The selling number was very low at the beginning. One of the reasons was because I made a brainless mistake in the submission. When filling the submission form, I chose “Entertainment” as the primary category, and “Games” as secondary. I did not know AppStore entirely ignored the secondary category, and our game had not appeared at the Games section at all. I noticed that immediately and submitted an update to switch the category. But we already lost our first chance to build the visibility.
That was bad but not the worst. There were some players already known our game from the forum. They downloaded the game immediately, and gave us feedback that we had never expected. They complained that some puzzles could not be solved, including one of the entry level puzzles.
We started the work for the iPad version from February, 2010. And we made our submission to Apple on October 18th. During these 8 months, 900 changelists were submitted to SVN. We submitted 145 more changelists after the initial release for fixing bugs, adjusting puzzles, and supporting new features like multi-tasking in iOS 4.
On the art style side, we chose to use pixel style with dark color scheme. The style is not common for iOS apps and inconsistent with the general UI guideline of Apple’s products, but it seemed a natural choice when it comes to a “pixel cross” game. The central idea of this retro-looking style is to completely eliminate anti-aliased images, only use pixelated graphic elements.