A year ago I exposed Pocket Lists iPhone app sales figures ($13500 in first 3 months). For today, the overall Pocket Lists sales exceeded $29000.
So Toni has let me write a guest blog post so I thought I would share with you a little of my experience over the last year and a half. I will also post this on my own blog for future reference!
My name is Jon and I run a small indie game company called SKN3. I do the majority of the work at SKN3 with assistance from a few others for certain tasks. We are a new company running just over a year and we are excited to show you what we have been doing.
I have been creating games since I can remember, whether it be a text adventure on a vic20 or a snake clone written on a Psion PDA (remember them?). I love making games; it gives you such freedom to create an idea that can eventually be enjoyed over and over. However there is one part of making games that I find incredibly tedious; getting your content into them!
Today I would like to redirect you to Beginning iOS Development. Some days ago I was asked by them to answer some questions about iOS development and the indie life in general. We talked about a bunch of topics such as the troubles an indie developer may encounter while trying to make a living of app development, the first app I created (paintingWalls), how to succeed as an indie dev, how to market your apps with no budget, etc.
To be honest, I think that the questions were extremely appropriate and the overall interview was very well crafted. It made me think deeply about the whole indie stuff. There were some things that I was not taking into account, specially from the strategic point of view. And I was not even aware of that. Trying to answer sincerely the questions of the interview made me realize about it.
I really think that was me who gained more from that conversation Here you have the complete interview. Not too long
In today’s post I would like to share with you my experience working on my first cross-platform game. Although it is intended to be available for Windows Phone, iOS and Android, currently I’m focused on the Windows Phone version.
The game is called Muster my Monsters (MmM). It is a two-player fighting monsters action game. It is a casual game, so game mechanics need to be simple and art appealing to most of people. Here you have a gameplay video.
The lasts weeks I have been trying and playing with different frameworks, methodologies and alternatives to mobile cross-platform development. In today’s post I would like to share with you my conclusions and… headaches.
So, you know, by definition cross-platform development is never an easy issue. Every platform is very different from each other just because it needs to differentiate from the competitors. So you, as a cross-platform developer, have to deal with it. Period.
About one year ago I wrote an article entitled “Time distribution on game development“. On this article you can read about what tasks I was working on when developing New Sokoban and how they were distributed on time. That post was written a few days before the approval of the game.
A year has gone since then and a lot of things have happened and changed. In today’s post I would like to present a new chart revealing important differences on time distribution on my everyday work. After that, I will try to get some useful conclusions.
In today’s post I would like to share with you some thoughts about surviving as an indie iOS developer. I started my iOS journey in August 2009 with the development of paintingWalls. However, I went full-time indie one year later, on August 2010. So currently, I’m living from the incomings produced by the apps you can see in the Projects page of this blog.
In today’s post I’m going to explain a little bit how my routine as an indie dev has changed in the last few weeks. I have experienced a really big change since New Sokoban was presented and released. I have gone from the lone wolf indie dev style to an intensive collaborative working style. And only in 2 months!