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Mika Mobile on selling Battleheart on iOS and Android

mikamobile.blogspot.com

11–19 of 19 posts

Re: Mika Mobile on selling Battleheart on iOS and Android

#11
post #3

I find the tone of this article very strange. It starts off as a very positive "Hey, Android's worth doing". But by the end, you feel like he's being driven mad due to the added frustrations. :)

I too find it strange. He says it was worth his time porting to Android but never says how long it took. I have this game on iOS and it came out quite a while ago. What we really need to know is (profit)/(development time). And you'd have to match this on Android (or maybe surpass it given his frustration). Even if this took a reasonable time to port, it might be possible that had he worked on his next iOS game, he w…

> Actually porting the game only took about a day.

It says how long it took, right there in the article. He says that he had to fight some trouble down the road, but 'porting' was done after a day, due to Unity magic.

Re: Mika Mobile on selling Battleheart on iOS and Android

#12

Earlier quoted context omitted.

I too find it strange. He says it was worth his time porting to Android but never says how long it took. I have this game on iOS and it came out quite a while ago. What we really need to know is (profit)/(development time). And you'd have to match this on Android (or maybe surpass it given his frustration). Even if this took a reasonable time to port, it might be possible that had he worked on his next iOS game, he w…

> Actually porting the game only took about a day. It says how long it took, right there in the article. He says that he had to fight some trouble down the road, but 'porting' was done after a day, due to Unity magic.

Ah, totally missed that. So part of the moral is Unity is worth it.

Re: Mika Mobile on selling Battleheart on iOS and Android

#13
post #3

I find the tone of this article very strange. It starts off as a very positive "Hey, Android's worth doing". But by the end, you feel like he's being driven mad due to the added frustrations. :)

I too find it strange. He says it was worth his time porting to Android but never says how long it took. I have this game on iOS and it came out quite a while ago. What we really need to know is (profit)/(development time). And you'd have to match this on Android (or maybe surpass it given his frustration). Even if this took a reasonable time to port, it might be possible that had he worked on his next iOS game, he w…

>> What we really need to know is (profit)/(development time).

Don't forget the extra support time he had on Android. I don't know about you, but I want a high hourly pay to do that.

Re: Mika Mobile on selling Battleheart on iOS and Android

#14
post #5
post #4

Earlier quoted context omitted.

I dunno what's strange about it: "yes but needs improvement at a/b/c" is a pretty common result. I'd seen the game before but had passed on it. I liked the developer's attitude and openness and so I just bought it.

It wasn't subtle. "There are days where I just want to pull the plug on the whole thing because I'm sick of 12 year olds (or people with comparable communication skills) trying to convince me they've been wronged and I should give them their 3 dollars back. ...I shouldn't throw the baby out with the bath water. It is a loud, obnoxious baby though."

a loud, obnoxious baby

Which is, btw, one of the best characterizations of the Android ecosystem that I have read in a while.

I hope it will be taught some manners in the coming years.

Re: Mika Mobile on selling Battleheart on iOS and Android

#15
post #9
post #8

The most surprising fact was that Android is 80% of iOS revenue - that's a LOT better than I would have expected and had previously thought about the android market.

Unless you compare launch months, in which case the Android revenue was 5% of iOS.

But then again his third caveat on those numbers is that the iOS version was heavily promoted during and after launch, while the Android version wasn't.

Re: Mika Mobile on selling Battleheart on iOS and Android

#16
post #13

Earlier quoted context omitted.

I too find it strange. He says it was worth his time porting to Android but never says how long it took. I have this game on iOS and it came out quite a while ago. What we really need to know is (profit)/(development time). And you'd have to match this on Android (or maybe surpass it given his frustration). Even if this took a reasonable time to port, it might be possible that had he worked on his next iOS game, he w…

>> What we really need to know is (profit)/(development time). Don't forget the extra support time he had on Android. I don't know about you, but I want a high hourly pay to do that.

It seems like you can have the best of both worlds if you hire someone to take care of the support issues for you. The primary developer of a game as successful as Battleheart should not be wasting his time manually issuing refunds for users.

Re: Mika Mobile on selling Battleheart on iOS and Android

#17
post #13

Earlier quoted context omitted.

>> What we really need to know is (profit)/(development time). Don't forget the extra support time he had on Android. I don't know about you, but I want a high hourly pay to do that.

It seems like you can have the best of both worlds if you hire someone to take care of the support issues for you. The primary developer of a game as successful as Battleheart should not be wasting his time manually issuing refunds for users.

But that's less profit specifically for a platform that is already lower revenue.

Re: Mika Mobile on selling Battleheart on iOS and Android

#18

Earlier quoted context omitted.

> Actually porting the game only took about a day. It says how long it took, right there in the article. He says that he had to fight some trouble down the road, but 'porting' was done after a day, due to Unity magic.

Ah, totally missed that. So part of the moral is Unity is worth it.

Unity for Android is an extra $400 license once you've bought Unity for iPhone Pro. https://store.unity3d.com/shop/
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