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  • 2 Months of Solipskier App Store Sales | Mikengreg Blog
    the hype buzz that we did We hide our in progress games in plain sight under a secret URL so we can just toss it around whenever we want It s common practice The important thing there though is that it s Flash and everyone has Flash and so there are pretty much no barriers to entry for playing the game If we were making a game that required install dlls and etc then it d be pretty hard for people to try our game out This is essentially what happened when our game found its way over to someone at Apple and was played and praised in a really short amount of time Make it easy to get your game into people s hands and don t make them jump through hoops 2 Also getting featured is sort of a lucky thing But I think it s also a factor of reaching and exceeding a baseline of quality that Apple is looking for If you make a good enough game polish is very much a part of this then your chances are greatly increased 3 Twitter facebook integration really skyrocketed on launch We have a fair amount of followers on twitter mike and i personally as well so when we launched we simply tweeted a couple times and that was it The rest took care of itself Kongregate put us up on hot new games and our twitter facebook stuff was through the roof Upwards of 20 tweets an hour or something about solipskier Maybe more 4 All of our press buzz and etc was completely independent of anything we pursued There are a couple funny stories here but basically none of the avenues we explored to get press actually amounted to anything the press followed the buzz of the players app store and flash game Social media haha I do have some general philosophies on social media The first of those being that i hate the phrase social media As for general advice and anything further that sounds like material for a new post greg Reply richtaur October 26 2010 at 5 51 PM Wow good stuff thanks for sharing This kind of transparency really helps aspiring indie devs like us Reply Marcus October 27 2010 at 7 59 PM Big congrats inspiring stuff but uh in a way a bit depressing too I don t want to do iPhone games but I feel like I m stupid if I m not even attempting to We re discussing this post at my discussion board come by if you like Reply Mikengreg October 28 2010 at 2 45 PM Hey marcus Hmm I understand what you mean but Solipskier presented itself as a near perfect translation to a touch screen device We were pressured nearly constantly to get into the iPhone market but we knew that wouldn t be smart if we didn t have something that actually warranted it I think it s easy to look at successes

    Original URL path: http://mikengreg.com/blog/2010/10/2-months-of-solipskier-app-store-sales/?replytocom=269 (2016-04-24)
    Open archived version from archive

  • 2 Months of Solipskier App Store Sales | Mikengreg Blog
    the hype buzz that we did We hide our in progress games in plain sight under a secret URL so we can just toss it around whenever we want It s common practice The important thing there though is that it s Flash and everyone has Flash and so there are pretty much no barriers to entry for playing the game If we were making a game that required install dlls and etc then it d be pretty hard for people to try our game out This is essentially what happened when our game found its way over to someone at Apple and was played and praised in a really short amount of time Make it easy to get your game into people s hands and don t make them jump through hoops 2 Also getting featured is sort of a lucky thing But I think it s also a factor of reaching and exceeding a baseline of quality that Apple is looking for If you make a good enough game polish is very much a part of this then your chances are greatly increased 3 Twitter facebook integration really skyrocketed on launch We have a fair amount of followers on twitter mike and i personally as well so when we launched we simply tweeted a couple times and that was it The rest took care of itself Kongregate put us up on hot new games and our twitter facebook stuff was through the roof Upwards of 20 tweets an hour or something about solipskier Maybe more 4 All of our press buzz and etc was completely independent of anything we pursued There are a couple funny stories here but basically none of the avenues we explored to get press actually amounted to anything the press followed the buzz of the players app store and flash game Social media haha I do have some general philosophies on social media The first of those being that i hate the phrase social media As for general advice and anything further that sounds like material for a new post greg Reply richtaur October 26 2010 at 5 51 PM Wow good stuff thanks for sharing This kind of transparency really helps aspiring indie devs like us Reply Marcus October 27 2010 at 7 59 PM Big congrats inspiring stuff but uh in a way a bit depressing too I don t want to do iPhone games but I feel like I m stupid if I m not even attempting to We re discussing this post at my discussion board come by if you like Reply Mikengreg October 28 2010 at 2 45 PM Hey marcus Hmm I understand what you mean but Solipskier presented itself as a near perfect translation to a touch screen device We were pressured nearly constantly to get into the iPhone market but we knew that wouldn t be smart if we didn t have something that actually warranted it I think it s easy to look at successes

    Original URL path: http://mikengreg.com/blog/2010/10/2-months-of-solipskier-app-store-sales/?replytocom=270 (2016-04-24)
    Open archived version from archive

  • 2 Months of Solipskier App Store Sales | Mikengreg Blog
    the hype buzz that we did We hide our in progress games in plain sight under a secret URL so we can just toss it around whenever we want It s common practice The important thing there though is that it s Flash and everyone has Flash and so there are pretty much no barriers to entry for playing the game If we were making a game that required install dlls and etc then it d be pretty hard for people to try our game out This is essentially what happened when our game found its way over to someone at Apple and was played and praised in a really short amount of time Make it easy to get your game into people s hands and don t make them jump through hoops 2 Also getting featured is sort of a lucky thing But I think it s also a factor of reaching and exceeding a baseline of quality that Apple is looking for If you make a good enough game polish is very much a part of this then your chances are greatly increased 3 Twitter facebook integration really skyrocketed on launch We have a fair amount of followers on twitter mike and i personally as well so when we launched we simply tweeted a couple times and that was it The rest took care of itself Kongregate put us up on hot new games and our twitter facebook stuff was through the roof Upwards of 20 tweets an hour or something about solipskier Maybe more 4 All of our press buzz and etc was completely independent of anything we pursued There are a couple funny stories here but basically none of the avenues we explored to get press actually amounted to anything the press followed the buzz of the players app store and flash game Social media haha I do have some general philosophies on social media The first of those being that i hate the phrase social media As for general advice and anything further that sounds like material for a new post greg Reply richtaur October 26 2010 at 5 51 PM Wow good stuff thanks for sharing This kind of transparency really helps aspiring indie devs like us Reply Marcus October 27 2010 at 7 59 PM Big congrats inspiring stuff but uh in a way a bit depressing too I don t want to do iPhone games but I feel like I m stupid if I m not even attempting to We re discussing this post at my discussion board come by if you like Reply Mikengreg October 28 2010 at 2 45 PM Hey marcus Hmm I understand what you mean but Solipskier presented itself as a near perfect translation to a touch screen device We were pressured nearly constantly to get into the iPhone market but we knew that wouldn t be smart if we didn t have something that actually warranted it I think it s easy to look at successes

    Original URL path: http://mikengreg.com/blog/2010/10/2-months-of-solipskier-app-store-sales/?replytocom=386 (2016-04-24)
    Open archived version from archive

  • 2 Months of Solipskier App Store Sales | Mikengreg Blog
    the hype buzz that we did We hide our in progress games in plain sight under a secret URL so we can just toss it around whenever we want It s common practice The important thing there though is that it s Flash and everyone has Flash and so there are pretty much no barriers to entry for playing the game If we were making a game that required install dlls and etc then it d be pretty hard for people to try our game out This is essentially what happened when our game found its way over to someone at Apple and was played and praised in a really short amount of time Make it easy to get your game into people s hands and don t make them jump through hoops 2 Also getting featured is sort of a lucky thing But I think it s also a factor of reaching and exceeding a baseline of quality that Apple is looking for If you make a good enough game polish is very much a part of this then your chances are greatly increased 3 Twitter facebook integration really skyrocketed on launch We have a fair amount of followers on twitter mike and i personally as well so when we launched we simply tweeted a couple times and that was it The rest took care of itself Kongregate put us up on hot new games and our twitter facebook stuff was through the roof Upwards of 20 tweets an hour or something about solipskier Maybe more 4 All of our press buzz and etc was completely independent of anything we pursued There are a couple funny stories here but basically none of the avenues we explored to get press actually amounted to anything the press followed the buzz of the players app store and flash game Social media haha I do have some general philosophies on social media The first of those being that i hate the phrase social media As for general advice and anything further that sounds like material for a new post greg Reply richtaur October 26 2010 at 5 51 PM Wow good stuff thanks for sharing This kind of transparency really helps aspiring indie devs like us Reply Marcus October 27 2010 at 7 59 PM Big congrats inspiring stuff but uh in a way a bit depressing too I don t want to do iPhone games but I feel like I m stupid if I m not even attempting to We re discussing this post at my discussion board come by if you like Reply Mikengreg October 28 2010 at 2 45 PM Hey marcus Hmm I understand what you mean but Solipskier presented itself as a near perfect translation to a touch screen device We were pressured nearly constantly to get into the iPhone market but we knew that wouldn t be smart if we didn t have something that actually warranted it I think it s easy to look at successes

    Original URL path: http://mikengreg.com/blog/2010/10/2-months-of-solipskier-app-store-sales/?replytocom=1064 (2016-04-24)
    Open archived version from archive

  • 2 Months of Solipskier App Store Sales | Mikengreg Blog
    the hype buzz that we did We hide our in progress games in plain sight under a secret URL so we can just toss it around whenever we want It s common practice The important thing there though is that it s Flash and everyone has Flash and so there are pretty much no barriers to entry for playing the game If we were making a game that required install dlls and etc then it d be pretty hard for people to try our game out This is essentially what happened when our game found its way over to someone at Apple and was played and praised in a really short amount of time Make it easy to get your game into people s hands and don t make them jump through hoops 2 Also getting featured is sort of a lucky thing But I think it s also a factor of reaching and exceeding a baseline of quality that Apple is looking for If you make a good enough game polish is very much a part of this then your chances are greatly increased 3 Twitter facebook integration really skyrocketed on launch We have a fair amount of followers on twitter mike and i personally as well so when we launched we simply tweeted a couple times and that was it The rest took care of itself Kongregate put us up on hot new games and our twitter facebook stuff was through the roof Upwards of 20 tweets an hour or something about solipskier Maybe more 4 All of our press buzz and etc was completely independent of anything we pursued There are a couple funny stories here but basically none of the avenues we explored to get press actually amounted to anything the press followed the buzz of the players app store and flash game Social media haha I do have some general philosophies on social media The first of those being that i hate the phrase social media As for general advice and anything further that sounds like material for a new post greg Reply richtaur October 26 2010 at 5 51 PM Wow good stuff thanks for sharing This kind of transparency really helps aspiring indie devs like us Reply Marcus October 27 2010 at 7 59 PM Big congrats inspiring stuff but uh in a way a bit depressing too I don t want to do iPhone games but I feel like I m stupid if I m not even attempting to We re discussing this post at my discussion board come by if you like Reply Mikengreg October 28 2010 at 2 45 PM Hey marcus Hmm I understand what you mean but Solipskier presented itself as a near perfect translation to a touch screen device We were pressured nearly constantly to get into the iPhone market but we knew that wouldn t be smart if we didn t have something that actually warranted it I think it s easy to look at successes

    Original URL path: http://mikengreg.com/blog/2010/10/2-months-of-solipskier-app-store-sales/?replytocom=1454 (2016-04-24)
    Open archived version from archive

  • 2 Months of Solipskier App Store Sales | Mikengreg Blog
    hype buzz that we did We hide our in progress games in plain sight under a secret URL so we can just toss it around whenever we want It s common practice The important thing there though is that it s Flash and everyone has Flash and so there are pretty much no barriers to entry for playing the game If we were making a game that required install dlls and etc then it d be pretty hard for people to try our game out This is essentially what happened when our game found its way over to someone at Apple and was played and praised in a really short amount of time Make it easy to get your game into people s hands and don t make them jump through hoops 2 Also getting featured is sort of a lucky thing But I think it s also a factor of reaching and exceeding a baseline of quality that Apple is looking for If you make a good enough game polish is very much a part of this then your chances are greatly increased 3 Twitter facebook integration really skyrocketed on launch We have a fair amount of followers on twitter mike and i personally as well so when we launched we simply tweeted a couple times and that was it The rest took care of itself Kongregate put us up on hot new games and our twitter facebook stuff was through the roof Upwards of 20 tweets an hour or something about solipskier Maybe more 4 All of our press buzz and etc was completely independent of anything we pursued There are a couple funny stories here but basically none of the avenues we explored to get press actually amounted to anything the press followed the buzz of the players app store and flash game Social media haha I do have some general philosophies on social media The first of those being that i hate the phrase social media As for general advice and anything further that sounds like material for a new post greg Reply richtaur October 26 2010 at 5 51 PM Wow good stuff thanks for sharing This kind of transparency really helps aspiring indie devs like us Reply Marcus October 27 2010 at 7 59 PM Big congrats inspiring stuff but uh in a way a bit depressing too I don t want to do iPhone games but I feel like I m stupid if I m not even attempting to We re discussing this post at my discussion board come by if you like Reply Mikengreg October 28 2010 at 2 45 PM Hey marcus Hmm I understand what you mean but Solipskier presented itself as a near perfect translation to a touch screen device We were pressured nearly constantly to get into the iPhone market but we knew that wouldn t be smart if we didn t have something that actually warranted it I think it s easy to look at successes like

    Original URL path: http://mikengreg.com/blog/2010/10/2-months-of-solipskier-app-store-sales/?replytocom=2750 (2016-04-24)
    Open archived version from archive

  • Solipskier Robots Report 1st Month’s Findings | Mikengreg Blog
    family Click the image for a larger full sized version 5 Responses to Solipskier Robots Report 1st Month s Findings Ted October 4 2010 at 1 12 AM I LOVE this sexy piece of info Reply Evan Balster October 4 2010 at 2 02 AM Well done Monseigneur Mikengreg Reply Nate October 4 2010 at 2 50 PM Thanks for the info guys Well presented and most helpful Love your

    Original URL path: http://mikengreg.com/blog/2010/10/solipskier-robots-report-1st-months-findings/?replytocom=66 (2016-04-24)
    Open archived version from archive

  • Solipskier Robots Report 1st Month’s Findings | Mikengreg Blog
    family Click the image for a larger full sized version 5 Responses to Solipskier Robots Report 1st Month s Findings Ted October 4 2010 at 1 12 AM I LOVE this sexy piece of info Reply Evan Balster October 4 2010 at 2 02 AM Well done Monseigneur Mikengreg Reply Nate October 4 2010 at 2 50 PM Thanks for the info guys Well presented and most helpful Love your

    Original URL path: http://mikengreg.com/blog/2010/10/solipskier-robots-report-1st-months-findings/?replytocom=67 (2016-04-24)
    Open archived version from archive



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