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Actually here's the google translate result. At first glance looks like a solid translation:

Well, there's always a small chance, but we'll see. The problem with PC > Mobile is this:
A) The interface. Text and buttons need to be large enough to actually use the game. I learned that from my previous game, Nowhere Prophet, and intentionally made the interface a bit chunkier—also so it's still easily readable on TVs or the small Switch screen (if I manage to do a console port...). Touch input also has to work, of course, and even though I've already thought about that, there are always unforeseen issues when you implement it. We'll see how well it works.
B) The mobile market is screwed. Nobody wants to spend money; everything has to be free and free-to-play. I'm not really keen on turning it into a free-to-play game. The other alternative is to make a free demo with a paywall. It's doable, but it's also a significant amount of work because you suddenly have to integrate the different payment systems of the app stores. This also comes with various conditions…
C) The app stores are a real pain, and testing on different devices isn't easy either. Since I'm just one person and don't have a QA team, it's not that simple.
What I'm trying to say is: It would be awesome, because I think the game would play great on tablets. But it's not a priority for me. I'd rather develop console versions, and that's a challenge in itself…