It has been a hot minute since I last updated this corner of the internet to tell you all how dreadful I am at marketing. Back in March, I released Hollywood Player into the wild with all the fanfare of a damp firework and essentially declared myself a lost cause at publicity.
Naturally, the universe decided to make a mockery of my pessimism.
Against all reasonable logic, Hollywood Player climbed its way up to Number 23 on the App Store Paid Simulation Chart. I’d like to say this was due to a calculated, late-night masterclass in algorithmic manipulation, but we all know I probably just accidentally clicked a button in Xcode while trying to find where I left my coffee.
But wait, it gets more ridiculous.
Since that update, I somehow managed to code, polish, and birth another game: Pure MMA: Manager. Now, given my track record of shouting into the digital void, I expected a few polite downloads from people who clicked the link by mistake. Instead, you absolute lunatics propelled it to Number 9 on the App Store Paid Sports Chart. Top ten. Single digits. I am officially a top-ten sports management mogul, a sentence that makes less sense the more I type it.
To everyone who bought it, played it, and left a review: thank you. Sincerely. Some of the reviews have been genuinely incredible, and reading them is a massive high. It’s also deeply terrifying because it means people are actually paying attention, which vastly increases the pressure for me to not break everything in the next update.
Speaking of updates, I have been frantically patching, tweaking, and fixing things across both titles. Balancing code while trying to maintain the illusion that I know what I’m doing is a full-time circus act.
And because I clearly don’t know when to stop and enjoy a win, I have just released yet another game: SLFM (Sunday League Football Manager).
Yes, we are trading the glitz of Hollywood and the blood of the octagon for the true pinnacle of athletic drama: a rainy Sunday morning on a muddy pitch in November, where the star striker is hungover, the referee forgot his whistle, and the tactical strategy relies entirely on “just kick it hard.” It’s an engine-first, deeply simulated tribute to the beautiful, chaotic mess of grassroots football, and it’s out now.
Will it hit the top ten? Will it break the App Store? Will I figure out how to write a press release that doesn’t sound like a cry for help? Stay tuned.
In the meantime, go check out SLFM, keep sending in those brilliant reviews (they fuel my fragile ego), and remember—if a solo developer who barely understands his own success can hit the charts, literally anything is possible.
Back to the code, Scott
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