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erichate

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co-founder of kano/apps an indie game company in victoria, bc canada

twitter.com/erichaight

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We have been using MongoDB since 1.6 and has worked well for our applications and have not encountered any major issues that would motivate us back to using MySql as our defacto DB.

Knowing the limitations and behavior of Mongo can go a long way in avoiding some of the issues people have encountered.

Definitely looking forward to testing WT and RocksDB in 3.0, beyond performance improvements will drop our storage costs with compression and for a indie studio every dollar counts!

Chrome has been making some pretty awesome improvements to the dev console as well as performance related to HTML5 on desktop and mobile.

Our game http://www.FreeRiderHD.com has always performed best on mobile and desktop through Chrome.

That being said the most recent stable build of Chrome desktop is constantly triggering 'Aw Snap' crashes without any crash data where the issue does not appear to exist in previous or future beta builds. Not just limited to our game as I have been experiencing crashes on Facebook and Twitter as well.

interesting site, plugged in Victoria Canada (city my company is in) and numbers seemed a little off for rent currently listed in craigslist. +170% on website more like +300% from quick look in craigslist.

also doesn't factor in time commuting, quality of life, avg hrs worked per day, etc... would love to see a pay breakdown $$ / hr worked (at office).

Both right, I will take it!

One thing I would add, without going into DrawQuest too deeply, it looks to be a decent app to kick off a portfolio of apps and not be the sole provider for $3-million in funding.

Anyways, thanks for the chat.

That's a nice site, have come across it before and had a couple laughs.

I too took an interest in this thread because of involvment with a product that shares some similarities (http://www.freeriderhd.com/).

Unfortunately one thing is likely, it won't become the next draw something if it is being tackled as a side project and not full time.

I commend you guys for bootstrapping it but if you aren't in a situation where you have to make money from it that removes a big motivator for success or even failure for that matter and you just end up waiting on or hoping for better days ahead which likely won't come without some hard dedicated work.

That is definitely a healthy number for a mobile app / game, something that can be leveraged into a new product.

With the $$ amount that advertisers are paying for mobile installs, a app with good engagement and viral reach should have no issues being monetized.

If their goal was to build a company around 1 app then that could be their issue but doesn't seem like the kind of app that could grow to support full team indefinitely.

I am an android dude so couldn't download the app but am curious as to how the app is currently monetized and what the daily installs look like.

With high CPMs on mobile decent ad strategy should be able to monetize that app quite well. Or even a virtual currency of some kind of drawing tools, bigger uploads etc. Should be more than enough revenue there to keep the lights on and build out a new app...

The site was built using backbone.js and the game is mainly javascript with Createjs for sound and the odd sprite. We targeted both mobile devices and desktop with this release. Works really well on modern browsers on all devices.

Let me know if you have any questions or feedback!