Wrapping and Releasing
Finally the big day came, and we were live on iTunes! We waited eagerly to get some of that Angry Birds success. We waited, and waited, ... wah-wah-wah. We ended up not doing horribly in sales, considering that we spent nothing on advertising or promotions. (Apparently these are important expenditures when releasing a game to the world.)
Fast-forward a few months, to when we put the game out for free—and the number of downloads went through the roof! So we knew that people at least liked our game—just not for money.