <link>https://dev.to/guizeras/what-i-learned-launching-my-color-perception-game-as-a-solo-dev-aso-edition-3e35</link>
      <guid>https://dev.to/guizeras/what-i-learned-launching-my-color-perception-game-as-a-solo-dev-aso-edition-3e35</guid>
      <description>&lt;p&gt;I just launched &lt;strong&gt;Chroma Quest&lt;/strong&gt;, a casual color-perception game for Android, as a solo dev. The code was honestly the easy part — here is what actually moved the needle, so you can skip my mistakes.&lt;/p&gt;

&lt;h2&gt;
  
  
  The game in one paragraph
&lt;/h2&gt;

&lt;p&gt;You have to find the exact shade among nearly identical tones before the timer runs out. There is a 12-round Quest mode, a camera mode that builds color challenges from any photo you take, and local multiplayer via QR code. Free, offline, no account: &lt;a href="https://play.google.com/store/apps/details?id=com.guizeapps.chromaquest" rel="noopener noreferrer"&gt;Chroma Quest on Google Play&lt;/a&gt;.&lt;/p&gt;

&lt;h2&gt;
  
  
  Lesson 1: Google review is not the bottleneck — your store listing is
&lt;/h2&gt;

&lt;p&gt;The app got approved without drama. What I discovered later is that the store listing (title, short description, tags) matters more for search ranking than anything inside the APK.&lt;/p&gt;

&lt;p&gt;A detail almost nobody mentions: &lt;strong&gt;the default language of your listing defines your base market.&lt;/strong&gt; Mine was silently set to en-IN (English - India) because that was the Console default. If you target a global audience, you probably want en-US as your default and proper localizations on top.&lt;/p&gt;

&lt;h2&gt;
  
  
  Lesson 2: wrong tags put you in the wrong shelf
&lt;/h2&gt;

&lt;p&gt;I had tagged the game with "Coloring" (as in coloring books) for a color &lt;em&gt;matching&lt;/em&gt; game. Play Store uses tags to build your "similar apps" cluster — so the algorithm was comparing me with drawing apps for kids. Fixing the tags (Puzzle, Casual, Hypercasual) changes who sees you.&lt;/p&gt;

&lt;h2&gt;
  
  
  Lesson 3: early ratings multiply everything else
&lt;/h2&gt;

&lt;p&gt;A listing with no stars converts a fraction of the normal rate, no matter how good your screenshots are. The native In-App Review API, triggered at a "victory moment" (not at app start!), is the highest ROI feature you can ship in week one.&lt;/p&gt;

&lt;h2&gt;
  
  
  Lesson 4: sell the challenge, not the app
&lt;/h2&gt;

&lt;p&gt;For short-form video marketing, keyword research showed "eye test" and "vision challenge" massively outperform "mobile game" as hooks. Nobody searches for your game — they search for a challenge. Your game is the answer.&lt;/p&gt;




&lt;p&gt;If you want to see the result (and tell me where the difficulty curve breaks — testers say level 8+), it is free: &lt;a href="https://play.google.com/store/apps/details?id=com.guizeapps.chromaquest" rel="noopener noreferrer"&gt;Chroma Quest — Google Play&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Happy to answer anything about the launch process in the comments!&lt;/p&gt;

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      <category>android</category>
      <category>gamedev</category>
      <category>mobile</category>
      <category>sideprojects</category>
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