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Doing things differently after "Swift" « Phanatix Interactive
http://www.phanatixinteractive.com/2015/03/doing-things-differently-after-swift
Doing things differently after “Swift”. Doing things differently after “Swift”. As promised, here is a follow up to the postmortem on Swift. To talk about what I’m doing differently now that my first game is done and over with. As previously mentioned, I learned a lot– enough to warrant a whole separate article on the subject. Use the right tools. I used to think that saving every penny possible was the best approach. I’m poor, why would I want to spend money on something I could build myself? First and ...
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Andrea Borchardt « Independent Game Developer
http://www.phanatixinteractive.com/author/sefinova
Http:/ www.InspireRealm.com. Posts by Andrea Borchardt:. June 29, 2016 - Blog. Looking back on development in 2015. March 22, 2016 - Blog. Progress on the hometown level. January 12, 2016 - Blog. Introduction to the Prologue characters. October 21, 2015 - Blog. Updating the art: a glimpse at the new look. August 3, 2015 - Blog. Introduction to the next game: it’s a JRPG! June 22, 2015 - Blog. Analytics data from “Swift”. April 17, 2015 - Blog. Doing things differently after “Swift”. March 5, 2015 - Blog.
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Analytics data from "Swift" « Phanatix Interactive
http://www.phanatixinteractive.com/2015/04/analytics-data-from-swift
Analytics data from “Swift”. Analytics data from “Swift”. Tracking data from games is common practice these days. It really helps developers glean insights into how their games are being played after being released into the wild. This is especially helpful if you’re a small studio (like me), and don’t have the resources for a dedicated testing department. This article shares some of the data that Swift. I’ll be focusing mostly on the Google Play paid app, since I have the most data on that version. Of th...
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About the Company « Phanatix Interactive
http://www.phanatixinteractive.com/about
Andrea Borchardt – Independent Game Developer. Being a one gal video game making machine, Andrea is the sole full-time member of Phanatix Interactive. She designed and programmed Phanatix Interactive’s first game Swift. Which was released for Android and iOS platforms. She is currently hard at work on a second game which hasn’t been announced yet. Jennifer Hoffman – Artist and Web Developer. Jennifer was responsible for Swift’s. Jennifer’s primary interest is 3d animation and rigging. Who proofreads Phan...
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Indie Games Blog « Phanatix Interactive
http://www.phanatixinteractive.com/blog
On June 29, 2016. I mentioned I was working on the hometown level’s interiors in the last article. This post will be showing more of that. I figured now would be a good time to reveal what things look like on the backend, and why I’m still sticking to placeholder scribble […]. Looking back on development in 2015. On March 22, 2016. Progress on the hometown level. On January 12, 2016. Introduction to the Prologue characters. On October 21, 2015. In the last update, we looked at Serena’s in-game spri...
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Donations « Phanatix Interactive
http://www.phanatixinteractive.com/about/donations
The old way to fund a game. Being indie isn’t easy. Why donate to us? This is the part where you come in! What is donation money used for? Your generous donations will be used for paying expenses directly related to keeping our business up and running, such as:. Web hosting and development services. Devices for quality assurance and compatibility testing. Want to keep track of our progress? We’re excited that you want to know more about what we’re working on! Are there other ways to help? Progress on the...
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Indie Games News « Phanatix Interactive
http://www.phanatixinteractive.com/news
No entries were found under the. Category either because they were not published or this category has been excluded from the Blog section. Want to support an indie start-up? You can help keep our business running smoothly by donating today! For details on how we use donations. Looking back on development in 2015. Progress on the hometown level. Introduction to the Prologue characters. Updating the art: a glimpse at the new look. Looking back on development in 2015. Progress on the hometown level.
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Swift for mobile devices - press kit « Phanatix Interactive
http://www.phanatixinteractive.com/swift-press-kit
Swift for mobile devices – press kit. Swift for mobile devices – press kit. Google Play (paid): November 30, 2012. Google Play (free): September 23, 2013. Amazon Appstore (paid): October 11, 2013. ITunes App Store (paid): November 22, 2013. Google Play: US $1.99. Amazon: US $1.99. ITunes App Store: US$0.99. Use stylistic weapons to shoot down enemies. Creatively strike down a variety of whimsical opponents. Earn special power-ups for unique combo attacks. Endless side scrolling arcade action. Game graphi...
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Postmortem: Things learned from making the game "Swift" « Phanatix Interactive
http://www.phanatixinteractive.com/2015/01/postmortem-things-learned-from-making-the-game-swift
Postmortem: Things learned from making the game “Swift”. Postmortem: Things learned from making the game “Swift”. My first attempt at independent game development,. And iOS, has been out for awhile, so I figured it was a good time to write up a postmortem on the subject. But before that, I should probably apologize for my extremely long absence. I launched. On the iTunes App Store. The things that went wrong with. The most noticeable thing to go horribly wrong over the course of. Development was my faili...
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