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Replying to @DaveVoyles
@DaveVoyles Yeah, I've already applied to it. a couple weeks back. Just curious as to what my costs will be.1 reply 0 retweets 0 likes -
Replying to @DaliDimovski
@kewlrats Wouldn't imagine it would be much past that. They want indies (which is good!). But indies need a user base :/2 replies 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles True, but Ouya has no user base either.1 reply 0 retweets 0 likes -
Replying to @DaliDimovski
@kewlrats But only $100 to dev for too :). So people are willing to take a risk, especially when your game is already made for android1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles Android. :) I still have issues seeing it as a viable platform. Sales on 3DS eShop are greater than Android, surprisingly.1 reply 0 retweets 0 likes -
Replying to @DaliDimovski
@kewlrats I don't doubt it. I don't see Android as viable either1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles To me, it's iOS first, then PC/Steam, then PSN. XBLIG is dying, and WiiU eShop (though it has potential) still has barriers.1 reply 0 retweets 0 likes -
Replying to @DaliDimovski
@kewlrats but with iOS, it's "Release the game, pray people see Day 1, otherwise it falls to oblivion"3 replies 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles My brother's game has over 500k downloads, and that didn't spark until a couple months after he launched.2 replies 0 retweets 0 likes
@kewlrats Aha! And that's the other point w/ mobile: Downloads is not equal to sales. The mobile marketplace is insane these days
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