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.
This is how I did a platform game in three weeks that reached more than 150 000 game sessions within the first two weeks.
Yes, it’s done. We just hit the app stores with Captain Backwater. He’s live on Google Play and iTunes.
Now, help us spread the word, on Twitter, on Facebook, tell your friends about it. But most important: Play it and have fun! It’s free!

Arrr…. (Captain Backwater, 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…
Last year I released my puzzle game Captain Backwater on Windows, Linux and OS X. A lot of people told me the gameplay would work well on touch devices. So one or two months ago I started to port the game to iOS and Android.
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Our game Animal Run was reviewed on kinderappgarten.de.
The page has a lot of good articles on apps for kids, so make sure to have a look at it.
This weekend I released my new app for iPad, iPhone and iPod Touch: Bass Constructor. If you’ve ever dreamed of creating your own club/dance/house hit record without any prior knowledge this app is for you.
It was the best app start I’ve ever had and people seem to LOVE this little gem.
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I recently released my new app Beat_Machine for iOS. A fun drumpad-computer simulation with great sounds. Here are the first reviews I got from my users so far. Thank you so much:
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I just finished the Linux port of Captain Backwater. You can order it here for only $5.99. So, what are you waiting for, ehh? » more
I just finished the brand new gameplay trailer for my latest game Captain Backwater. » more
Captain Backwater is released. This is one of the most exciting parts of developing his own games. The day of the release. The day when you find out if the players love or hate your game. » more