Beta testers wanted for a no-swipe dating app
Key features
• Real-time connections at events (concerts, clubs, etc.)
• No bots or fake profiles
• Meeting people with shared interests (same event)
https://t.co/Y38hvMI1NR
#dating#onlinedating#datingadvice#datingapps
@WestsideLAGuy We're giving the dethroning Dating Apps a shot.
By solving a problem we ourselves were having - Going to an event #IRL, who can you meet?
As for the current apps, just ask people, the 'fake profiles', scamy business tactics, everyone hates them. 🔥
@VirginiaB31898@ScottMGreer We're trying to come up with a solution - one that solves our own problem of going to events, where there are definitely people, and not knowing who to meet up with.
The absurdity of working in mobile development with '19.5:9 Ratio' screens
iPhone 16 Pro - 2622 x 1206 - Ratio - 2.1741
iPhone 13 Pro - 2532 x 1170 - Ratio - 2.1641
iPhone X - 2436 x 1125- Ratio - 2.1653
Samsung A25 - 1080 x 2340 - Ratio - 2.1666
#iPhone#Android#indiedev
HexT High Score Hall of Fame
🔥 January 2026 Champions 🔥
⬣ Top Scores This Month ⬣
1st Place - SRM with 6459!
2nd Place - GK with 6322
3rd Place - ABC with 5802
#HexT#iphone#android#indiedev
Anyone having an issue with #HexT saying 'Beta Expired' ?
We think this is due to the TestFlight beta test version being installed on your phone, easiest fix is to download the release version directly off the App Store https://t.co/RbnQx6YqL9
#indiegame#indiedev#puzzlegame
HexT High Scores - June 2025
1st Place - Congratulations to MDN with a High Score of 7580!
2nd Place - KRH with 5675
3rd Place - ABC with 5615
#HexT#indiegames#iosgame#androidgame
@VistaLargaGames@JustinPBarnett Shows how badly they communicated it. Then you switch to Pro, pay $2,040 a year for a $1M sales cap. Doesn’t hurt the 1 person #IndieGameDev but boy I can see it walking small studios who “made it” with $1M+ in sales and 5-10 people. Ouch.
@MattRix I could have written that better.
Still charging for the funnel IN rather than MAU in subsequent months really skews it.
Indie devs making $200k+ & small studios making $1M+ are going to get scorched. 10 person studio just went from $20k/yr Pro license to maybe $50k-$180k/yr.
@CreativeChris1 Confirm that the fee is based on Installs AND Revenue.
The 'and' in "(revenue threshold)...last 12 months, and 2) the game or app... (install count)" on this webpage is doing a lot of heavy lifting.
https://t.co/W0hRO2G1IB
Unity Pro = $1M rev/yr for any of this to kick in?
@ScottTRichmond My reading of their Runtime Fee page is the 'and' between "...12 months, and 2) the game..." is doing a lot of heavy lifting. Feels like a way to push #indiegame developers onto Unity Pro as they start to get near $200k rev, so they get the $1M / 1M tier.
https://t.co/W0hRO2FtT3
@DaniDevYT What a terrible 'clarification' #unity3d made.
Looking at this page my take is the best option is, as you approach $200k in revenue / 200k installs, shift to Unity Pro to get the $1M / 1M installs tier. And pray the 'and' in that first sentence is real.
https://t.co/W0hRO2FtT3
@unity So any Indie who hits $200k/yr
- will pay $2.40/yr per install ?
( $0.20 per install, 'Standard monthly rate' on this page https://t.co/W0hRO2FtT3 )
#unity#unity3d#indiegame