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Tilt to live 1
Tilt to live 1






tilt to live 1
  1. Tilt to live 1 software#
  2. Tilt to live 1 free#

We kind of adopted a ‘Valve’ philosophy and planned even more expansive updates to the game for free. While these subsequent events were never as big as our launch day, they helped keep our game afloat sales-wise regardless of the rank it had.

Tilt to live 1 free#

Coupled with a free promotion, our game’s new content was able to make it into the news cycle multiple times. The result? Instead of our sales continuing their downward trend, they held steady. We played around with the idea by releasing 2 more game modes in the coming months after launch. Games in particular have an expectation to be updated with new content and features.

Tilt to live 1 software#

The App Store has changed user expectations about software in general in fundamental ways.

tilt to live 1

Upon launch, after our major sales spikes settled out we assumed we’d be working on our next project within a month’s time. Content updates kept the game in the limelight For any developers working on debut projects, time invested in getting to know your potential audience and making sure to stay in touch with them regularly is probably the best and most vital course of action in launching a game.Ĥ. Being a new developer, having a group of gamers vouch for the quality of our game helped us get noticed by not only the editorial staff, but by several other media outlets who at first never really game us the time of day. Once the game hit the App Store, some of our biggest opportunities for exposure came directly from the Touch Arcade community of iPhone/iPod gamers.

tilt to live 1

By getting players interested in the game, word of mouth started early and we were talking directly to people genuinely interested in the game. We became active inside the communities that are enthusiastic about iPhone games. Prior to launch we tried different marketing ideas to get the game out there, but the simplest and most transparent seemed to pay off more than any amount of advertising or PR we could ever afford. One should never underestimate the power of a vocal community on the internet. Getting a community excited and enthusiastic about our game Tilt to Live catapulted us from part-time indies to launching a full-time business in indie game development in the span of a few short months rather than our original plan of several years.ģ. Little did we know, it would become our pride and joy and also our main platform. With the small form factor and less computing power than high end PC’s, we thought a smaller project quickly done on the iPhone would be a good start to get our feet wet in developing commercial games. We were ready to embark on that adventure, but decided to give the iPhone market a try before committing to a larger project. All at the same time struggling to maintain your name on your creations as you tried to distribute it to the biggest audiences while getting a minuscule piece of the pie. Prior to the iPhone, to make it as an indie you had to work tirelessly and in obscurity for several years, building up your user base at a glacial pace. The App Store and iPhone has changed a lot of once held beliefs since its release.








Tilt to live 1