- ARPDAUPosted 259 days ago
- What’s an impressive conversion rate? And other stats updatesPosted 301 days ago
- Your quick guide to metricsPosted 353 days ago
An Indie Perspective: Implementing and Evolving the F2P Design Pattern
I’m not a fan of energy bars or other ‘negative’ mechanics where a player pays to remove an arbitrary barrier to playing the game. I have no doubt that these are effective techniques for improving monetisation but...
- Posted 70 days ago
An indie perspective on the F2P vs. premium dilemma
Should I go Free-to-Play (F2P)? It’s a simple question but the answer may be more complicated.
- Posted 111 days ago
Meeting the challenge: building a community of players
How will you face the challenge? We don't have a magic formula for growing large, loyal communities of fans (yet - do subscribe to the newsletter just in case we happen upon it some day) but we...
- Posted 463 days ago
Dear Jas 1: Setting up as an indie developer
Q: I’m thinking of setting up as an indie developer. Should I work as a sole trader or set a company up?
- Posted 476 days ago
Why Pro-Amateurs are the Future
Nobody wants to invest in professional art in a time when we’ve started to use the word “trillion” in everyday conversations about national debts. Add to this the chorus of devaluation that digital distribution has wrought in...
- Posted 485 days ago
Selling an iPhone game: The sales figures in detail
Great Little War Game has been out on sale now for about three months. It's available in HD format for iPad and Retina devices, and there's a low definition version for 3GS phones too. We just passed...
- Posted 660 days ago
Launching an iPhone game: what we got wrong
Independent iPhone developer Hindarium recently released Zombie Ball. Team member Ivan Vučica wrote some comments on Spilt Milk Studio’s post-mortem of an iOS game launch. I thought they were provided a useful perspective for independent iOS developers,...
- Posted 702 days ago