Testing on the iPhone!
I have gotten the first couple of updates from the team and am now testing the application on my iPhone. It is really cool to have it up and running so I can begin to see the project taking shape. It feels like progress is slow until I get the new updates and then it looks like only a matter of weeks. A few bugs with the movement and firing but all in all a great start!
Even with this basic buggy simplified version I find myself wanting to pick it up and play it. Either I am obsessed with the idea or it does have some interesting game play already. I have started to fiddle with the tank, turret and missile speeds amongst other variables and am hoping that upon testing I will just know the ideal setting for optimal game play once I see it.
I am also getting some of the first graphic renderings back and they look great, the team is really good at taking guidance. The temptation is to try to squeeze in more features and components but I do not want to: A) go outside of what was agreed and B) delay the project by even one day. Although my game has not been created in the short history of iPhone app development I am still worried that it will be done in the next 4 weeks.
iShoot continues to be number 1 and it is really making me want to get our application out, for some reason I feel that if we could launch the game with them as no. 1 then it could help us. I know it is not that easy to even get near the top 100, but how do you explain that a pretty simple game (no discredit to Ethan Nicholas) stay no. 1 for 3+ weeks selling at a $2.99 price point?
Update: After having played iShoot I can definitely see the addictive elements like big explosions, nice sound, being able to purchase items and unpredictability of the game terrain. Thinking about how to incorporate some of these elements into iCombat. I also think the price point was a very smart move by Ethan Nicholas as it was not too low nor too high which kept everyone who had bought the game ecstatic that they had finally purchased a game they felt was worth it. I still haven’t felt good about a single $10+ app I have purchased nor have I really been overwhelmed by what $0.99 gets you. What do you think was the element that kept iShoot number 1 for so long?
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Thanks for the support and I agree with what you said in your post about partnering up: if you have programming skills you should set the bar pretty high for partnering with an entrepreneur. I think it is fair for the entrepreneur (if not coding) to do all of the grunt work around marketing, have a very clear idea of the application and its specs, and also have the money to contribute aside from just sweat equity. There are too many people out there who have an idea, want to see it done, but don’t want to actually sit down and fully think it out or market it.
Awesome blog – I have wondered what it would be like to go through the whole outsourcing thing. And I hope to do so in the future. Also, I just referenced this blog in a post on a blog of mine here if you want to check it out:
http://howtomakeiphoneapps.com/2009/02/dude-i-outsourced-my-iphone-app/