Can you make some really easy levels for kids? Some levels that doesn’t require e.g. rotation? Anyway, the iPAD version looks great.
TanZen is pretty much designed not to have specific difficulty levels, as everything is mixed together. However, a version for kids, where rotation and flipping isn't required, is definitely something that could be done in the future.
Do you guys know yet if this will be available at launch? Looks amazing! Allsssooooo more or less than $10?
Probably not. There are certain things in the game that we really need to test on an actual device to get the right blend of feel/performance, which can't happen until April 3rd. But we hope it's on the store shortly after launch.
Really, $5? I don't think anyone really knows how the pricing is going to work out for these things. It's not the same audience as the iPod touch, and the screen has a lot more data and possibilities involved. From a dev perspective, actually making a living, without needing to sell hundreds of copies per day, would certainly be a nice thing.
We'd love to be at launch, but we can't release without testing it. An untested release is just begging for bad reviews for a game that revolves around creating a Zen mood. There are certain things in the game that would never work in terms of performance on most iPhones, so we need to know if it will work on the iPad, and if not, tweak things accordingly. Plus, there are simply things we can't test at all on the simulator, either because it's physically impossible, or because the simulator is incapable of it. First impressions are incredibly important, and Apple's test process is not going to examine many of the things we consider to be important. We want to deliver the best TanZen possible, but to do that, we need a device first. In all likelihood, TanZen will be on the store within a couple days of launch, assuming Apple can review things quickly.
There's something about seeing an app priced at 10$... it's a psychological barrier to the buyer, but 8$ doesn't seem as much of a barrier for some reason.
Since I'm a cheapo, I'd pay $5, most. $3 would be a better price point. I think that I'm somewhat of an example of the (cheaper than) average app buyer. I'm getting an iPad, but just because of our good times on twitter (I still beat you in Dizzypad), the fact that the game looks awesome, and that the iPhone version was great, I'll buy the game for almost ANY price. I would just suggest lower than $10, just based on the existing App Store market.
I'm not a cheapskate. I'm willing to pay more than 99c for a game because I appreciate developer's efforts.