Anodyne iOS:

I’m releasing my iOS port of Anodyne on Thursday, for $2.99, at a discount of 40% from $4.99. After a few days it’ll go to $3.99, then after a few more, up to $4.99 till I put it on sale again. It’s a pretty minimal port, done so I could not think about the mobile ports and fully commit to Even the Ocean.

As a minimal port, there are no achievements with GameCenter, though there does exist an AIR extension for that. At this point, it would be a hassle to implement it and I don’t have access to my dev stuff for it, so it won’t happen. There is no controller support, though with iOS 7, it may be possible that a future version of Adobe AIR will support it, as AIR currently does for Android.

Obviously there aren’t any IAPs! That would be insane.

The game defaults to an integer scaled resolution, with letterboxing. The GUI controls’ scaling is chosen based on the default resolution, but you can move the GUI elements around if you want.

There’s no new content in the iOS version, as there wasn’t anything that made sense in adding at this point.

“What about the level editor?”

One day, maybe. That day is not today.

Overall I’m pretty happy. I could have gone the extra mile, looked for a controller extension like what I did for the Windows and Mac version, added achievements in with Game Center, implemented some wacky new touch controls, but I think it is better to just finish this quickly and do a pretty good job. Plus, this stuff I found incredibly stressful and unenjoyable – mobile games have a lot more focus on UI and UX….which isn’t bad or terrible, but it’s a hassle when you didn’t plan for it in advance.


It will be releasing in a special way in a few months. Patience!