Tiny Thor – A game made in 72 hours
C/C++: Pseudo Loops
March 29, 2013
Do you think the loop inside following code does make any sense?
How I reached 2’000’000 downloads on the app store
March 28, 2013
So the big question is: How did I manage it to improve my downloads so much without any marketing and advertising.
Well, the popular app stores like iTunes, google Play or amazon are complex, very dynamic ecosystems.
It’s very hard to make good predictions. Often you’ll hear things like “Make a quality product and you will make money!”.
I’m very sorry to disappoint you but in my experience this is NOT true.
I’ve seen so many developers that worked hard on their game for many, many months. They created a fantastic end result. They released their amazing game and…… NOTHING happend. No Downloads. And “no downloads” equals to “no revenue”. So sure, quality is important, but it doesn’t guarantee you anything.
With this in mind I choose another strategy. My assumption was: Make more apps and you will get more downloads.More downloads = more revenue.
So with this in mind I focused to improve my workflow and tried to cut down the development time of my apps. I don’t want to get too technical but what I’ve mainly did to achieve this was:
- I’ve created a “framework/codebase” for fast prototyping and developing games (reusable components, cross platform, data driven, a scripting language for easy customize existing games/components, tools/editors that integrate well into the workflow)
- An easy workflow with lots of automation to create, maintain and publish an app as well as maintain assets and marketing material (description, keywords, screenshots, icons, resolutions for different stores etc.)
- Re-Skin existing apps for another target audience (with no or less coding involved)
Post-Mortem: A platform game done in three weeks
December 19, 2012
This is how I did a platform game in three weeks that reached more than 150 000 game sessions within the first two weeks.
Why I don’t add social media buttons to my apps anymore
December 9, 2012
Today Facebook and Twitter is everywhere. And I really like those social networks. A few years ago I used RSS Feeds as my main source of daily news and information. Today I check my Twitteraccount and lists. And Facebook is a great way to keep contact with people you don’t interact with everyday like former colleagues and friends.
A new gem hits the app stores!
October 15, 2012
Backwater Mobile: Final Steps
October 11, 2012
Last week I submitted the iOS Version of Captain Backwater to the App Store. I really hope it will be live by the weekend (Go, Apple, go!). During this time I prepared everything for the Android port.
I’m also working on a flash-based version for Kongregate and Mochi right now. I really hope that a browser-based port will help to spread the word. We’ll see…
Porting my game to mobile devices
October 3, 2012
A big adventure is coming to your tablet!
July 13, 2012
WAT? MySql and NULL values.
July 13, 2012
This is a quote from the MySql Manual:
And yes, the documentation is right. Yesterday we encountered a strange bug on a project at Gameforge because of a wrong sql statement. Here is what happened.