I spent most of my free time the last 1.5 years to make this 4-player iPad game together with my brother (developer) and two cousins (graphics).
Considering that it was our first Swift and SpriteKit project (my dayjob is programming business applications in Java), I am pretty proud of the outcome. It even got some reviews (one with a 92% rating!).
The only problem is, we completely underestimated how hard it is these days to get downloads for an old-fashioned "pay once for the whole thing" game. Currently we are in the process of converting it to a free to play model, hoping that more people try it. Wish us luck!
I hope you have a lot of fun with it and I'm curiuos of your feedback!
As a customer I very much prefer the pay once model, too, but we really seem to be a minority these days.
We sold about 45 copies of the game so far in almost half a year, but when we made it free for a weekend we immediately got 200 downloads without even advertising.
So let's see what happens with free2play. We are going to make all levels but the first one an in-app purchase and maybe a few characters. There will be no consumable IAPs because I hate them with a passion.
All previous buyers are going to keep the full game btw. Apple makes it surprisingly difficult to implement that, but anything else would just not be right.
I spent most of my free time the last 1.5 years to make this 4-player iPad game together with my brother (developer) and two cousins (graphics).
Considering that it was our first Swift and SpriteKit project (my dayjob is programming business applications in Java), I am pretty proud of the outcome. It even got some reviews (one with a 92% rating!).
The only problem is, we completely underestimated how hard it is these days to get downloads for an old-fashioned "pay once for the whole thing" game. Currently we are in the process of converting it to a free to play model, hoping that more people try it. Wish us luck!