Desktop Stop Shock
I've hit a bit of a wall in producing a desktop version of Zombie Cannon Attack! The method I was using creates an .appxbundle file instead of an .exe file. While it works fine on my PC, from what I can tell it's only really good for the Windows Store, which means incurring extra costs that I can't really justify as it seems unlikely I could recoup them. I'm now looking into a different method, hopefully more on that next week.
Zombie Cannon Attack! desktop version, two weeks away for the last three weeks |
Big in Iraq
I experimented with using Google Play Store promotion codes (giving free in-app purchases) for the Android version of Zombie Cannon Attack! (coinciding with the release of v1.2, get it now! etc) and the results were interesting. It's easily been my best week for downloads so far but they've mostly been from the Middle East as opposed to the previous norm of the EU/US regions. The new players have so far generated very little revenue though, and given how slowly downloads have been going since launch it didn't really take much to beat the previous weeks' efforts.
On a more positive note the average rating is now up to 4.8, which is nice, but I'd certainly trade the .8 for a few more downloads. (Hint, hint 😆)
Core blimey, it's working!
I've continued work on the prototype for my next game. It's starting to take shape and I'm fairly happy with it so far, even if most of the game still only exists in my head. I coded a couple of functions that are pretty central to how the game will play and I can see it starting to evolve. I'm now leaning towards thinking it will work and hopefully I can move ahead with it more quickly now I've got the core of it done. Again, more next week.
Thanks for reading.
No comments:
Post a Comment