Well we are 2 weeks in our Xperia Android Launch. First off, it's amazing to see how people respond to android games vs. ios games. iOS users seem to be spoiled in a sense, and Android users are much more friendly on the rating system.
Second - We've actually lost money at this point with the Android launch. I'm not exactly sure what to do about it but for the moment I pay exuberant cost per download on Amazon S3, and we're not monetizing our users very well on the platform
Third - I cant believe how little IAP we've sold on the platform. Over 6000 users and maybe 3 purchases. Crazy.
Fourth - I read an insane review on pocketgamer today that claimed the game wasn't Xperia Optimized. I don't mind giving reviewers creative license to bash my game, and hell maybe most of it is justified, but printing stuff that's untrue? That's uncool. Also, she wasn't a fan of the Video ad that ran once every hour and lasts 15 seconds. If she didn't like that wait till she sees the next version. Seriously, it's Free To Play folks, there's going to be ads in there. But on the flip side we added a "Remove Ads" button for 1.99$
A little birdie told me we may be running a promotion on iOS this week. Keep your eyes peeled.
Well the big news is obvious, we are live on Xperia handsets (Android), and the Mac App Store!
I should really make a thing on the right side of the page that links to all the different purchasing methods. Oh well... so lazy.
Well I was kinda holding this one as a loosely guarded secret. Today we were able to get everything up and running (did a full platform port in one day. GO UNITY) and we submitted the app to our publishers for review. If everything looks good, you will see Dungeon Crawlers in the Mac App Store by the end of the month! Looking forward to hitting another platform!
Not to mention, it really does play better on a Desktop.
Not a bad week!
It's definitely taken longer than expected (we were supposed to submit the 15th for a 22nd launch date), but 1.1 has finally been submitted to the App Store. Among the more notable features is an IAP store and a general store where you can purchase all kinds of items/weapons/armor/potions, over 250 items in total. We also wrap up the story with the inclusion of chapter 5. And last but not least, we are launching a special HD version (for free) that will work with the iPhone 4S, and the iPad 2 & 3.
The HD version is all about looks. We included new higher resolution textures for the GUI, dynamic lighting on the characters, and super-hi-res lightmaps. We had an aha moment earlier today when i added a glowing light to the gold, so now not only does the gold texture pulse (glow), so does the light around it, and the way it affects the scene is awesome. The game looks particularly sweet on an iPad 3 in native resolution running a super-hi-res gui made just for that device.
Looking forward to the launch. In other news, we can finally start working on the Android build. We are launching with an exclusive partner on April 26th, with a full Android launch slated for May 26th. Also the Mac version of the game will be launching soon as well.