So over a months has passed since I released Helium Boy and I still haven't gotten started on my next game and the sales are really awful. The brief upswing I mentioned in my last post didn't last long and now it's down to just a couple of units per day. I tried having a free weekend last week and got over 50 000 downloads. It only lead to a dozen or so extra sales the day after though, and people also discovered a rather serious bug that meant it would not run on iPad for some people so I got a bunch of negative reviews. Unfourtunately I have no way of really testing the bug as everyone I know with an iPad are able to run it just fine. I've also just gotten the game to be featured in the Xperia Play Recommender which was a longer process than I had expected and I'm not sure if it will pay off. Haven't noticed any effect at all yet.
I've been meaning to make a Lite version for iOS but I just can't decide the right balance of content between the Lite and the full version; having two few levels in it will probably seem cheap, but having too many means that there's not that much extra to put in the full version, which will make it seem like a ripoff, and there's also good chance people won't finish the levels in the Lite version and won't ever need to get the Full one. Maybe I should just put everything in the Lite version and have Ads be the only difference, though I'm really not sure how effective that would be.
Apart from worrying about sales and bugs I've been trying to enjoy some time off. I've played through Catherine and put over 70 hours into Xenoblade Chronicles; might post some opinions about them sometime later. But it's really about time to get started on something new now. Don't feel very motivated though and not really keen on either of the projects I've started on right now, but I guess starting another one wouldn't be a very good idea either.