What I Learned From Publishing My First iOS Game
Автор: Dev with Kevin
Загружено: 2025-11-25
Просмотров: 118
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I'll break down the biggest lessons I learned after shipping: why releasing is a separate skill from making the game, what I had to learn about rewarded ads, privacy prompts and compliance, and how Apple tools like Xcode, App Store Connect, and Game Center can turn “quick testing” into a slow process.
I also cover the game design side that most beginners ignore: tiny UX details that massively increase replayability (like removing friction to retry), plus the polishing touches that make a mobile game feel “real” (sound, particles, haptics). Lastly, I’m brutally honest about mobile ads revenue and why publishing is still worth it for beginners because of reach and organic App Store discovery.
If you’re a beginner Unity dev trying to escape tutorial hell and actually ship your first game on iOS (or Android), this will save you weeks of confusion and dumb mistakes.
0:00 1.1 Why Releasing Teaches You New Skills
1:12 1.2 Learning Ads, Privacy and Compliance
2:23 1.3 Implementing Apple Packages Correctly
3:45 1.4 Handling Platform Bugs and Workarounds
5:52 2.1 Why iOS Playtesting Takes So Long
7:38 2.2 Android vs iOS Testing Workflow
8:48 3.1 Small UX Tweaks That Improve Replay
10:41 3.2 Polishing Effects That Increase Quality
11:46 4.1 Why Publishing Is Rewarding Despite Low Revenue
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