Developing a game always takes longer than expected. I made an experiment and tried to develop a simple but descent game quickly, while keeping tracks of time spent on each feature. I also wanted short development times to see if I can make a profitable game, even if I were paid for it (I’m not… Continue reading How I developed and released a mobile game in 45 hours
Tag: postmortem
Piracy of Spring Up Harmony (PC Game) : 96%
It’s very difficult to estimate the piracy rate of PC games, and even more to estimate the impact on the sales. For my last game Spring Up Harmony, I found out that the piracy rate isĀ 96% (!). Higher that I’d thought, really. Read the details below and find out how I obtained this number. The… Continue reading Piracy of Spring Up Harmony (PC Game) : 96%
Spring Up Harmony Postmortem and Sales Statistics
Spring Up Harmony (trailer) is my first game for the XBL Indie Games platform. Here is a quick postmortem about this game. Development Length I worked part-time (a few hours a day, with many days off) on the game from December to May/June (6 months). Before that, I worked on another cancelled project for 2… Continue reading Spring Up Harmony Postmortem and Sales Statistics