Saturday, February 18, 2017

Facebook Photo Gallery on CodeCanyon

They accepted my Facebook Photo Gallery on CodeCanyon! I'm really proud of my work. So far, it only has a couple of sales, but it's been less than a week since it got published, so I still have high hopes for the future.

After they'd rejected my first submission, saying that my documentation was a little lacking, I added a Quick Start Guide along with some screenshots. Apparently, it was enough to get through the second round of reviews. You can read my thread on the Envato forum to get more helpful tips from other people who got their submissions rejected:

So, what does my app do? It lets you transform Facebook albums into a beautiful photo gallery. Just pick a Facebook page (it can be your own profile) and the albums you want to show in the app (you can filter them by name, id or date). Photos will get synchronized with the app and they will continue to stay up to date, displaying a notification whenever new ones appear.

As to the technical details, the app uses some pretty slick stuff like SyncAdapters, Material Design, Immersive ModeFacebook Audience Network ads, Facebook Graph APIRxJava 2, Moshi, Glide, JUnit 4, Mockito. It might be worth buying just for the sake of learning how to use some of those libraries.

Here are some promotional images, if you're lazy enough not to go to CodeCanyon to actually see my app there:

If you feel like giving me feedback on the app or just leaving a comment on CodeCanyon, please do. I'll keep you posted on how the sales go. Keep your fingers crossed :)

Tuesday, February 7, 2017

Envato Market: The documentation is a little lacking

The title phrase will haunt me for a long time. And here's why...

I managed to finish my Facebook Photo Gallery app that I wanted to publish on CodeCanyon. It took me a bit more time than expected, but still I was quite proud of it. However, it turned out that they required you to upload numerous resources along with your code: a thumbnail, an inline preview image, screenshots in specific dimensions, promotional materials, documentation, etc. Slightly discouraged that my work was not yet complete, I set out to prepare the missing artifacts. They weren't easy to produce, because I'm not a professional designer nor copywriter, but eventually I was able to achieve results that satisfied me. I gathered the code and all the new materials, and I finally hit the upload button.

Happy to see my app in the store, I was disappointed that it wasn't there immediately. I had to wait - I thought, and so I did. A day passed, then a second one, and a third one. On the fourth day I got the following email:

You're nearly there!

Hi Bartosz Wesolowski,

Thanks for your submission.

‘Facebook Photo Gallery’ isn’t quite ready for CodeCanyon. But don’t fret, we’d love to see you resubmit after making the changes outlined by the reviewer below. When you’re ready, you can upload your changes here.

Here is the comment from your Envato Quality team reviewer:

The documentation is a little lacking.

Most importantly, remember that buyers may not be technically inclined. They may just be looking for an item to drop into their existing code base. Also keep in mind that a typical user won't really know about all the features your system brings to the table. With them in mind, you should also look into providing a quick start guide of some sort. It need not be long: a short one will do.

You can use a premade template or the Documenter tool for your documentation, both linked below:

We look forward to reviewing your submission once you’ve made the changes!

Envato Market Team

Still have questions? Check out our Help Center.

P.S. The team have invested considerable time in reviewing and providing feedback on your submission. If we feel that you have not invested enough time in making the required changes before re-submitting, this may be considered misuse of the review process. Where continued misuse of the review process is identified, your submission rights may be restricted or suspended.

My first thought was that it was nothing serious and that I would fix my documentation quickly and re-submit. But wait, what was there to fix? They actually didn't say it! To make things worse, after browsing Envato Forums I found out that the message I got was just a generic template they were sending to many people.

Out of my frustration, I created my own thread on the forum and I filed a ticket to Envato Market Help. In return, I got some help from my thread (but not much), and the following response from Envato Market Help:

Hi Bartosz,

Thank you for contacting Envato Help, my name's Katherine and I am more than glad to assist you today.

Rejection could happen to all of us and no one really likes it when one of the created files gets rejected on the Marketplaces. I hope that you won't be discouraged.

Given the sharp rise in submissions of all quality levels, staff can no longer afford to take longer to elaborate reasons and deploy custom messages for hard rejecting submissions where several or important aspects of a composition, arrangement and/or production are deemed insufficient for acceptance.

The reviewers have thousands of submissions to listen to. The reality is that our marketplaces are stocks and we are not yet able to afford to provide tutorial services for authors, so it’s simply not practical for business purposes to allot significant additional time to explain to thousands of individuals how to specifically improve the composition, arrangement, mixing or mastering for an item that misses the mark by too wide a margin. My apologies.

You may also want to read the following public Help articles:
Rejected Items
Common Rejection Reasons for Envato Market

Please let me know if you need further assistance.

Warm regards,

Katherine S.

Right now, I honestly don't know what to do. I answered all threads on the forum related to the lacking documentation, asking for help. Some people claim there that sometimes it's enough to re-submit without any changes or after reordering some fragments. I'm afraid to try it without at least making an effort to get to know what's wrong.

I don't agree with what Envato answered me. If they were giving at least a hint of what should be corrected, they would spare people lots of frustration, and they wouldn't have to review the same submissions again and again. In fact, they probably spent more time responding to my help request than they would pointing me to the right direction.

So, unfortunately, I can't give you a link to the store yet but just a little sneak peak of the app. Hopefully, someone will help me or I'll succeed in re-submitting a slightly corrected documentation soon. In the meantime, if you feel that you can give me any advice, please do.

Wednesday, December 28, 2016

December updates

I wrote in November that there had been some unexpected events messing up my plans. Well, this month brought me even more "excitement" and surprises. Unfortunately, not all of them are positive. The biggest upset is that...

I've been laid off

December 5 was my last work day at Fandom (former Wikia). There was a company meeting in the evening, during which they told us that things hadn't been going great and that we got invitations in our calendars to smaller meetings where they'd explain to us the details of the situation. I wasn't paying too much attention to the exact words because I was working on a big programming task that I wanted to finish that day. Without suspecting anything, I went to a smaller room, perhaps only noticing that most of my team went elsewhere. There I found roughly 15 people all sitting in silence and in a stern atmosphere. Then our chief of engineering and chief of HR came in and said that they were sorry to announce that we were all being laid off. They didn't give us much explanation. The rest of the company left the building in the meantime. We were called out one by one to sign some documents while they were wiping out our computers. I went to pack my stuff from my desk and that was pretty much it.

I wasn't particularly sorry to lose the job, even though I liked it a lot; perhaps even the most from all my jobs so far. The thing that hit me the most was the way they let us go: without any prior notice, without a way to say goodbye to others, without thanking us for what we'd been doing. I'd never heard of anything similar happening in Poland before. I guess I had to learn the hard way not to have too much trust in my employer and always have a plan B. I think more people felt similarly, because they left bad reviews on Glassdoor. Around 70 people were laid off across the globe.

Every cloud has a silver lining

Surprisingly, there are a couple positive sides to what happened. Firstly, they are paying me until the end of January, even though I don't have to work right now. Perhaps it's not very long, but being on this paid vacation has been great so far. Secondly, they let us keep our computers, which in my case is pretty awesome, because my 8-year-old PC is not getting any faster and now I have a late 2015 MacBook Pro that I can use. Lastly, I think I already found a new, perhaps even better, job.

New job

I'm supposed to start at Allegro (which is like Polish eBay) in February. I haven't signed any documents yet, but it should just be a formality. I'd been sporadically going to interviews even before losing my job. I didn't expect getting a much better offer, but I'm of the opinion that knowing the job market, the questions they ask at interviews and work conditions in other companies can come in handy. This notion might have saved me from being very miserable right now. Anyway, going to interviews, I'd sometimes get a job offer that I'd reject, but it would give me a sense of security and self-esteem. Allegro was one of those offers. Fortunately, they still hadn't found anyone when I was let go of. All I had to do was ask if the position was still open.

The nicest thing, that I haven't mentioned so far, is that I'll be working part time, or 4/5 full time if you will. It means that I'll have one day off each week. One full day! How much faster can I go with my own projects right now? I think at least twice as fast. And should I decide to switch to full time some day, it should be rather straightforward. It's much harder to go the other way and reduce the amount of hours you work. Obviously, working part time will give me less money, but the salary is high enough for me as it is and I'm really excited to try my new schedule.

I'm getting married

Yes, you read it right. Me and my girlfriend decided to get married in March. It's just a bit more than two months from now. We've been together for a good couple of years now and we thought that it was high time we took our relationship to the next level. It's going to be a civil marriage, because neither of us is particularly religious. We're not organizing a huge wedding, just a dinner for the closest family. We'll think of a bigger party for friends when it gets warmer here.

Updates on my projects

Thanks to my unexpected vacation I've been able to work on my own stuff quite a lot. My Facebook Gallery project is getting to an end and I really like what I've done so far. I probably need a week or so at the beginning of 2017 to finish it, so I won't give you too many details right now. In short, I updated the libraries it was using, I revamped the UI, I sped up the synchronization process almost 3 times through RxJava 2 and I refactored the hell out of it. Left to be done is some more synchronization corrections and unit tests and then adding Facebook Audience Network. After it's ready, I'm going to try to sell it on CodeCanyon.

I completed 28% of the Unity course on Udemy that I wrote about last time. The whole thing is 52h, not counting coding time. I really like it and I'm learning a lot, but I watch it on 2x speed because of the way the instructors talk. Perhaps the only thing I don't particularly appreciate in the course are the parts explaining C# programming, because they're targeted at absolute beginners. The rest is pretty awesome. I'm not sure if I'm going to complete the course or just its 2D part and then proceed to rewrite my Blobby Volley game. We'll see. In any case, rewriting Blobby Volley in Unity will be my next big project and I'm hoping to finish, at least a basic version, before I come back to real work.

My friend got me to buy and play TIS-100. It was a part of Humble Bundle. The game is basically an assembly language simulator with a bit of a plot, so its target audience is quite limited, but I enjoy it very much. I've managed to beat 16 levels so far. I'm hoping to solve more when not working on other stuff.

That's pretty much it, folks. I should be able to show you something more tangible instead of personal life news next time. Come back in January for more updates and wish me luck for the married chapter in my life.

Sunday, November 20, 2016

November updates

This is just a quick update on what I've been up to this month. There were a couple of unexpected events that messed up my original plans a bit, but still I managed to move a step forward.


I went to Mobilization and I'm going to Droidcon Poland in three weeks. I have to say that I really like such events, not only for the sake of presentations, but also for their networking value. Every time I go somewhere I meet my colleagues and their work mates, and discussing with them often brings me more value than what the speaker has to offer. At some point I was even wondering why someone doesn't organize meetings for people from various companies during which they could discuss how they handle specific programming aspects, like storing data or testing. Perhaps I'll do it some day.

Learning Unity

I got a notification that Udemy had a huge discount on a nice Unity course so I bought it. It cost me 12 €, but the price goes up every day, so you'd better hurry up if you're interested. I haven't started watching the lessons yet, but with the coming Christmas period, I'm hoping to be able to give it a try. I'll let you know how it goes.

Facebook Gallery

Remember my Facebook Gallery template app? No? Well, some time ago I made a couple of apps using the same template that I'd created. Each app was basically a gallery of images from a specific Facebook channel/profile. You could also adjust the theme, strings, icons, etc. for them. See Banksy for example.
My plan for the nearest future is to refresh the project a bit and try to sell the code on some portal. I've already done a bit of refactoring: I updated the libraries, I switched from Picasso to Glide and I started working on Activity transitions to make it look nicer. There's still a lot to be done, but I'm hoping to finish before the end of the year.
For the next part, I did a quick research on where I could try to sell the template. It turns out that there aren't many sites dedicated to it. I found Chupamobile, SellMyApp and CodeCanyon. The first two look somewhat sketchy though, so I'll probably go with CodeCanyon in the end. They check every submission manually, they have user comments and ratings, and they are open about how many people bought an app. The only thing that worries me is that their suggested prices are quite low (<$20). I don't know why people decide to post their apps that required months of work for such a price. Perhaps buyers choose the more expensive extended license?
If you have any experience with selling your code to people, let me know in the comments. I'll be grateful for any advice.


That's pretty much what's going on at the moment. My priority is to finish the Facebook Gallery app. In the meantime, I'll be watching an occasional Unity lesson. Starting next year, I want to commit more time to game development, because that's what excites me the most, even though it might not be the most lucrative choice. I'd like to polish my Blobby Volley, but that's a whole different subject and I won't go into it now.
I hope to see you next time with more progress updates and news. Peace.

Tuesday, November 1, 2016

Indie game developer interview: Maciej Targoni

As announced in my previous post, I had a great pleasure of interviewing Maciej Targoni, the author of best selling games: Oo, Hook and Klocki. He shares his work methods, tools, design techniques, and other cool stuff. I hope you enjoy it.


Bartek: Tell us something about yourself. Who are you? Where do you live? What do you do in life?

Maciej: My name is Maciej Targoni. Right now I'm living in Poznań, Poland. I develop puzzle games for a living :)

Bartek: How did you start your adventure with creating games?

Maciej: I decided that I wanted to learn programming and game design. So I learned from scratch, without any skills or school :)

Bartek: Did you study anything computer/game related?

Maciej: Nope.

Bartek: Did you create your first game as a side project or was it a full-time commitment? How were you earning money during that time?

Maciej: I had a part time job.

Bartek: How did you learn how to create games? What resources were you using (websites, books, etc.)? How long did it take you to do it?

Maciej: I use Google. Every time I have any problem, I just look for an answer. I did it while learning programming, drawing and game design skills.


Bartek: What libraries/frameworks do you use?

Maciej: I use Unity and Construct2D for prototyping.

Bartek: Why did you choose Unity and Construct2D? Do you have any experience with other engines/tools?

Maciej: I have some experience with CoronaSdk. Unity has the biggest community, lots of assets, it's easy and you can export a game to multiple platforms.

Bartek: What's the difference between Unity and Construct2D? Why don't you just use one of them?

Maciej: I use Unity most of the time. Construct is just for prototyping or small HTML5 projects.

Bartek: Where do you take game ideas from? How do you know if they have a chance to be successful?

Maciej: I make a lot of prototypes. Most of the time it takes me 10 projects to pick the right one.

Bartek: Where do you get resources from (graphics, sounds, music)?

Maciej: I make them myself. Sounds and music are made by Wojciech Wasiak.

Bartek: How did you start your cooperation with Wojciech Wasiak? Do you know him personally?

Maciej: After I'd posted a trailer of my first game "oO", he sent me an email with his work. I liked it a lot, so we started working together. We still haven't met :)

Bartek: How much did you pay for the music for your games?

Maciej: $300 - $1000.


Bartek: What other programming tools do you use?

Maciej: Just Dropbox and tools delivered with Unity.

Bartek: Do you use any tools from Unity Asset Store?

Maciej: 2dToolkit, DOTtween, ProBuilder, Master Audio, PoolManager.

Bartek: How long does is take you to make a single game?

Maciej: 4 months prototyping and looking for a fresh idea. And about 8 months to make a game. So one game every year.

Bartek: How do you design your levels? Do you do it by hand or do you build some helper tools first?

Maciej: I build them mostly by hand. I like to take it slow and let my unconsciousness do the work for me ;)

Bartek: How much production time does level design take? Is it a large part?

Maciej: I make about 1-3 levels a day.

Bartek: Have you considered outsourcing some of the work or partnering up with other people?

Maciej: Sure, next year I want to make something bigger with Michał Pawłowski ("Hamster On Coke").


Bartek: How do you test your games? What devices/tools do you use for it?

Maciej: Just a few phones for testing :)

Bartek: How much are you making on your apps?

Maciej: I make around $10k - $100k a year. Depends on the game.

Bartek: What's your income distribution among different platforms? What's your income percentage from Android, iOS, Steam and other platforms?

Maciej: For every game it is different. But a total revenue splits almost equally.

Bartek: How do you monetize your apps and why did you choose this model?

Maciej: I sell premium games for $1. I hate ads and in-apps, that is the only reason why :)

Bartek: How did you manage to make people pay for your games in the first place? It's very difficult to make people download your game even if it's free...

Maciej: I publish a demo on Kongregate and send some emails to the press. I try to make unique-looking games. That helps a lot with being discovered.

Bartek: Do you market your games in any way, e.g. through reviews, Adwords, Facebook ads, etc.?

Maciej: Not really.

Bartek: Which one of your games is the most successful and why?

Maciej: Hook - has most game-plays.

Bartek: Do you use any marketing techniques or ASO to promote your games?

Maciej: Nope, just improv.

Bartek: What are your favourite mobile games/apps?

Maciej: Uber ;)

Bartek: What game development blogs/sites do you read regularly?

Maciej: Extra Credits.

Bartek: What are your plans for the future? What do you want to create/achieve?

Maciej: Right now I'm learning videography. I want to make a short documentary.

Bartek: What's your documetary about? Can you reveal more details?

Maciej: We are going to Portugal as So we will make some videos about travel/surfing/skateboarding :)

Bartek: What advice would you give to other developers (something that you wish you had known before yourself)?

Maciej: Learn from other games and developers, but don't follow them. Make something unique.

Bartek: What do you think is the most difficult when trying to make a successful game?

Maciej: Trying to be unique and not following trends. Its scary and risky, but for me worth pursuing.

Bartek: Where can people find you on the Internet?


Sunday, October 16, 2016

What I'm up to at the moment

Hmm, it's been a while since my last post, so I thought that I should give you a short update on what I did in the last couple of months and what my plans are for the near future.

I finished working on Keep Streak. It's a habit tracking app that helps you do certain things regularly (like excercise or meditate). It's not my own app. I got hired to do it on Upwork. I collaborated with Eetion, the project owner, for two years, incrementally adding features to the original idea and then pausing the work for a couple of months. I have to say that I quite enjoyed the process, but I'm also happy that it finally got published. Keep Streak isn't extremely popular right now, but the app is quite well-thought-out and I recommend you take a look at it - perhaps it's something you'd like to use.

Other than freelance stuff, I also updated my metro apps: Milan Metro and Rome Metro. I removed their paid versions and added in-app payments instead, so that people can still remove ads. This way there aren't two separate versions of the app in the Play Store. I added search, so you can easily look for stops. I implemented App Invites, so people can invite their friends to use the app via sms or email. I tweaked the ads and I started using Facebook Audience Network to maximize my revenue. I added Google Analytics and Firebase Analytics to be able to understand the users' behavior. Finally, I fixed some small bugs that were reported on Fabric (former Crashlytics).
All in all, the apps' installs haven't increased much, because there's an official app for Milan now, and the app for Rome was never very popular (I still have no idea why). I learned a lot while working on the updates though, so I don't consider this time to be wasted. I still have hopes that the installs will go up to a bigger figure. In fact, after a slight bump, they keep rising slowly but steadily.

Oh, I forgot to mention, the metro apps have new material icons now too. I already published the one for Rome and I'm doing an A/B test for the one for Milan. Here's what they look like now.

So the plan for the rest of the year is to finish updating the metro apps, so they can be left alone for some time. To be more specific, I'd like to:
  • fix in-app-payments related bugs
  • reward users for inviting friends (if it's even possible)
  • finish experimenting with the icons
  • think about new features that could be added (like animations)
After I'm done with it, I want to play around with my Facebook gallery apps e.g. Banksy. They need a general update of SDKs and libraries. There are new features that I want to add as well, like sharing images and screen transitions. I was thinking that I could experiment a bit with Retrofit 2, RxJava and Kotlin in the meantime.

As to my interview series, I recently found out that the author of Hook and klocki is a friend of a friend, so perhaps I can get him to answer a couple of questions for me. I'm really excited to meet the guy. An additional fun fact about him is that he rents electric skateboards in my city (Poznań) now. Some of my work mates already went to try them.

Neither the blog nor me are dead, so stay tuned for the next posts and updates. See you in a bit.

Tuesday, March 29, 2016

Android indie game developer interview: Matey Nenov (3)

I had a great pleasure of interviewing Matey Nenov once again. He's done great progress since the last time. His indie income has surpassed his regular earnings and his games' quality has increased tremendously. He's sharing tons of great knowledge with us, as well as the things he's working on right now. Enjoy the read.

Bartek: Your games become better and better with every iteration. What did you improve in Legend of Eli a furry Monster that you didn't have/do in Follow the Line 2D Deluxe?

Matey: My Unity 3D skills improved a lot, so I was able to do lots of new things and do them faster. Also I have money now from Follow the Line 2D Deluxe, so I hired some professionals for the graphics, sounds, video, etc.

Bartek: What professionals did you hire? Where did you find them?

Matey: I hired a graphic designer for some of the new features of Follow the Line 2D Deluxe. I was very happy with her work, so I rehired her again for Legend of EliLegend of Eli was of course a much bigger project and, as you can see, she did a great job. I also hired some other professionals for smaller tasks. I did hire most of them on Upwork.
I also used Fiverr and direct contacts.

Bartek: Are you still using the same tools (Unity) or have you switched to something else?

Matey: I am still using Unity. I also got the subscription for the pro version.

Bartek: What made you buy the pro version of Unity? Why was the free version not enough?

Matey: The free version is actually enough. The pro version has some neat features like splash screen, profiler etc. But those are all features I can live without. The main reason for buying the pro version is the license. I can’t use the free version anymore.

Bartek: Do you use any assets from the Unity Asset Store?

Matey: Yes, I do. Some tools for the editor (e.g. xARM, UniRate, etc.)

Bartek: What resources did you outsource in Legend of Eli? Where did you take the graphics, sounds and music from?

Matey: I outsourced most of the graphics, the video and the remastering of the sounds. The music is free from I also bought some sounds online, most of them on Pond5.

Bartek: Have you gone full time with your indie business yet or are you still working in your spare time?

Matey: I still have my “normal” job, although last year my indie business made much more than my “normal” job. I am planning to quit my job soon but there are some things that must happen first.

Bartek: I noticed that you have a new logo and animation for your company. Who made it for you and how much was it?

Matey: I hired someone on Upwork. I actually do hire professionals relatively often there. I paid $50 for the logo video, but it was a part of a bigger project – the video for my new game. The game video was around $550. I posted a job and chose one applicant. I wasn’t very happy with the result, so I gave it to another one there and he did an outstanding job. Unfortunately, it is hard to find good and capable professionals…

Bartek: Why did you decide to make a game like Legend of Eli? What was your inspiration? How did you know it had a chance to be successful?

Matey: I did make some proof of concept for a couple of games and Legend of Eli just felt right on a mobile device.

Bartek: How much time did it take you to make Legend of Eli?

Matey:  Around 4 months.

Bartek: How many hours a week are you able to spare for working on your games?

Matey: I didn’t track the time, but I suppose around 15 to 20 hours per week.

Bartek: How much are you earning with Legend of Eli and Follow the Line? Did you stop publishing income reports on your blog for good or are you planning to go back to it?

Matey: I am not planning to publish income stats anymore and I am not willing to say how much I earn now.

Bartek: Why did you decide to be less transparent with your income? Are you afraid that people can copy your ideas or is it something completely different?

Matey: People can and always will copy ideas from each other and I’m fine with it. My indie game career is not a small hobby project anymore and I am not comfortable with anyone knowing how successful my business is.

Bartek: What did you change in your monetization strategy? I noticed that you started using video ads. What ad networks are you using now?

Matey: I didn’t change much. I just added the rewarded video ads, because they are a good parallel income that doesn’t interfere with the other ads. For the video ads I use Tapjoy, Applovin and Vungle.

Bartek: Could you share some of the CPMs that you're experiencing with different ad formats in Legend of Eli?

Matey: I don’t have any significant income from Legend of Eli now, so I don’t think that these numbers are useful. Also I only implemented AdMob and Tapjoy for now. Maybe later, when the game gets more traction and I add some other ad providers, the data will be more meaningful.

Bartek: What other things did you put in the game? I noticed Google Play Services and in-game payments. Could you say a few words about them? How are the working out for you?

Matey: I use Google Play Game Services for the leaderboards. I think that my games are actually too small for IAP to work. The income from IAP is just a fraction from what I make with ads. I also added Daily Challenges and in Legend of Eli also Missions. I think these are great features and lots of players are very happy about them.

Bartek: Did you run any paid campaigns for Legend of Eli? If yes, then where and how much were they? Did you get any measeurable results?

Matey: Yes I did, mostly through Tapjoy. The results aren’t good. The game did rank well, but there wasn’t any significant increase in organic installs. I think that the ASO is now more important than ever and paid installs are the second step…

Bartek: Did you do something else to promote Legend of Eli (e.g. get it reviewed)?

Matey: I did pay some people for ASO and I am now actively researching how to do ASO by myself.

Bartek: What ASO services did you use? Are you happy with what they did? Can you recommend anyone?

Matey: I did hire some guys on Upwork and Fiverr, but I am very disappointed with them. Unfortunately I can’t recommend anyone. I myself am still searching for a good ASO expert…

Bartek: How are you learning ASO? What sites/books/resources are you using?

Matey: I haven’t read any books yet. I registered on some sites like Sensor Tower and I am still searching online. Actually I'd prefer to find an ASO expert with experience to help me with this.

Bartek: What platforms did you publish Legend of Eli on? Which ones have more downloads and generate more income? What about Follow the Line? The last time we talked you didn't have enough data yet.

Matey: Legend of Eli is now only on the play store. The iOS version is actually also ready, but I want to prepare a good ASO for it first. Follow the Line is published on the play store and the app store. The play store is for now performing much better (around 10 times better).

Bartek: What are your plans for the near future? Did you start working on a new game?

Matey: I just finished a big update of Follow the Line 2D Deluxe with great new power ups. I plan to publish it in the next couple of days. Now I am making some ASO research to optimize the new update and the iOS version of Legend of Eli a furry Monster.

Bartek: Do you have any plans for next games or do you want to keep polishing and updating the existing ones, since they're doing quite well already?

Matey: No, not at the moment. As you said, I am still very busy with my existing apps.

Here are the previous two interviews with Matey:
Interview 1 from September 2013
Interview 2 from January 2015

You can find out more about Matey and his games here:
Play Store: