Tuesday, May 17, 2011
In Review
The lite version is already in review and should be out today or tomorrow if nothing goes wrong. It will be interesting to see how it affects the sales. Right now the game has very little visibility and people haven't even found the trailer video.
Saturday, May 14, 2011
Promo Codes
There are still some promo codes available for those who are willing to try the game and write some game impressions to TouchArcade forums. You can request the codes from me on TA forums or here.
Lite Version
I finally submitted the lite version to App Store review process today. Hopefully it will be available next week but it may take a bit longer than that. I wonder if the lite version is going to help the sales. Right now it seems that it is very difficult to get any visibility for the game. The users who have given any feedback have loved the game but so few bother to try...
One problem with my game seems to be my graphical skills which is no surprise. The next game (if there will be any) will definitely need an artist to assist me!
One problem with my game seems to be my graphical skills which is no surprise. The next game (if there will be any) will definitely need an artist to assist me!
Wednesday, May 11, 2011
Ready for Sale
My game got to App Store yesterday. I've been a bit busy with other stuff lately and haven't had any time to promote my app anywhere. Fortunately someone already picked up Bubble Bob in TouchArcade:
http://forums.toucharcade.com/showthread.php?t=93816
I really need to get the promo video finished and publish it on Youtube. Unfortunately I'm doing this as a hobby and therefore have very little time for this.
http://forums.toucharcade.com/showthread.php?t=93816
I really need to get the promo video finished and publish it on Youtube. Unfortunately I'm doing this as a hobby and therefore have very little time for this.
Monday, May 2, 2011
Waiting for Review
I finally finished my second game "Bubble Bob" after months of part-time development. The game is currently waiting for review in the App Store submit process. It should take about a week to get it to the store.
I started the development of the game soon after I released my first iPhone game "Marble Manager". The first game was not a success if measured in numbers of downloads. However, I learned a lot about Objectice-C and iPhone as a platform during that project. I also got my company established and got some experience in publishing stuff in App Store. The development process of Bubble Bob was a bit slowish. There was a period of time in the end of the last year when I didn't really feel like making my game. I also bought my copy of Minecraft just before it was released as beta and that took some time. Around Jan-Feb I started pushing my game a bit faster and got to the point when I could say that it will be released in the beginning of May. I would say I made it since I submitted it to the store 1.5.
I read several blogs and forum threads about publishing iPhone apps and how disappointing the numbers of downloads have been. The numbers were quite same as with my first game but I still got a bit concerned whether the second game will perform any better. I know that I've fixed several issues I had with the first one. I also have much more unique idea in the game and hopefully that will help. My graphical skills haven't really improved since the first title and unfortunately, I could not get an artist to draw the stuff for me. I managed to make some kind of animations for my character - Bob - who is supposed to act according to the player's activities. I also got four different worlds with different backgrounds and there are several other images I rendered.
The total amount of work required for this project was quite big. I needed to implement a level editor to get the levels done. I also had to create all 100 levels and test them several times. I should have been a bit more systematic with my work since I forgot how some of the levels should be played and I needed to change them a bit to get them tested. I've written down the instructions for the most complex levels now.
All in all, I'm really excited right now. I'm just waiting to get my game to the store and see how it succeeds/fails. I still need to update this page and make a Youtube video for demo purposes. I really hope this one does better than the first one!
I started the development of the game soon after I released my first iPhone game "Marble Manager". The first game was not a success if measured in numbers of downloads. However, I learned a lot about Objectice-C and iPhone as a platform during that project. I also got my company established and got some experience in publishing stuff in App Store. The development process of Bubble Bob was a bit slowish. There was a period of time in the end of the last year when I didn't really feel like making my game. I also bought my copy of Minecraft just before it was released as beta and that took some time. Around Jan-Feb I started pushing my game a bit faster and got to the point when I could say that it will be released in the beginning of May. I would say I made it since I submitted it to the store 1.5.
I read several blogs and forum threads about publishing iPhone apps and how disappointing the numbers of downloads have been. The numbers were quite same as with my first game but I still got a bit concerned whether the second game will perform any better. I know that I've fixed several issues I had with the first one. I also have much more unique idea in the game and hopefully that will help. My graphical skills haven't really improved since the first title and unfortunately, I could not get an artist to draw the stuff for me. I managed to make some kind of animations for my character - Bob - who is supposed to act according to the player's activities. I also got four different worlds with different backgrounds and there are several other images I rendered.
The total amount of work required for this project was quite big. I needed to implement a level editor to get the levels done. I also had to create all 100 levels and test them several times. I should have been a bit more systematic with my work since I forgot how some of the levels should be played and I needed to change them a bit to get them tested. I've written down the instructions for the most complex levels now.
All in all, I'm really excited right now. I'm just waiting to get my game to the store and see how it succeeds/fails. I still need to update this page and make a Youtube video for demo purposes. I really hope this one does better than the first one!
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