![]() From there there was a bunch of work that needed to be done to adapt it to work as a F2P game, not to mention much more extensive testing (more device fragmentation and, just simply more varied devices on the Android front). Part of the reason the game took so long to come out was that it just took us quite a while to find the right partner for the game that we were comfortable with. For us we decided it was worth experimenting, as we kind of knew it wouldn’t have performed well as a paid title.įor Alto’s Adventure we partnered with Noodlecake (another awesome Canadian dev) to handle our Android version. When asked last year about not just the additional device testing it takes to launch a title for Android, but the piracy concerns as well, Ryan Cash, Snowman’s founder and creative director, provided this insightful breakdown to me:įor Alto’s Adventure we went F2P (Free to Play) because we had heard from a lot of our fellow indie game developers that premium games just don’t sell on Android. I was originally going to do a big writeup on the subject, but there aren’t enough hours in the day and the story was never completed.įast forwarding to today, after looking back through those notes, I still found the response from Snowman to be so interesting that we are revisiting the subject with not only the original quote they sent, but a follow-up now that Odyssey has been available for more than a year. In April of last year, while I was patiently awaiting the Android release of Alto’s Odyssey, I reached out to the Snowman development team behind the game and inquired about their concerns of piracy on Android and the wait that Android gamers sometimes have to go through, unlike our friends over on iOS.
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