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1) Don't spend two years working on your iPad game before you ship it. Far too long a cycle. 2) As an indie dev, you're suppose to attack the easiest, lowest h
by coryl 14y ago
1) Don't spend two years working on your iPad game before you ship it. Far too long a cycle.
2) As an indie dev, you're suppose to attack the easiest, lowest hanging fruit to build your income base. After you're past a point, you can take on ambitious long-term projects. Otherwise you are always depending on a "hit" title.
- bryanlarsen 14y agoThat's basically what they did. They lived off the profits from solipskier (http://mikengreg.com/solipskier/ http://mikengreg.com/solipskier/) while building this game.
- coryl 14y agoBut it wasn't enough, which is one reason they're in the predicament now.
- Zimahl 14y ago1) Don't spend two years working on your iPad game before you ship it. Far too long a cycle. You have to wonder where Notch would've been if he hadn't sold Minecraft before he was "done". As flakey as he (all of us really) can be as a dev (he's admitted as much himself), he definitely needed people depending on him continuing work.