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What are the biggest pains, as an IOS game developer, that you encounter in your day

02-12-2014, 09:33 AM
#11
Quote:
Originally Posted by AxBattler View Post
We just released our first game and I have to say that on iOS things went pretty smooth until now... the biggest challenge will be getting some money from it I guess
The fact that the Apple sandbox server were down half the time when we needed them for testing GameCenter and IAPs was very annoying.
Are you using a Freemiun model or pay upfront?
02-12-2014, 09:37 AM
#12
Quote:
Originally Posted by PuzzleBrothers View Post
Getting reviews such as "this game was awesome but then it asked me to pay!!!!!!" 1 star. Yeah how dare we!
I feel you. it kinda hurts the social proof but as long as you have other 4 or 5 star reviews people will click on it and see those 1 star reviews are just from the leaches that want everything in life free.

02-12-2014, 09:37 AM
#13
Quote:
Originally Posted by anthonym534 View Post
Are you using a Freemiun model or pay upfront?
It's not a freemium (the game costs 0.99$), but there are 2 expansion packs with additional content that can be purchased for 0.99$ each. No consumables.
It's the one being discussed in this thread

Andrea Pantaloni | 48h Studio

Last edited by AxBattler; 02-12-2014 at 09:40 AM.
02-12-2014, 09:49 AM
#14
What I've seen

Quote:
Originally Posted by Appvism View Post
For iOS, I find waiting times for review and approval by Apple to be quite time consuming and frustrating sometimes - an extra week or two can easily pass by and derail your planned release date (if you have any in place that is!).

Quite annoying if you get your app gets rejected, thus wasting a week or so...
That really sucks because it's completely out of your control and after the rejection you have to go find out why, hopefully fix it, and go through it again.

Have you had any problem with:

- Xcode? It's a bit jarring to press home or end and have the document go scrolling off

- The iPhone 4 and iPad 3 Fill rate? it is miserable requires special handling in most cases

-3d assets? Importing a 3d asset should be a 10 min job, but it is often a two day job. People use so many file formats, and not all support all the things you want.
02-12-2014, 10:01 AM
#15
Quote:
Originally Posted by anthonym534 View Post
- The iPhone 4 and iPad 3 Fill rate? it is miserable requires special handling in most cases
Yeah, that was definitely a challenge for us too. We think we did a good job in the end but it took some time.
On the bright side it was not as bad as the android version, with all the cheap/old devices around

Andrea Pantaloni | 48h Studio
02-12-2014, 10:02 AM
#16
Quote:
Originally Posted by AxBattler View Post
It's not a freemium (the game costs 0.99$), but there are 2 expansion packs with additional content that can be purchased for 0.99$ each. No consumables.
It's the one being discussed in this thread
Awesome! I'm going to promote it on my FB to my friends.

here is the link:
https://www.facebook.com/anthony.miranda.14

Hope you don't mind I called you my friend
02-12-2014, 10:05 AM
#17
Quote:
Originally Posted by anthonym534 View Post
Awesome! I'm going to promote it on my FB to my friends.

here is the link:
https://www.facebook.com/anthony.miranda.14

Hope you don't mind I called you my friend
That's great, thank you!

Andrea Pantaloni | 48h Studio
02-12-2014, 12:23 PM
#18
Another thing I'm having trouble right now is keep doing actual work instead of checking compulsively every corner of the Internet for comments and reviews of the game

Andrea Pantaloni | 48h Studio
02-12-2014, 04:54 PM
#19
Testing can be a pain. Every time I make the slightest change I feel compelled to play the game all the way through, practice creating deleting and editing levels and so on. It would be nice to do incremental testing, i.e., if I just changed one thing I should just test that. But you never know where bugs might have a knock on effect...