Migrated to tumblr

April 14, 2010

We’ve now migrated our site to tumblr. With open html, we think it’ll give us a lot more room to maneuver in the future. But thank you WordPress. You have served us well. :)

A synopsis

April 11, 2010

Pinch – an innovative puzzle game for the iPhone and iPod Touch. Using the multi-touch controls of the iPhone, players will take control of the Norbs; tiny nanobots with the sole purpose of conquering the mazes and puzzles which make up their world. The
Norbs can change in size and colour by separating apart and merging with one another. The player achieves this by ‘pinching’ the screen – a crucial maneuver that the game derives its namesake from. Players will be familiar with performing this action in other iPhone applications, such as Google Maps and Safari.

The game will feature 40 levels on release, categorised into Easy, Medium and Hard difficulty sections (with Tutorials to begin with). These will be complimented with regular updates, new levels and other DLC options.

Pinch is scheduled to be released on 30th April 2010. The planned release price is 99c.

Just thought we’d let anyone who reads this blog know exactly what we’re sending out in press releases. We’ll be talking about our experiences with press contact and marketing in due course. :)

Pinch – Trailer #1

April 10, 2010

Finally! :P

New Pinch Screenshots

April 10, 2010

We’ve taken a few new screenshots to show the upgraded visuals, including some particle effects and tiled backgrounds. Oh, and a shot of the in-game finish menu which pops up when you complete a level.

Become a fan of Pinch on Facebook!

April 9, 2010

We have created a Facebook fan page. This will allow us to share screenshots and video of the game, as well as update and DLC news in the future. It will also provide a nice platform for discussion on the game. If you’d like to become a fan, click here. :)

Pinch Screenshots

March 26, 2010

Never one to go back on our promise, here are the first near-final screenshots of Pinch as it stands in the simulator. The animations for the trailer are proving a little… trickier. But soon enough, promi… wait… I won’t say that again. ;)

Nearly there!

March 18, 2010

Next week (beginning 22/03/2010) we will be releasing screenshots and, hopefully, video footage of Pinch. Promise. :)

Pinch logo 2

Sound Design

March 1, 2010

We’re happy to say we’ve found two great designers to do the sound for our first game, Pinch.

Kaamossound

The SFX will be produced by Tapio Liukkonen of Kaamossound. Click the picture above to check out Tapio’s website.

The music will be produced by Vincent Webb. Click here to check out Vince’s impressive portfolio.

We’re really looking forward to working with two great artists, and what they can bring to the project. :)

App pricing!

February 23, 2010

How to price your app/game seems to be a running theme in iPhone developer discussions. We’d like to add our own thoughts, for anyone interested!

We’ve spent several months watching the market while we develop. We even conjured up a market research file, and a document which looked at several cases of low-budget independent developers, their games, and their sales (some of which I’ve already posted here). As part of the conclusion of that document we stated the following:

• A low price bracket (between 99c – $2.99) would be wisest for our first few titles, until we become better known, and have a better idea of what to expect from the market;
• Starting with a bottom-line price of 99c may be effective in garnering as many purchases as possible during the ‘opening rush’, followed by increasing the price, and then lowering it if/when sales dip – this would increase overall popularity stats for the game, including number of reviews;

We still think this is a good general plan. There is the idea that pricing your app too low can have a negative impact on sales, as consumers equate quality with price. We agree with this, to an extent… some users will see a low price app and assume it’s rubbish. But, if you overprice your app you’re treading on thin ice as a new developer. We’ve seen several games produce terrible sales due to overpricing. It’s all well and good producing the most innovative, addictive little game ever, but if nobody buys it because it’s $3.99 and they’ve never heard of it or you, you may find yourself drowning in obscurity.

There are some notoriously popular apps made by small teams that have been priced at 99c since day one and sold millions – Pocket God, for example. Equally, there are plenty that went down the pan, so-to-speak. But it seems to us that it’s more of a risk to overprice, than underprice. So, we’ll be pricing Pinch at 99c for the first little while, and maybe increase it if it gets popular. If you make a name with the first game, you can price the sequel at $5 a pop.

That’s what we think anyway. :)

PS – We’ll be posting the full Market Research document at some point. Hopefully it’ll come in useful for someone!

Follow us on Twitter!

February 11, 2010

Follow us!

Click the above image if you want to follow us on Twitter, or click here. :D


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