![]() ![]() "If Apple is tweeting about our game, that's awesome. Then there's all the bonuses being an exclusive iOS app can give you, like a front-page story in the popular "Today" tab in the App Store, tweets from high-up executives like Phil Schiller, and a general pre-launch buzz on the media.īut the quality of the product and a solid independent marketing plan are still the best way to reach a broader audience, Cash said. When asked whether developers give Android a "B-list" treatment, Cash said "that is often the case, for a number of reasons," like how easier it is to develop on Apple platforms, or the piracy issues Android is still often plagued by.įor a game that doesn't rely on more secure, harder-to-bypass IAPs, going Apple first "is a no-brainer," studio cofounder Ryan Cash told us. ![]() Home, he said, was not meant as a single, physical place, but rather a state of mind that can be brought from place to place - so long as your friends and family are with you.Īlto and friends start at the top of the mountain in a comfort zone of sort, but as they move to this new, wilder, crazier, ridden desert, they value the theme of exploration while keeping the idea of home, Cymet said.Īnd that is exactly what Alto's Odyssey feels like when you play it: A familiar experience submerged in a new and much larger world. Quite the opposite, in fact: A hot desert space.Ĭymet said that a sense of home created a safe barrier for exploring these uncharted territories, both in and out of the game. That's how we ended up choosing a space that is wildly different from a snowy mountain, Cymet said. ![]() "When starting to think about a sequel, we really wanted to think about what feelings we wanted to evoke: Upheaval and personal change, and trying to come to grips with the way the world around you was changing." ![]()
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