Great news everyone! Dare the Monkey is now available on the Apple App Store for iPhone, iPad, Apple Watch, and Apple TV.
Good news! That’s Dare the Monkey up and running on the iPhone X. Yay! It’s taken a little longer than expected but I’m delighted with how it looks on the X’s stunning screen. The wider screen gives a much more immersive experience.
I took Dare the Monkey on the road last year, visiting many expos across the country and getting valuable user feedback. I noticed that the better players were counting the number of lives they’d lost trying to clear all the levels in each game world. It was all about bragging rights for them as they […]
Way back when I started working on Dare the Monkey my intention was to make a game with nine increasingly difficult levels and that was it. However, about a year and a half into the project I started to think about ways to keep the player interested for longer and from that the Coin Dash […]
I talked the other day about increasing retention and session times with the aim of generating as much ad revenue as possible. One thing I didn’t mention however was that I’m also planning to reduce the frequency of ads I actually serve to the user. But wait a minute, wouldn’t that actually generate me less […]
I mentioned in my previous post that I wanted to extend the overall time someone will play Dare the Monkey for. But why is this important you may ask? Read on to find out.
Recently I covered my thoughts on self-publishing vs. getting a publishing deal. Today I’m going to spend a bit more time covering some more benefits of working with a publisher.
With Dare the Monkey fast approaching completion I find myself with a dilemma that many indies no doubt have: should I self-publish or seek a publisher?
Dare the Monkey is a huge undertaking and sometimes I need to find different solutions to problems depending on how much time I have available for a particular task.
More often than not there’s very little financial reward from developing an indie game. The market is so saturated that even a top quality product isn’t always guaranteed to make much money. For this reason I’d recommend that all indie developers run their projects like a real business even if it’s just something you’re doing […]