Well it’s now been a year since the original Cally’s Caves was released, and sixteen months since we set out on this journey to make games. Thank you to every one of the 20,000 people that downloaded and played our little free game! If you’ve never checked it out, we have lots of dev logs on our experience making the game, and you can download Cally’s Caves here for free. Here’s to many more Cally-versaries!
Well, it has now been about 75 days since we released Cally’s Caves 2, and we figured it was about time to write an article about our experience since the game came out. If you missed it, we got an awesome PlayPressers Trailer, and some attention from some media. It was all wonderful, but this article is about the stats so let’s just get right into it.
We currently have 131,000 free downloads after two and a half months. It was way more than we expected to get, and our team feels incredibly lucky to have reached that many people. To many game developers, 131,000 is nothing, especially considering that Cally’s Caves 2 is free game. To us, however, it has far exceeded our highest hopes. When we first started working on Cally 2, we set a lofty goal of getting a hundred thousand downloads to try and grow our name and build an audience. It was the kind of goal you set because you know it’s so high you’ll never hit it, but the act of aiming for it will make your product better in the end. The fact that we actually reached and exceeded it is a dream come true. Continue reading
Recently, a guy by the name of Tyler Williams contacted us about doing a fan trailer for Cally’s Caves 2. Tyler is the creator of PlayPressers.com, a trailer-making service for aspiring game developers. Needless to say, we were totally blown away by Tyler’s trailer (it was much better than the official trailer we made for Cally’s Caves 2). Check out the trailer below, and be sure to check out PlayPressers.com to see more of Tyler’s amazing work!
Wow, we didn’t ever think this could happen to a couple dudes who make games in their bedroom offices. We got a 4/5 star review from Toucharcade.com, the biggest mobile gaming site in the world! We are feeling pretty lucky right now, you can read the review here: Toucharcade Review
So our game has been available for 9 days now, and things are going pretty well. We thought we’d post a bunch of links to the various videos and articles that have popped up since release (and hopefully we will do a blog post on how we approached marketing shortly).
We got talked about on the Toucharcade Podcast.
And mentioned in their weekly release article:
We got talked about on Neogaf 😀
And an awesome review from Appadvice!
Here is a sweet review from SentralGamer.
Well, it’s been a pretty crazy week, ending up with Cally’s Caves 2 being talked about on our favorite podcast. It’s pretty surreal to tune into something we listen to every week, only to hear our game talked about!
Here is the link to the Toucharcade article, where you will find the links for whatever you use to listen to podcasts!
Cally’s Caves 2 is OUT NOW!
Hey everyone, you can download Cally’s Caves 2 for free now 🙂 Enjoy!! Let us know what you think.
With the impending release of Cally’s Caves 2 tonight, here’s a few free promo codes for early access! First come first serve (if you read this). Redeem on the Appstore!
Well, we’ve been approved by Apple, and the game is finally about to launch. Our release date is next Tuesday, July 1st, and the game will be available completely free. Here are some gifs to celebrate!
Sorry about the lack of posts lately. We have finally submitted Cally’s Caves 2 to Apple for review, so we are going to try and get back to posting regularly!
Testing a game on an iOS device seems like it should be a simple process, but we learned the hard way that minor details can complicate things at any time. In this dev diary, we will outline the steps of our testing process using Gamemaker: Studio, in the hopes that it may help some people overcome the same complications that we faced. This entry will be a bit technical and specific.
Note: We are using Gamemaker: Studio version 1.3.1344, and you will need access to a Mac.
1) Get your code ready for mobile.
We were developing a game that uses touch controls, but convenience necessitated being able to test on PC as well. This led to us having 2 control methods, and needing to switch between them. When we needed to export an .ipa file (the file type for iOS applications), we would need to disable the pc controls. We also based our resolution coding for iOS based off of the “display_get_size()” function, but when testing on windows we would use “window_get_size()” for everything to work properly. So, before you export your .ipa file, make sure you have everything ready for the mobile version. Continue reading