Category Archives: Bizness

Prepaid Adventures, starring T-Mobile · October 19, 2012

While it’s true that this site is for the most part an iOS development blog, I branch out from time to time when I feel like writing about a particular topic. Today’s topic is cell phone service providers. I have to imagine that most of the readers of this blog own a cell phone (hopefully […]

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Shikaku Madness on Google Play · July 27, 2012

Another day, another app store. Here’s Shikaku Madness on Google Play. I was able to use my brand new Nexus 7 to test/publish an Android Cordova build of the game. Unfortunately, the Javascript performance of the Android WebView isn’t quite as good as the iOS UIWebView; the main user interaction (tap + drag to create […]

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Hmm, updates. · October 18, 2011

During periods of reduced productivity, the blog is inevitably the first thing to be neglected. The past two months have found me struggling to keep up active game development, mainly due to an inconsistent work schedule. And by “work,” I mean “sleeping baby.” I realize that’s no excuse, and simply need to shift my mindset […]

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New Strategy · April 19, 2011

I’m wrapping up development on the first update of Revolve Ball, which means I’m also starting to look ahead to what I’m going to work on next. I’m also looking back, in order to gain some understanding about what problems I had with my previous project, and how to try to fix them. The number […]

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App Pricing Experiment: Results · February 3, 2011

If you’ll recall, a month ago I decided to experiment with the price of Nonogram Madness. Since launch, I had it priced at $2.99; playing the game through to completion will take even the most hardened nonogram master an hour or two, so I figured three bucks was a fair price. Plus, it seems the […]

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App Pricing Experiment · January 4, 2011

For the month of January, I’m running a pricing experiment with Nonogram Madness. For the first two weeks, I’m pricing it at $0.99, and for the last two, $1.99 (the normal price is $2.99). Since all my sales come from users searching the App Store, and not from any external source, I’m hoping to be […]

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