Welcome to our daughter!

The day we’ve been waiting for is finally here. Our family welcomed it’s newest member, a beautiful baby girl! Mom and baby are fine (and so’s Dad, if any one cares).

What that means for us is a lot less time for new app development, but no matter since you all love the games and apps we’re already created right? Anyhow. Expect a little radio silence for the next little while, but we’ll be back soon (hopefully before year’s end) with something new.

If you haven’t already, help support a teeny tiny software company that supports a teeny tiny family by buying our apps :) . And if you already have, help spread the word.

 

 

CryptoQuip Puzzle Packs Bought – Evidence of Happy Players ?

So when we added in app purchase of puzzle packs to CryptoQuip and CryptoQuip Free a week ago we had no good way of guessing how many people would pick one up. Would they at all?

Well it’s been a week and I’m happy to announce we’ve sold some puzzle packs. The screenshot below is from the free version on the app store. As you can see both 99c and 4.99 packs are selling. It’s really a vote of confidence to have know someone wants to play our game 1000 times and maybe more!

Screen shot of our in app purchases in the app store

I’d just like to say thanks to everyone who enjoys and plays CryptoQuip.

 

 

CryptoQuip Free Approved For Sale!

Let me start by saying, yes, the latest version of CryptoQuip Free has been approved for sale by Apple!

The interesting part is as follows… CryptoQuip free was the 1st to go into review, but the non-free version was the first to get approved (yesterday). We started to wonder if perhaps Apple would not approve the free version, or would request we add the ability to remove ads or something. We are thrilled that our app and the in app purchases for additional puzzle packs was approved (in time for the weekend too).

Now we just sit back and wait for existing customers to buy packs of puzzles, which should be a positive thing, because if you play through all the games and want more, you obviously like the gameplay enough to invest more time and money into it.

 

CryptoQuip 1.4 Ready for Sale

So the latest version of CryptoQuip has been approved. this one has in-app purchases, so you can buy more puzzle packs once you finish the included 150.

I’m including a free code here for the 1st person to log in and redeem it!

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Things are getting hectic around here as I’m getting into the swing of things at my full time job at MRU. This semester I’m developing a new course that will run starting this Winter 2012 where students will program apps for iOS using Objective-C! I’m really excited to see what students will build!

I’ll be back to tell you if/when the Free version gets approved…

 

 

 

Puzzle Packs Submitted – Cryptoquip

So we just finished up in app purchases for CryptoQuip. CryptoQuip Free is almost ready too, but needs testing. While we were at it we found a bug (thanks to a bug report in part).

In app purchase seems like a great way to let hard core puzzlers play lots of games, while letting casual gamers spend less on puzzles packs. We decided on  99c packs of 100, and $4.99 packs of 1000, all unique of course.

So hopefully I’ll be back soon to talk about how Apple approved our submission. It’s pretty neat the way the App store and our app weave together and communicate. While we’re thinking of the next angry birds it’s nice to know we have some code for in-app submission to help speed up development.

 

 

 

Price Change on Games

So one of the trickiest bits about building software is deciding the price point. It seems there are many many strategies out there to balance getting a good ranking and making a profit. EA Games, for example, cut the price of many games recently, perhaps with an eye to climbing the ranks before the holiday season (or school season).

We therefore decided it was time to reconsider our pricing model, especially on games with a free version. Now our games are 1.99 if there is a free version, except for Cryptoquip. We figure the free version is $0, and anyone liking it enough to want more levels and worlds might be willing to pay the extra dollar.

Only time will tell if that’s the right move…

 

In App Purchases coming soon

As we ponder what do do next, we evaluated many things. Do we do a seasonal Rafter’s Loot? Revamp the Star Chase Interface? Build the next angry birds? No. We decided it was time to bite the bullet and offer in-app purchases for more puzzles in cryptoquip.

In app purchases would offer players a chance to play more puzzles if they want to. We’re still settling on what type of “packs” to offer, but we’re thinking maybe one jumbo value pack and then some smaller themed packs. If you want to se a particular theme drop us a line! So for the next little while we will compile the theme packs and modify CryptoQuip to allow for In App Purchase (IAP).

Not sure exactly what to do about the distinction between our two binaries. We want to offer IAP in both, but do we allow the free one to “turn  off” ads or would that simply direct you to require purchasing the full version? We’re thinking if you’re playing the “free” version you have ads, even if you purchase more packs.

All these issues and more to come as we get IAP up and running.

Cheers,

 

 

 

 

 

The Next Angry Birds

Angry Birds creators Rovio have been valued at 1.2 Billion dollars. So what will the next Angry Birds look like? Will it be Rafter’s Loot? Star Chase? Probably not.

We ask ourselves every time we start on a new game. Is it the artwork? Is it the gameplay? Is it the puzzles? I don’t think every great game has to look like Angry Birds, but it would be silly to ignore the phenomenon.

One great thing about Angry Birds is that everyone can play it. It only takes a few moments to learn the controls. Rafter’s Loot (our latest release) has two buttons and a menu, and in Beta testing kids could pick it up. On the other hand, Star Chase is a complicated space physics game so it was harder to build something accessible to everyone, but there’s more to it than that.

Part of me thinks that advertizing and marketing our games is where we are missing the ball. We have no marketing budget, so we try and do it all ourselves. I know we’re not alone since I get these emails every time we release a new game saying “great game, let me sell you my marketing services”.  Angry Birds was published by Chillingo which had experience marketing games and bringing them to #1. If we had a few thousand dollars to invest in the problem we would, but we don’t. For now, we plan to continue doing this ourselves, and keep our focus on making quality apps.

In the meantime we’re just settling into a new groove for the fall semester. We’re expecting another child soon so we’re winding down full blown game development mode idle to focus on support for our existing apps, and new non-game apps, perhaps related to pregnancy or kids….

So while we keep hoping to build The Next Angry Birds, we’d happily settle for 1% of their success.

Rafter’s Loot for Sale

available on the app store

Very Excited! Rafter’s Loot has been reviewed by Apple in a record (for us) of 3 days!!!!

I’ve just submitted the free version, so that should hit the store next week. But lucky for all of you out there you can start playing Rafter’s Loot right away!!! It’s only 99c and it’s actually quite fun.

It’s not even in the store quite at this moment, but the following promo code should let you grab it RIGHT NOW!

While you wait you can read more about Rafter’s Loot

Promo Code – RR3R3F4K9JFX