@kewlrats Wouldn't imagine it would be much past that. They want indies (which is good!). But indies need a user base :/
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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@kewlrats It's the same for almost any platform these days ;-). No need to pray if you ensure a quality marketplace presence.1 reply 0 retweets 0 likes -
Replying to @MartinCaine
@MartinCaine@kewlrats I disagree. You can create an incredible game, but there is just too much out there to get past at this point3 replies 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles Ofcourse, being featured is what gets you the high downloads on iOS anyway. Press reviews and dev rel contacts can help there ;)1 reply 0 retweets 0 likes
@MartinCaine Exactly. But even downloads isn't important if your game is free. So many times I hear "We have 10 million downloads!"
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