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The Making of Mach Block

Posted on by Jeff

Getting a finished game into the App Store took at least four times as long as I originally anticipated. When I first planned to write iPhone apps, I felt a twinge of regret that if only I had started right when the App Store launched (or even in the beta program that started a few months prior to launch) in 2008, I could have easily released an app and made a fortune on the early sales rush. As my first game, Mach Block, approached completion, any and all such regret evaporated, as I saw just how much work and polish must have gone into the early winners in the App Store—many of these created by experienced game developers. As somebody writing my first game, I would have never stood a chance to get an app out in time to make an early splash.

Approaching the project as a developer (and not an artist, composer, or marketer), I naturally focused most of my brainstorming and planning attention on developing the core gameplay engine for my game idea—and thinking that once I had developed that, then “all” I had to do was create some “simple” graphics, sound effects, menus, help, and release it! In reality, the core gameplay engine was only a portion of the code (less than half)—and writing the code was only a small portion of the entire project.

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Mach Block Is Available in the App Store

Posted on by Jeff

Our first game is now available in the App Store! Learn more and watch the video on the Games page.

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Announcing Mach Block

Posted on by Jeff

Our first game has finished development and we’re looking forward to its launch! Coming soon to the App Store for iPhone, iPad, and iPod touch. Mach Block features fifty levels of arcade-style action with a light puzzle twist. For screen … Continue reading

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