tag:blogger.com,1999:blog-898703789069481101.post2094311903770424028..comments2023-07-08T06:28:16.989-07:00Comments on Mighty Vision: iOS Sale NumbersBroghttp://www.blogger.com/profile/14185464573529387638noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-898703789069481101.post-8964295004774052622012-07-03T22:14:38.824-07:002012-07-03T22:14:38.824-07:00Thanks for sharing all this.
I bought Zaga-33 bec...Thanks for sharing all this.<br /><br />I bought Zaga-33 because it's more fun on the iPhone. Many games are more fun on touch devices, aren't they? Zaga-33 had good swipe controls so it felt satisfying. Swipe control should be default on both iPhone and iPad in my opinion. Also, buttons are too small on iPhone :) I didn't even know there were sounds and control buttons in main screen.<br /><br />About Glitch Tank, I didn't buy it because it was a multiplayer-only game. Many people would like to play together, but in reality, you can't find someone to play with every time. I learned it the hard way on my last project :)<br /><br />About Graphics overall: I checked your homepage and twitter. I liked the style very much, even the twitter profile image. (Btw, I discovered you from twitter) I personally love the kind of style although it may propel many girls away because it's not like all casual-angry-birdish. I'm a geek and a nerd so I don't represent all men either. You can try different styles on later projects I guess. <br /><br />Anyway, I learned that things could change on subsequent projects. Thanks!<br /><br />www.vincentvictoria.comAnonymoushttps://www.blogger.com/profile/14739904227641588573noreply@blogger.comtag:blogger.com,1999:blog-898703789069481101.post-72177069120488065782012-07-02T11:27:32.890-07:002012-07-02T11:27:32.890-07:00Thanks for writing this. I found your work fairly ...Thanks for writing this. I found your work fairly recently (when Kompendium was posted on freeindiegam.es), and promptly devoured everything you've made for the Mac and iPhone. Really awesome style, and even if it's not profitable I can't wait to see what else you come up with!<br /><br />About the graphics: I've never had a problem with big pixels in general, but I think for something like Zaga-33 it's really perfect. The items are just abstract enough that you can decide the same icon represents an icicle in one game (because it freezes enemies), and a Hershey's Kiss in the next (because it restores health).Jonahhttps://www.blogger.com/profile/15159561721777836053noreply@blogger.comtag:blogger.com,1999:blog-898703789069481101.post-61804682625992989952012-07-01T08:18:09.595-07:002012-07-01T08:18:09.595-07:00Thank you! I've added links to the post now.Thank you! I've added links to the post now.Broghttps://www.blogger.com/profile/14185464573529387638noreply@blogger.comtag:blogger.com,1999:blog-898703789069481101.post-73132359013797229872012-07-01T07:23:23.139-07:002012-07-01T07:23:23.139-07:00Thank you for sharing! I think it would've hel...Thank you for sharing! I think it would've helped your sales if you linked Zaga-33 and Glitch Tank to their respective iTunes pages from your post. Nevertheless, I bought copies and really like them. :)egarayblashttps://www.blogger.com/profile/11337335008085754798noreply@blogger.comtag:blogger.com,1999:blog-898703789069481101.post-21895033991969518282012-06-30T13:22:34.867-07:002012-06-30T13:22:34.867-07:00Playaz in it // 4 da thrillz // countin stacks // ...Playaz in it // 4 da thrillz // countin stacks // a daw daw billz<br /><br />- A poem about this blog post<br /><br />The only strategy on the App Store that seems to truly work, while being accessible to most developers, is simply making multiple games that all promote each other. Older games point to games that you just release, helping them have more successful launches. New games point to old games, letting you shine that success onto your back catalog. It's a cycle that gets stronger each and every game you make.<br /><br />Really it's simply growing a base of fans that support you, and help bring attention to your new games. QWOP really paved the way for GIRP's success, and we at Rocketcat have been making a good living off really niche games. I think this is much more important than a game's "wide appeal" or even, hell, actual quality.<br /><br />(taking huge hit off marijuana cigarette and then puffing out smoke that spells out the word MONETIZATION)Kepahttps://www.blogger.com/profile/02699434499109947895noreply@blogger.comtag:blogger.com,1999:blog-898703789069481101.post-48380125446712951862012-06-30T13:18:05.125-07:002012-06-30T13:18:05.125-07:00Never heard of your games, but saw this article ge...Never heard of your games, but saw this article get retweeted and I will check them out for sure. I feel like people do love pixel graphics, but also love detail in the art as well. Something to think about I suppose. I'm doing a blog series on playing nothing but indie games for a year. I'll probably whore your stuff out if I enjoy. Do your best and all that. Good luck man, keep at it.jackal27https://www.blogger.com/profile/12643253907315228021noreply@blogger.com