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Show HN: My first iPhone game – after 18 months of work

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Re: Show HN: My first iPhone game – after 18 months of work

#2
I see that it's published by "www.makegameswith.us," so I'm presuming that you participated in the course?

Do you share revenue with them? If so is the course discounted if you choose to do so?

Or do you assume some level of revenue share and general publicity?

Re: Show HN: My first iPhone game – after 18 months of work

#3

I see that it's published by "www.makegameswith.us," so I'm presuming that you participated in the course? Do you share revenue with them? If so is the course discounted if you choose to do so? Or do you assume some level of revenue share and general publicity?

I developed the prototype of this game at MIT in January 2013, where MakeGamesWithUs was helping to teach a one month course / competition on iOS game development. After the course, they offered for me to publish the game with them in exchange for revenue sharing. It's come full circle, because now I'm working for MakeGamesWithUs as an instructor for their summer academy course. The course isn't discounted if you choose to publish with them, but they can provide their SDK, art, design advice, and help with publicity.

Re: Show HN: My first iPhone game – after 18 months of work

#9
post #8

Great game, just releasing something is already a great achievement. But why planets in space and not magic orbs in a dungeon? I expect some orbital movement and gravitational pull :).

personally, i think this is a good call on his part. abstract planets are more "casual friendly" than magic in a dungeon. especially as a guy who's seen first-hand several neat games with sword and sorcery theming meet grisley, limited-market death by attrition.
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