David Amador's Member Blogs
Around 11 months ago I registered my App Store developer account. The idea...put Vizati on the iPhone. I've never worked with Mac's before, didn't even have an iPhone/iPod or whatever.
Is it possible for other non "Humble Bundle" packs to have some success? Or are the rest of them bounded to fail?
A large percentage of the indie developers have to work on their project at night and/or weekends.
In order to pay the bills they have to maintain a day job. There’s no shame in that.
This has been discussed on thousands of forums and people way smarter than me have given reasons why selling games at $0.99 on the App Store is the future and others why it will hurt gaming and developers.
I giving my opinion anyway
We launched Vizati on June 6th 2010 for PC and got some very positive reviews, being its freshness, graphics and music the most acclaimed features.
Right away we realized that it was a perfect game to iOS devices.
I follow a couple of dev blogs, some are game developers, others make websites or software. In the last couple of months I've been reading a lot of them complaining about lack of motivation to develop their idea of the lack of motivation for development
Something that has always been scary (well, it' still is) before launching Vizati has always been tech support. No matter how much you tested your game, it's bound to have bugs. Also what I've realized is that I don't spend enough time testing the game...
It was with great sadness that I saw what the latest update to the Xbox360 dashboard did to Xbox Indie Games.
XBLIG is now on the “Speciality Shops”, right next to Avatar Marketplace, not even worthy of being the Games section.
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