Gamieon

Christopher joined Mar 14, 2009

Gamieon is a privately owned entertainment software development company located in Tampa, Florida. Since October of 2004, we have aimed to provide quality video game software which emphasizes both intellectual and action-driven challenge to the gaming community. Gamieon depends on the talent of individuals working as a team to develop video games and video game engines with a focus on exceptional game play and surrealism.

Report article RSS Feed Random bits of Unity / iPhone development usefulness

Posted by Gamieon on Dec 8th, 2010

- Your app can get downloaded 2,000+ times on the first day of an iPhone app release. Apple does the marketing for you that day. Let this be both a pleasantry and a warning -- try to get it right the first time! Either way, you're getting exactly what you asked for.

- If your iPhone app is a crash-and-burn ratings or sales wise, use it to your advantage. You can use it as a test bed for new features and new learning experiences, and it won't matter because things can't get much worse for it...and it certainly won't be your last game anyway (I hope).

- If your iPhone app is a crash-and-burn, and you haven't put marketing muscle behind it, DON'T. Figure out why it's not working or not well accepted for the existing audience, fix it, and update it (more than once if you have to). Then when you're confident it's good to go, put in the marketing effort. If ratings and sales don't improve much even though you're sure the game is exposed to tens of thousands of players, then it may not have been meant to be. The problem lies in the idea, execution, or both.

- Your app can easily get dozens of ratings but no comments. So it won't always be obvious why your ratings are good or bad, unfortunately.

- You should try putting your app on Ibetatest.com before you put it on the app store.

- If your app size in uncompressed for is over Apple's 20 MB non-wifi-download cap, people will not be able to download it unless they're on Wi-Fi or are on their Macbook/PC using iTunes. If you're making a very simple game, be vigilant of your app size through the entire development cycle. Keeping it under 20 MB is challenging for Unity developers.

- If you already released an app and were blindsided by the non-wifi-download limitation, and you can't make your app any smaller, then use that to your advantage. At least now you're not limited in size to new level and feature development. Apps can still be successful even if they're a little more difficult to acquire.

- If your game is the kind that has the demo and full versions in one single app, keep in mind that when you send an update to the App Store to improve the full version, all the demo users will have to update too. Be nice; improve both versions whenever you do an update.

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