I like that idea. Actually, the first two or three times I played, I thought I was starting on red (as it's blinking), and I was surprised when I just walked off the edge somewhere else!
"Romans_I_XVI" wrote:i had to bend over backwards to pass your "gimme-your-email" invasion of privacy - and set up a bogus email for Roku. That's the only time i have done it. In other cases my response is chuckle, followed by prompt "delete".
I'm sorry you can't enjoy my game.
If hundreds of thousands of people are willing to share their email with PBS Kids for no apparent reason,"Hundreds of thousands of people are doing it" is not a high mark.
I figured I made it about as easy as possible. [...]How easy is something does not make it right. Killing a person is easy, guns have an easy "point & click" UI. Should you do it to spare annoyance?
I'm sure the majority of people will have no problem clicking a button that instantly takes care of
It's essentially the same as OAuth, people love OAuth.No, this is nothing like OAuth. OAuth provides an "access token", not abusable contact info.
Sorry, but an online game requires you to log in in some way.Do they? Have you tried agar.io, slither.io, diep.io?
I have to store a large amount of user data; levels you've published, highscore/rating/difficulty vote for every level you play, all your work in progress editor levels, etc. It exceeds the amount of storage that we're allowed to use on an individual Roku.... and so you store it on a server. Which uses unique ID to match the app instance. That could be many things - like .getPublisherId() or a token handed down by the server. No excuse for email.
Plus this makes it so even if you get a new Roku you don't lose all your data, and it can sync between multiple devices in your house.This thought makes sense. If Roku has a cloud service akin to iCloud, it would been easy for app to share info between different players via cloud storage. A bit on the side, i don't see the need to share data for "Tiles": the published levels have been "confiscated", the drafts probably should stay only on the player created, jury is out on the votes (as you mentioned it could be different people play on the same device, so it's not 1:1)... but maybe that's not all you have in mind.
I asked Roku if there is a way to get an account ID (because I just need something unique to identify the user) but they said it's not possible.Well, the Co people tend to think "inside the box". And indeed, there is no "out of the box" way to auto-identify an account. And that is intentional.
the hassle of going to a separate website to create an account.... where they would also enter their email to create said account...I am totally with you on this one. Which is why apps that really, really need to create account with email/password et al - better have that friction point later in the workflow and not at the front door. Buy me a drink first! I have seen many iOS apps suffering the "show me ID at the front door" syndrome. They don't fare well.
As a player, I like how the game is set up. I know exactly what features would be missing if it wasn't set up how it is, and I would be sad that those features would be missing for the majority
just to appease the paranoia of the minority.
If the game tanks and nobody plays it, I will give you a solid congratulations, gladly accept your "I told you so", and completely restructure the underbelly of my game.