The Bloo Kid timeline

Finally, the release of Bloo Kid 2 is imminent! The game will be out for iOS on Thursday, 6th of March. Time to recall the story of Bloo Kid and the story of a three-years-lasting success. This is a rather unusual blog post. Don’t Panic! I will publish “regular” reports again soon, and I will also make up for the couple last months where I did not find time to post. This post is more or less a complete “reprocessing” of Bloo Kid part 1, covering the first ideas that came to my mind, the realisation, the release, the updates and of course the revenue I generated with it. I started creating Bloo Kid about THREE YEARS ago when I started my “carreer” as a completely independent game developer, and the game and myself have since come a very long way. I will comment all important steps that the game took during the last three years one by one, so you can see the whole picture in one blogpost. Regular readers of my blog will come across many things that they have already read in the past, but I wanted to sum it all up in one blogpost, so repetition was inevitable. Alright, here we go… March 2011 The company I was working for (and which I had co-founded back in 2009) closed its doors due to a change of mind of our investors. I started working at another company on an interim basis but already had plans to start all over again as an independent developer. May 2011 Two months later, I quit the aforementioned company and grabbed...