All 70 posts
- I hired a CEO
11 December 2016 - Lines FRVR
29 September 2016 - Kung Fu and GameDev - Introducing the first FRVR Apprentice
25 September 2016 - Hex FRVR 3.0.0 is finally live
17 September 2016 - Update on FRVR Apprentice program.
5 September 2016 - The FRVR Apprentice Program
19 July 2016 - 100 Million Solitaire FRVR games completed.
3 July 2016 - Hobby Startup KPI Update #9
1 July 2016 - Mahjong FRVR
30 June 2016 - Hi Chris, Thanks for the interesting post on which tools your use. Have you considered open sourcing or selling licenses to your XS5 Game Engine? And what were the critical features that made building your own game engine worthwhile it terms of production time, when there are already many established commercial html5 engines out there? Cheers, Frederik
8 January 2016 - Redefining goals for 2016
8 January 2016 - Your latest post is super interesting. Lots of devs share their tools. So this is always a winner. But I'm still waiting on a groundbreaking article named: "How I Distribute My Games To Make Lots Of Mula!" ^^ Come on Chris, be a pioneer, think about the Bro Code. I'll help you out: "The bond between two brogrames is stronger than the bond between a brogrammer and a random guy because, on average, brogramers are not random. That’s just science."
31 December 2015 - The tools I use
30 December 2015 - Hi Chris, I am software developer too, and I plan travelling the world while developing. I wonder how yours is going, how can i follow your travelling on the internet.
22 December 2015 - Hey man,while it's indescribable interesting to follow you up on your KPI updates it would make you a real pioneer if you would talk about HOW you promote your games in detail to make such a revenue. Don't get me wrong. I really like your games. I like the design and the decisions you made while youe games evolves. But as you mentioned earlier, you have the plan because monetizing games were part of your everyday job. Ordinary indie devs don't have that knowledge. Would be cool if you share.
22 December 2015 - Attack of the clones
11 November 2015 - Hobby Startup KPI Update #8
9 November 2015 - I travel the world while successfully working on indie games about 3 days a week, AMA! • /r/IAmA
5 November 2015 - Hex 2.0.0
5 November 2015 - Replacing Cordova
26 October 2015 - 20 Days of Hex FRVR distribution
25 October 2015 - Today at the dinner table my dad actually showed me Hex FRVR, not knowing I already knew about it and was in fact playing it at that moment. Just thought you'd like to know that little anecdote
13 October 2015 - Sneak peak of how the distribution of Hex FRVR is going..
12 October 2015 - Ready to distribute Hex FRVR
4 October 2015 - Hex in App Stores
17 September 2015 - According to Parse, I still have the Hex FRVR highscore with 39.230, among the p
1 September 2015 - Game Jam - Ludum Dare #33
25 August 2015 - My office in a backpack
20 August 2015 - The hex game is fun even though luck plays an important factor (getting the smallest block often really helps). However, the most successful games like candy crush are luck based so I don't think it's really a problem. Also the web version of the game freezes sometimes for 1 or 2 seconds in chrome.
14 August 2015 - Hex FRVR
13 August 2015 - 10 Million+ games played!
11 August 2015 - Working while traveling part 2
5 August 2015 - My favorite kind of support ticket :)
2 August 2015 - There seems to be a problem with your iOS version. I have iOS 8.4, and the ads seem to break the game quite frequently. When you cancel out of most ads, the game freezes and usually you can't place anything. You have to exit the game and enter back in, and even then sometimes it is still frozen. You have to exit and enter the game until it works, which is quite annoying.
27 July 2015 - Working while traveling
26 July 2015 - Hobby Startup KPI Update #7
24 July 2015 - What do you think about leaderboards? Perhaps something to do with how many cards you have to draw to win the game, or how fast you win each day? Or you could simply have leaderboards of how many games you've won. This would add incentives for returning to play the game much more, which the current version seems to have a lack of.
13 July 2015 - And for my next trick I’ll be unemployed!
10 July 2015 - Yay! 10k Likes on the Solitaire FRVR Facebook Group
10 June 2015 - indievideogames:
6 June 2015 - Solitaire FRVR just went live in the iOS App Store making the right column
5 June 2015 - Solitaire FRVR Analytics #3 - A line in the sand
27 May 2015 - Hobby Startup KPI Update #6
26 May 2015 - Regular
13 May 2015 - Yay, version 3.1.0 of Solitaire FRVR solved the playability issues I introduced
13 May 2015 - Solitaire FRVR 3.0.0
11 May 2015 - Hiya Chris! When is Solitaire FRVR coming out for iPad? -AK712
20 April 2015 - A million games played!
16 April 2015 - Experimenting with user acquisition part #1
15 April 2015 - Hobby Startup KPI Update #5
14 April 2015 - Pride, Ignorance and Lag of focus
23 March 2015 - Google Play & Chrome Web Store
19 March 2015 - Solitaire FRVR Analytics #2 - Small steps towards greatness.
14 March 2015 - Hobby Startup KPI Update #4
13 March 2015 - Finally ready for App Stores
12 March 2015 - Moving towards mobile MVP
18 February 2015 - Solitaire FRVR 2.0
21 January 2015 - Manning up and taking my own advice
13 January 2015 - Solitaire FRVR Analytics #1 - The good, the bad, and the really ugly.
15 September 2014 - Hobby Startup KPI Update #3
5 September 2014 - Solitaire FRVR
1 September 2014 - Creating a Minimum Viable Product
27 August 2014 - FRVR - My new game company
25 August 2014 - On building a strong brand
18 August 2014 - Hobby Startup KPI Update #2
17 August 2014 - With Casual Connect starting tomorrow, my real job is currently spilling over in
14 August 2014 - Back of the napkin revenue numbers
14 August 2014 - Setting the stage - Baseline Key Performance Indicators
14 August 2014 - The $200 work hour
14 August 2014 - Let's make a hobby startup!
14 August 2014