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Show HN: I built an iOS remake of that old windows game SkiFree

thewaterbear.com

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Re: Show HN: I built an iOS remake of that old windows game SkiFree

#21

Earlier quoted context omitted.

Will you be releasing an android version?

Can someone explain something to me. When using a cross-platform engine, like Unity3d, why don't developers release it on more platforms? Is it difficult to do so? Is it a lot more work to release on other platforms?

I built a cross platform app a while back. The major barrier to releasing it right away for every platform was QA testing it on the myriad devices and OS versions we wanted it to be stable on. The framework only went so far for working out issues on devices with so many combinations of screen sizes, resolutions, and ratios, not to mention memory, cpu, and graphics capabilities.

Android users often harp about apps that are released first for iOS, but it's much easier to QA on a fairly limited number of devices, launch the app and start proving your idea/generating revenue on iOS first. At least in my experience, releasing a cross-platform app for both operating systems at the same time means either delaying iOS to QA Android properly, or releasing a half-baked Android version that gets 25 1-star reviews right out of the gate because of a weird edge case bug with some device you didn't test on.

Re: Show HN: I built an iOS remake of that old windows game SkiFree

#26
Does anyone know the process Apple uses to decide to feature an app?

Is there a process completely separate from initial approval that goes through every new app, or does it just come down to piquing the interest of someone in the approval process?

I'm not trying to take anything away from this game, or its developers, but this sort of success in the first week from a developer with only one other app in the app store seems akin to hitting the lottery.

Re: Show HN: I built an iOS remake of that old windows game SkiFree

#27
Me too (sort-of). On Android. 2 years ago.

https://play.google.com/store/apps/details?id=com.selticeapp...

My stats: I only have a little over 21K downloads, and the non-ad version has only made a few bucks. Ad revenue equates to a couple movie tickets every so often I guess. Wrote it in Monkey-X for cross-platform functionality, but only ever put it on Android for some reason.

I've done no marketing. Never been featured. My dad likes it. I'm 35. I get sadder with every period I type.

EDIT: I wouldn't normally post self-promotion type stuff on HN, but I think it applies here because I did write a similar game, coded it by hand, put in the time, made my own silly graphics, but my stats represent the other 99% of us game devs that rarely get featured and remain off the radar. Some call our apps pollution in the app store, but those of us who legitimately write them are proud of them none-the-less, even if they make no money, though we'd honestly like them to.

Re: Show HN: I built an iOS remake of that old windows game SkiFree

#30
post #26

Does anyone know the process Apple uses to decide to feature an app? Is there a process completely separate from initial approval that goes through every new app, or does it just come down to piquing the interest of someone in the approval process? I'm not trying to take anything away from this game, or its developers, but this sort of success in the first week from a developer with only one other app in the app stor…

I've heard from a few people that they've been selected for featuring during the approval process. I haven't been able to verify that, but it sounded plausible.

The only method that I'm aware of that Apple gives for promotion is to contact them at appstorepromotion@apple.com. I've never gotten a reply from them, not sure if anyone else has, but that's the official address.

Another method that seems effective is networking with important people at Apple. I know of at least two instances of apps being featured based off of knowing the right people at Apple, but I'm not sure the best way to find those people or to get their attention.

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