Indie business
Running a one-person game studio: strategy, numbers, marketing without an ad budget, and what the store data says.
- Indie business
Six months of making Android games: 17 games, the real numbers, and what's next
An honest six-month retrospective on 17 Android games: daily players, revenue, what earns, real search rankings, and the lessons I'd give myself.
- Indie business
Cross-promotion between my own games: building a 'More games' sheet
How a shared More games sheet links each Android game to its siblings, grouped by audience, with a live list from uyllii.com, referrer tags, and the bugs.
- Indie business
Idle game players are all-or-nothing: why average playtime lies
Analysing real Genesis players by hooked vs bounced instead of averages. What the first sessions show, where hooked players stop, and the signpost that fixed it.
- Indie business
Choosing a mobile game people actually search for: why I started with Word Search
How I pick Android game genres by search demand, why Word Search came first, and how one app becomes 15 store listings with local keywords like Sopa de letras.
- Indie business
Learning to make Android games by starting with the easy ones
Why my first games are word search, solitaire and minesweeper: learning the whole pipeline from code to Google Play, ads and players on games with known rules.

