


While most indie developers go no further than soliciting feedback about features that gamers would like to see in future versions, with Geometry Dash Topala fully embraced the idea of letting his game be driven by its players.

Topala wisely took things to the next level. For example, most indie devs are more than happy to strike up in-depth conversations with players - something almost unheard of in the world of AAA games, the classification given to those titles with the highest development budgets and levels of promotion (think Grand Theft Auto V or Mass Effect).

One of the big advantages of the platform is the level of interaction it allows between the coders who make games and the people who play them. There are four free versions of the game, one being "Geometry Dash Lite" which currently (as of update 2.A behind-the-scenes look at how Geometry Dash evolved, courtesy of developer Robert Topala.įor starters, we’re in the midst of a golden age for independent game developers in the iOS App Store. It would soon gain serious popularity around the world, especially Canada, where it achieved the titleĪs the most popular paid iPhone app in June 2014. (Time Machine, Cycles, xStep, Clutterfunk, Theory of Everything, and Electroman Adventures). Upon its release, Geometry Dash had just seven levels, which are now currently free to play on the game's free version, alongside six other levels released in later updates in the full version In the beta version, the game was called " Geometry Jump", but was changed to "Geometry Dash". Topala was inspired by " The Impossible Game" and he took aboutįour months to create the game and take it to the App Store and Google Play. He previously developed it for the computer, but later altered his plan and made attempts to make it a mobile game. He made the remark, " There was really no detailed plan. According to Robert Topala, the game began as a project that could have moved in any direction.
