Other than marketing and having people actually want to buy and play Catch the Monkey, the single biggest remaining hurdle is getting the game to run on real hardware.
The game has been running excellently in the simulator: frame speed is good, controls function well, no errors or memory issues. But this week was the big test to see if I could get it off my development computer and onto an actual device. And the amazing thing is: it worked!
As of friday afternoon, i was able to test the game on the Android Asus Transformer (tablet), iPad 1 (tablet), and iPhone 4. Overall, a very exciting way to leave for a holiday weekend.
Now we have our work cut out for us to address the memory issues causing it to fail on the iPod Touch Gen 2.