Tag Archives: Win8

Listen to your users, they know what they want

While developing Puzzle Frenzy, I took tons of wrong decision. On multiple occasions I assumed what my game players want and I implemented several features which were never used, or used by very few users.

However, over time I started to listen to what the users were asking for. By putting together all the communication channels I was able to come up with totally different features that I originally had in mind. And guess what?! by implementing those features suddenly I got more user engagement, better ratings and more downloads.

Being an game or app developer is not easy and surely poses a lot of challenges. For me, one of the biggest problem was that I was putting my judgement ahead of my users feature requests.

I soon as I realized that 50.000 voices are stronger than 1 (my own) the game development started to flourish.

For anyone out there interested in satisfying their users I have one golden advice:

Listen to your users, they know what they want!

Quiz for Geeks in now available in Windows Store!

Quiz for Geeks passed certification and is now available in Windows Store.

Before you try it, here is the game trailer:

Download it from here: http://apps.microsoft.com/windows/en-us/app/quiz-for-geeks/4b3becb8-97c6-40ef-b922-019e6a55c18d

Don’t forget to follow our Facebook page: https://www.facebook.com/QuizForGeeks

Let me know what you think. Good ratings are encouraged 🙂



Ask for User Rating: The Story of How I Doubled My Daily App Downloads

I currently have two apps in the Windows Store: Puzzle Frenzy and Puzzle Frenzy Kids. I’ve been closely monitoring user rating, feedback and request from day one and tried at the same time to tweak and improve the apps.

However, one thing I noticed quite fast was that my app was not getting too many ratings. Even if rating an app is possible in Windows 8 for all apps without extra work (bring up right side bar -> Settings -> Rate and review), my users were simply not doing that. On top of that, I noticed that my competitors’ apps and all the top apps in the same category had hundreds, thousands, even tens of thousands of ratings.

I also realized that the more ratings an app has, the higher it is placed in the Windows Store. It goes without saying that user ratings have a significant contribution to the ranking of the app.

Therefore, I decided to ask for user rating inside the apps, to see if the users will respond and rate my apps more frequently.

However, I found what I think is the sweet spot for getting users to rate the app:

  • I will ask users to rate the app only after they have engaged in (and hopefully enjoyed) the app, that is after they already played 3 puzzle games. By doing so, the users will most likely give it a good rating because they appear to have enjoyed the app enough to stay in the app and play all the 3 games.
  • I offer the user the choice not to rate it and ask again later. I tried not to be too annoying with these requests so I only display it after 3, 7, 15 or 30 games. If even after the fifth prompt the user hasn’t rated the app, I won’t bother him again because he most likely isn’t going to rate the app anyway.
  • I don’t bother the user again once he rated the app, but I still display a “Rate app” button on the home page, in case he changes his mind or wants to update his rating.
Puzzle Frenzy User Rating Prompt

Puzzle Frenzy User Rating Prompt

After introducing these changes, the number of ratings I was getting increased quite a lot.  In around one week I started to get the same number of ratings which before I was getting in one month.

As a consequence, (there were other factors for sure, but the user rating prompt was most likely the most important) the apps got ranked higher and higher, and they started getting more downloads.

On average, now I get around twice as many downloads as I did before.

I highly recommend adding such prompt to anyone developing apps on any platform.

Be ready however, with more ratings and feedback comes more responsibility.

Take user feedback into account and react to it as it will help you improve your app.

Good luck!

Ensuring Data Integrity Using Digital Signatures in WinRT

The data stored in Windows Storage  for Win8 Apps (equivalent of IsolatedStorage for WP8) can be accessed by users directly, even by using Windows Explorer.

The files are stored under C:\Users\<User>\AppData\Local\Packages\<AppName>\LocalState and even if <AppName> is actually a combination of publisher name, app name and another sequence of letters, it is pretty easy to tell which app is which.

If you are going to store data and you want to keep your users from modifying it, you have to make sure you have the right mechanisms in place for doing so.

Luckily, WinRT has some useful libraries for helping you accomplish file signing in Windows.Security.Cryptography namespace.

The classes in this namespace can help you ensure the integrity of a file by creating a digital signature whenever you save it, and by verifying the signature whenever you read the file.

Wikipedia is a good starting point for finding out more about Digital Signatures and RSA.

Here is how you initialize the all the variables needed for signing and signature verification:

var hashAlgorithmName = HashAlgorithmNames.Sha1;
var asymmetricKeyAlgorithmName = AsymmetricAlgorithmNames.RsaPkcs1;

hashAlgorithm = HashAlgorithmProvider.OpenAlgorithm(hashAlgorithmName);
asymmetricKeyAlgorithm = AsymmetricKeyAlgorithmProvider.OpenAlgorithm(asymmetricKeyAlgorithmName);

var privateKeyBuffer = Convert.FromBase64String(privateKeyString).AsBuffer();
privateKey = asymmetricKeyAlgorithm.ImportKeyPair(privateKeyBuffer, CryptographicPrivateKeyBlobType.Pkcs1RsaPrivateKey);

Here is how you create a signature:

public IBuffer Sign(IBuffer byteArrayBuffer)
var hashBuffer = hashAlgorithm.HashData(byteArrayBuffer);
var encryptedBuffer = CryptographicEngine.Encrypt(privateKey, hashBuffer, null);

var hashString = CryptographicBuffer.EncodeToBase64String(hashBuffer);
Debug.WriteLine("This is the hash:" + hashString);

var encryptedHashString = CryptographicBuffer.EncodeToBase64String(encryptedBuffer);
Debug.WriteLine("This is the encrypted hash:" + encryptedHashString);

return encryptedBuffer;

Here is how you verify a signature:

public bool VerifySign(IBuffer originalBuffer, IBuffer encodedHashBuffer)
var originalHashBuffer = hashAlgorithm.HashData(originalBuffer);
var decriptedHashBuffer = CryptographicEngine.Decrypt(privateKey, encodedHashBuffer, null);

byte[] originalHashArray;
byte[] decriptedHashArray;

CryptographicBuffer.CopyToByteArray(originalHashBuffer, out originalHashArray);
var originalHashString = Convert.ToBase64String(originalHashArray);
Debug.WriteLine("Original hash:" + originalHashString);

CryptographicBuffer.CopyToByteArray(decriptedHashBuffer, out decriptedHashArray);
var decryptedHashString = Convert.ToBase64String(decriptedHashArray);
Debug.WriteLine("Decrypted hash:" + decryptedHashString);

return originalHashString == decryptedHashString;


  • In order to make it work, you need a private key which you can generate using:
var key = asym.CreateKeyPair(512);
  • For the sake of simplicity, I keep the private file as a resource inside the app, which is not necessarily a good idea. The only reason I do it in this way is because I want to prevent anyone from easily changing the content of the saved files. However, this approach can easily be improved by storing the private key into a secure location and retrieving it over a secure channel.

Remember! Signing a file won’t keep your users from seeing its content, it will only prevent them from modifying it, or let you know if they they did.

Good luck!

Puzzle Frenzy Update 1 is now live in Windows Store!

I’m pleased to announce that Puzzle Frenzy Update 1 has passed certification and is now live and ready for download in Windows Store.

The new update brings a lot of visual and performance improvements like:

  • Game ended popup that displays the rating for the current game
  • Pause game button and Game paused popup windows that shows a preview of the puzzle being solved
  • Pieces animation during sorting and shuffling as well as when the user finishes the game
  • Memory consumption improvements
  • Home page images loading time improvements
  • Piece animation when moving to the next puzzle
  • Image size decreased for screen resolutions matching the image format to leave room for unsolved pieces
  • The ability to go to App’s blog, Facebook page and Rate and review page from withing the app by bringing up the bottom app bar on the home page
  • Several minor bugfixes

As a consequence the app feels and is faster, more responsive, consumes less memory and delights the users with more animations.

Check it out in the Windows Store!


Puzzle Frenzy home page

Puzzle Frenzy home page

Coming soon: Puzzle Frenzy Windows 8 App

Puzzle Frenzy app for Windows 8 is right around the corner!!!

Puzzle Frenzy home page

Puzzle Frenzy is an realistic jigsaw puzzle for board game lovers of all ages.

The app will feature tons of images and multiple levels of complexity which translate into endless hours of fun puzzle-solving action.

Check out and Like our Facebook page http://www.facebook.com/PuzzleFrenzyApp and I’ll keep you updated with news about the app when it launches.

TDD in WinRT

While experimenting with TDD I run into a pretty nasty exception:

The application called an interface that was marshalled for a different thread. (Exception from HRESULT: 0x8001010E (RPC_E_WRONG_THREAD))

However after some investigation I found a very good solution here.

public async Task Test1()
      await ExecuteOnUIThread(() =&gt;
           WriteableBitmap bitmap = new WriteableBitmap(1, 1);

public IAsyncAction ExecuteOnUIThread(DispatchedHandler action)
     return CoreApplication.MainView.CoreWindow.Dispatcher.RunAsync(CoreDispatcherPriority.Normal, action);

Happy coding!