Why Bother Making Games, Part 3

The story of Dapple is long from dead.  I’m not going to beat a dead horse with my own opinions about things in this post about the past.  It’s the past and it’s there still in the archives if you want to look for it.  After my last bit about it, I felt the need to contact Owen directly by e-mail to clarify my own position on matters and let him know I wasn’t harboring some kind of frothing-at-the-mouth negative vibes to see him fail.

We had a nice, brief exchange that ended with me offering him a beer if he’s ever in my neck of the woods.  Anybody that has the cajones to do what he did and take the kind of heat he did shows a strong determination to never give up.  And that’s what somebody needs more than anything to survive in any industry.

At any rate, this is turning out to be a fascinating study on the inner business workings and finances of making a game for a specific platform.  More on that in a later post.

With the lens of time looking over at Owen’s honest posts about his numbers, his game is seeing some moderate success now in the AppStore.  Certainly some of the attention he garnered from his previous posts about his game’s sales, coupled with a few high-profile reviews online helped to boost sales.

However, this placement is only localized to Canada.  In looking at the AppStore for the U.S., Dapple hasn’t reached into the Top 10 Games section as of this moment.  That’s not to say he’ll get there in this market soon.  Why not take a look at it, rate it and give it a review if you have an iPhone and live in the U.S.?

Owen’s also released Dapple Lite, a free demo version of his game for people, which undoubtedly will help those on the fence about the full version.  The 40% temporary markdown in price for the full version might do well for it also.

So give it a look and support an indie game developer!

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