This is a short post today. The purpose of this post is to share a link to an Xcode project I’ve put together containing the accessibility code I wrote for Dollar Up. This code allows a developer writing an app with the popular Cocos2D project to interface their app with Apple’s UIAccessibility API. It’s fairly painless to use and I’ve found it very easy to integrate into Dollar Up.
The aim of sharing this code is to help make it easier for other developers to make their apps Accessible.
Here is a link to the repository. It’s a bit bare bones at this stage, so if you have suggestions or find problems feel free to fork or branch.
There seem to have been a number of blog posts of late talking about how difficult it is for indie developers to make a sustainable income from their apps. The app store has evolved over the past few years, and not all of us developers have managed to find that pot of gold.
For example, I consider myself an indie developer, though I don’t try, and never have tried to make a living from my apps. Yes, it would be nice to be able to, but I’ve not managed to create any of those app store hits, and I didn’t enter this game early enough to establish my ‘brand’ before the app store became crowded.
With a few exceptions, I’ve focused my attentions on kids educational apps. It’s what I enjoy writing. I know that, even though my apps might not be runaway successes that are loved by all, they are loved by some, and that’s good enough for me. I know that my apps are used regularly by some people; maybe not a lot of people, but by some. I want my kids educational apps to be fun, and helpful; it’s what got me started when I wrote Tap Times Tables.
Early on in this adventure I discovered the Moms With Apps forums where I found other developers. I was looking for help because whilst I knew how to write an app and make it work, I had no idea on how to market it or sell it. I know a lot more now, and that is largely because I found Moms With Apps. The people there, especially the team, headed at the time by Lorraine were so helpful, and through them I discovered “AppFriday”.
“AppFriday” has been, for several years now, an opportunity for developers of kids and family friendly apps to promote their apps at a discount, or for free in attempt to gain more visibility, connect with customers, and hopefully increase sales.
What many of us have found is that AppFriday has been very successful overall, however there has always been an undercurrent of wishing we, as developers didn’t have to mark our apps down so much so that we could not make enough income from them to keep developing. For some time now I’ve tried to avoid setting my apps to free, only doing so when combining it with other promotions, or when I was basically desperate enough for a sale that going free wasn’t going to lose me anything.
Most of the times I set my apps to free, I would see a little kick, but that would only last a day or so. So whilst AppFriday was helpful, it didn’t produce any big sales numbers.
Something that a number of developers have been noticing for a while now is that the number of people turning up for AppFriday has dropped off, and that when an app is set to free, there have been some unusually large educational volume purchases. I can speak for everyone here, but in my case, I set Tap Times Tables to free on the 25th of April. Leading up to that date I was making roughly 1 or 2 educational sales each week. Since that date, I’ve had one single educational sale of Tap Times Tables in the US.
As the images show, educational sales in the US prior to setting the app to free on the 25th of April were a significant proportion of my sales. Since then however that has changed dramatically.
This observation (and I am not the only developer to make it) plus the oft mentioned race to the bottom for prices has led the AppFriday team to try something new. When AppFriday went on hiatus for the Northern Hemisphere summer break, the team sought some feedback from developers on what we wanted to do when the hiatus was over. Did we want to continue with AppFriday in it’s present format (i.e. discount or free promotion only) or did we want to try to try something new?
Well, as I just mentioned, the decision was to try something new. As of the 1st of August 2014, AppFriday has changed to a new format where the only apps that are promoted are apps that meet the guidelines shown at: http://www.appfriday.com/About
Now, instead of promoting discounted apps, we are promoting quality apps that have been Handcrafted for use by kids, that are family friendly, and safe to use. This new emphasis is an attempt to shift the focus of customers so that they will hopefully place some value on the apps that they purchase. We want people to buy our apps because they meet a need; that they are fun, friendly and helpful. Getting people to download something just because it is free or discounted heavily doesn’t encourage buyers to value the apps or what they can do for their kids.
It is also an attempt to return to the days in the app store when you had a new app and actually had a way to let people know it. When many of the developers in the Moms With Apps group began this journey, Apple provided a space in the “New and noteworthy” area of the app store. This gave customers a way to see the new apps, regardless of who published them.
The “Best New …” area in the app store these days is not actually a list of “new” at all; it’s a curated list of what is selling well. Sometimes there are new apps in there; but most of the time the apps there are not actually new. People like to see new, shiny things on the shelf; even if it’s just to take a look and consider whether they want it. This new AppFriday is our effort to give you a new way to find the new apps, and the freshly updated apps for your family and your kids.
So this Friday, when you see developers and other people on Twitter using the #appfriday hashtag, take a real look at the apps. See if there is something you need. Are your kids struggling with their Times Tables? Do they need help with spelling? Do they need a fun distraction like colouring in, or playing with concepts such as recycling, body parts, reading, etc?
And, if you do purchase an app, and you like it, don’t be afraid to pop into the App Store and post a review to let the developer know. Reviews make a big difference. Even if you don’t like something about an app, the developers would love to hear from you via email (most of us provide links to support sites).
Dollar Up is now just over 2 months old. As a developer I’m especially proud of this app, not so much for what I’ve done within it technically, but for what the app can do for people.
The main reason I wrote Dollar Up was to help out. A teachers aid/assistant wrote to me and asked if I was in a position to write some apps for Special Needs students. Whilst I wasn’t able to do everything she asked, I was quite excited at the prospect of writing an app that had the potential to really make a difference.
So I came to an agreement with the teachers aid who provided a lot of input into the initial design and layout of the app that I would build it at no cost to her or her school, and provide her with as many copies as she needed. I got to own the app itself, and consequently any proceeds from sales.
Over the next 3 months I spent most of my development time (which means spare time as this is not my main job) putting Dollar Up together. My understanding was that there was a genuine need for an app that helps to teach basic money skills to people with learning difficulties such as Down Syndrome or Autism.
This was to be my first foray into Special Needs education. Over that first month I learnt a lot about what makes an app easier to use for people with special needs. Make buttons bigger, allow students an option to retry a question, etc.
One huge lesson was that my perception of what people can grasp and understand was centred around my own experiences. That is to say, I had no comprehension of just how much I take for granted in this world. The simple fact that some students couldn’t be expected to grasp or learn concepts like numbers over 10 rocked my world. More than one night I’d get an email explaining this sort of thing to me, and I’d turn to my wife, shaken and unable to get on with the programming. It takes time to absorb this sort of thing for me. Whilst I’m by no means the smartest guy out here developing apps, I’m so used to being able to do these simple things, that comprehending just how ignorant I am of those around me left me more than a little upset.
This learning experience did one thing; it galvanised my desire to do this app, and do it well. I wanted to make a difference, to help fill a gap in the app store, and provide Special Needs teachers around the world with a tool they could use.
In the past, with one notable exception, I’ve done all of the work on my apps; the code, the artwork, the sounds, everything. I work to a shoestring budget. Some say that my apps suffer from this; that if I spent the thousands they do on artwork I’d do better. They may be right. With Dollar Up, I decided to use my little income from the other apps in my portfolio to pay for voice work, and some artwork.
Initially Dollar Up was just for Australia, but it became clear that there was a demand for it in other countries as well, so I started researching where to get permission to use images of coins and banknotes from other countries. In some cases, like the UK and Canada, this proved to be a long process involving a number of emails and in one case phone calls to sort things out. Eventually I had the permission I needed. I never set out to make much money from Dollar Up so it was important that the various institutions understood that.
At release, on the 7th of February, Dollar Up supported 7 lessons with 5 currencies (Australian, US and Canadian Dollar, UK Pound, and Euro). A week later, I added a 6th currency (New Zealand Dollar) because I’d heard via @TheAppyLadies that there is a strong Special Needs community there. Since then, there have been 2 more updates, adding at least 9 new features the most recent of which is the ability to extend the app using the iPad’s built-in camera.
During the last few weeks prior to the first release, I distributed Dollar Up to over 30 beta testers around the world. This was invaluable, not just for fixing things and improving the app; it showed me that people really were looking for an app to help them teach their students or children money skills. It heartened me and confirmed to me that I had done the right thing taking the time to write Dollar Up.
On the day the app was released I remember having a coffee with my wife. During that coffee my phone was buzzing away with messages and tweets showing support for the app. It was an affirming moment for me.
In all of this my expectation was that by supporting all of these currencies I would see some interest from the key markets of Australia, US and UK. Whilst I included the Euro as a currency, I didn’t expect a lot of interest from Europe because the verbal/audio feature of the app is English only.
One thing to note; if you work with currencies other than “Dollars”, don’t let the name of the app put you off . If you select Pounds or Euros as your currency, then the app will intelligently use the correct terms through all of the lessons, both on screen and via the audio prompts.
What has surprised me the most is that the UK has proven to be the quietest. As the graph to the left shows, the US is by far the strongest market, but the UK falls into the bucket at the bottom.
Sales haven’t been huge, but I never expected them to be, and it’s not why I wrote the app in the first place.
I had however thought that the spread of sales would be more uniform. My hope with this post is that by telling the story of the apps development, I can try to give it a human side. I’d very much like to reach more people and schools with Dollar Up; I want it to help. If people don’t know it’s there, they can’t use it and it can’t help.
If you represent an English speaking school that uses, or wants to try the “Next Dollar Up” method to teach money skills then perhaps “Dollar Up” can help. If you’d like a promotional copy of Dollar Up to try, please write to me at support@pkclsoft.com. Explain which school you represent, what your needs are and if I can I’ll help out with a free copy or two. Of course, I only have limited numbers of these so I’d really prefer to provide them to schools where the potential to reach more students is higher.
I’m pleased to say that I’ve just submitted to Apple for review, my latest app. This app has been written at the direct request of an Australian teacher to help her teach her students the “Next Dollar Up” technique.
Below, I’ve included a youtube video trailer for the app, just to whet your appetite. If you’d like to know more about the app, please contact me for some information via the support page.
Today I came across the following info graphic. As I continue to work on new educational apps (the current one is coming along nicely), I’m very aware of the need to try and make the apps useful for all kids. Through my apps, I’ve come in contact with a number of people over time that work with or have kids with special needs.
This info graphic seems quite timely, as my next two apps (after the current one) will be developed especially for kids with special needs, in cooperation with a group of teachers that work in this area. I’m really quite keen to start on those projects as they represent a real need.
Here is the info graphic. I’m not associated with it’s author at all, but if you want to contact her, the website is:
A month ago I was riding high. I’d been through a wonderful weekend where I promoted my math apps via the wonderful App Friday and appadvice.com sites as a part of trying to launch my new game Claustrophobic.
I wrote about that experience in The Power of Promotion. I even spoke about it (rather clumsily, I might add) at a local Cocoheads meeting (video).
I’ve been really amazed at the longer term results of that promotion.
Whilst Claustrophobic has failed to capture the interest of the gaming public, both of my math apps (though primarily Tap Times Tables) have improved their sales on a day-to-day basis. Whilst I’ve not made any money at all from Claustrophobic, the act of promoting the math apps via App Friday and appadvice.com has paid off to the extent that my costs of development (apart from time) and marketing for Claustrophobic have now been covered.
To give you an idea of the before/after for my sales:
So you can see, that whilst I’m not getting rich, the difference is quite obvious.
After a couple of weeks with Claustrophobic in the store, it became quite obvious that I had to do something to try and get the game moving. I had got about 2000 downloads in that first week where it was free, but by looking at game center, I could see that people were uninstalling the game at a rate of about 10 per day. Not good. I wanted people to play it and have fun.
One user was happy enough to write a review in iTunes and provide me with some very useful feedback about the game. After some very detailed discussions online, I got to work and made a raft of improvements to the game play. This user was an experienced game developer and player, and the help was invaluable.
Here is an image showing the rather dismal rankings after launch. Certainly not the sort of graph an app developer wants after a launch:
So with a new version done, I readied it for release, and got it into the store. I then scheduled the app to go free on the 22nd of February, and let the kind people at appadvice.com know about it.
Whilst I wasn’t going to promote via App Friday this time, I thought I could get a good boost from appadvice.com and get the game in front of a lot of people. My hope was that they would enjoy it and get the word out.
Here is where it got a little frustrating for me. When we schedule an app price change, the price change starts in the first country to tick over that midnight boundary into the date we’ve scheduled. This makes sense, but it only has an effect if the people in that country notice.
All app developers know how important it is to get ratings, reviews and rankings in the US app store. Another thing that is important about that US app store is that it also has a huge infrastructure of support websites such as appadvice.com, 148apps.com, gamezebo.com, etc. These sites are all US focused, so when they say something, they say it in US time.
What does this mean? Well, even though Claustrophobic was free in Australia from midnight on the 22nd, no-one seemed to know. OK, so it’s my job to let people know, but hang on, isn’t that what appadvice.com was going to do? Well yes, but not in Australian time.
So for a whole 24 hours in Australia, nothing basically happened.
And then the US woke up…and so did the rest of the world…
Notice how clearly that jump is at midnight on the 23rd (Australian time)?
Now I can’t be sure exactly what time appadvice.com post their links and update their appsgonefree app with the new data, but it’s pretty amazing to watch an apps ranking go from nowhere to everywhere so suddenly.
Looking at this, we can see that in the US, Claustrophobic quickly jumped to around #55 in the Games/Action (iPad) and around #100 in Games/Action (iPhone). It then stayed there until the app went back to paid.
As I mentioned above, it was really quite frustrating to see what whilst the app was free for some time leading up to the US hitting the 22nd, there were plenty of other countries that simply didn’t know that they could get the app for free.
I guess that to a large extent this shows my lack of marketing skills, as it should have occurred to me to look for sites like appadvice.com in other parts of the world and coordinated things a lot better. Sometime on Saturday this hit me and I reached out to Kristin Heitmann of www.apppmedia.com, one of my friends in the ParentsWithApps community who had previously posted about experiences in Germany.
Kristin kindly sent me some links to app promotion sites in Germany, and I started working. Of the three sites I contacted only one actually responded, and that was APP gefahren
They were very quick to respond and offered to promote my app via a push to their customers. Initially the offer was as a paid-for service but after some discussion, they very kindly offered to do the push for free to help me out. My hope was that I would get a nice bump in Germany and I’d be able to give something back.
Prior to the push by APP gefahren, Claustrophobic had peaked in Germany at a rank of about #110 as shown below:
Once the push went out, there was a definite jump in rankings:
So whilst appadvice.com is great for high rankings in the US and other countries like Canada, it was clear that to get that extra boost in countries like Germany it’s just as important to have other sites like APP gefahren in on the action as well.
So what actually happened to the downloads? Did Claustrophobic got nuts like the math apps?
Sadly no, but I think that the main reason for this was nothing to do with how I promoted the game; I think it was more that it was a game. The whole “game” category in the App Store has soooo many more apps, and competing in such a large market is not easy at the best of times.
Education, as I’ve said before, is a much better market to be in just at the moment. The selection of apps in the Education category is far smaller, and it’s much easier to get noticed if you frequent the right sites, and make yourself known.
Getting visibility in the games universe is hard. Gamers are a tough crowd. They love their games; they expect a lot from them. There are some very impressive game houses out there producing awesome visuals that build up the expectations of the gamers. It’s not easy to get noticed in that environment without something new.
To be honest, I still think that Claustrophobic, whilst not in the league of a lot of other games out there, has something new; something I haven’t seen anywhere else. I still think it has potential (as does Jennifer Allen at 148apps.com). Version 1.1 saw a lot of changes, and the next version, 1.2 which I’m working hard on will bring a number of new features to the game as well.
So, how many downloads?
These took my ailing 1900 game centre players to just over 5000. As I write this, that is down to 4600 players, with about 110 players each day. It’s great to see people getting better scores; it shows that they are actually playing the game and playing it over and over. Apart from wanting to earn something from the game, I’m really hoping that people genuinely enjoy it.
So where to from here? Version 1.2 is moving along nicely. It’s going to incorporate a whole bunch of things that have been asked for by users via reviews (there are some truly wonderful reviews in iTunes, and by wonderful I don’t just mean positive). It will also become the starting point for an educational game.
I also have a huge new feature, but I’m not sure if I can pull it off technically. If I can, I think it will be a game-changer. Watch this space.
If you’ve found this information helpful, the please feel free to share, or to let me know via a comment. Here are a few links to people that have helped me out. If you’ve helped me and I’ve missed you, let me know and I’ll add you in.
This blog is about promotion, or to be more precise, my experience of it over the last 48 hours.
I have a number of apps in the Apple App Store. Most have done very poorly since they were released; a couple have done OK. None have been runaway successes. I know that my attempts to market the apps have suffered from my own lack of knowledge in the area, and I accept that.
My two most successful apps are kids educational apps (Tap Times Tables and Math Plus Minus), aimed at helping kids out with their basic arithmetic. Over the past 12 months, I’ve tried a bunch of “tricks” from the various websites and people that appear to know a lot more than I do about marketing.
Amongst other things I can’t remember now, I’ve tried:
Changing the icon
Changing the keywords
Changing the app name
Improving the screenshots
Improving the iTunes app description
Adding (and removing) disclosure artwork
Paid advertising
App Review sites
Setting the app free for a day
Adding functionality targeted for schools
Being a part of targeted promotion at the beginning of the US school year
I’ve had some success, but for the most part, I think that the success of these two apps has to a large extent been related directly to being featured in the “New and Noteworthy” list at the beginning.
Apart from that, the single most effective thing I’ve done marketing-wise was to join the Moms with Apps / Parents with Apps community. Most of the other things listed above have had very little effect on day-to-day sales.
Being a part of the community of people at Parents with Apps is a must for anyone wanting to produce apps for the kids or educational markets.
Over the past 3 or 4 months I’ve been working away at a new game app called Claustrophobic. With it’s submission and approval going through without a hitch early in January it was time to start marketing….
This time around I was really hoping to take advantage of what I’ve learnt over the past 18 months with my other apps, plus all the reading I’ve done.
One of the greatest things that the PWA community has set up (thanks to the immense efforts of Lorraine Akemann) is the “App Friday” concept. This is a weekly phenomenon where a selection of apps by members of the developer community are discounted and made available for a day (or two). This is managed via a 1 hour party at 10AM San Francisco time each Friday, and is hosted at the facebook page facebook.com/AppFriday.
Every week there are around 20 apps available either for free or at a decent discount, and it is amazing just how many people wait for this promotion to get an app.
I regularly see developers expressing their gratitude towards the App Friday team for helping them get a (often significant) boost to their sales, if even only for a day.
I have taken part in this App Friday phenomenon several times now, but to be honest, most of those times I’ve been trying to jump in on the promotion without having my apps on the magic “grid” being promoted by the team.
What I’ve noticed on these occasions is that even though my apps might be discounted just as much as the other apps on the “grid”, they just don’t get any attention. Others seem to have the same experience. The one time I have had an app on the “grid”, it did very well, but that very well was only 100 odd sales.
So, back to Claustrophobic. I had previously organised for both Tap Times Tables and Math Plus Minus to be on the “grid” for January 18th 2013. Originally I was discounting them to $0.99. I had never set Tap Times Tables to free, and the only time Math Plus Minus had been set to free was less than impressive.
When Apple approved Claustrophobic for sale, I decided to try and be smart. I set it’s release date to the 18th of January as well. I figured that I could get some cross-promotion happening. Around this time, George, the current App Friday team leader, told the community that a relationship between App Friday and the immensely popular appadvice.com website had been setup. Each week, AppAdvice would, at it’s discretion, and based on a set of rules choose one or more apps from the “grid” to promote as a part of their “Todays Apps Gone Free” page.
When I read this I quickly realised that I needed to change my listings for the “grid” by setting both Tap Times Tables and Math Plus Minus to free. This was a bold step for me. I don’t like setting my apps to free; I think they are cheap enough as it is at less than the price of a cup of coffee. Nevertheless, I knew I needed to do this.
By getting AppAdvice to list one or both of my apps on their page my hope was to get some cross promotion for Claustrophobic; to help it’s launch day.
Next I created two videos and put them up on YouTube. The first was a teaser/trailer aimed at just eliciting some interest. The second was a brief demo of the game in action.
These were then incorporated into a press release that I put together using prlog.org. The press release went out at 9AM on the 18th (Australian time).
The next thing I did was start sending out promotional codes to 17 different Gaming or App Review sites. These sites were not the usual educational app review sites, but the big ones like AppAdvice.
Unfortunately, I have a lot of competition in the games genre, and getting noticed by these sites is next to impossible. Of the 17 promo codes I sent, only 4 elicited any responses, and these were all along the lines of
“Hey we’re busy right now, and we’ll take a look if your app looks interesting enough. In the meantime, why not pop over to our advertising page and spend some money to promote your app“.
There were three exceptions to this.
When researching sites, I happened across the appspy.com article titled “Phobia as a Game Concept“. This was a nice find. It was completely unsolicited and had some nice things to say given they only had the trailer video to go by.
At this point there were perhaps 3 days before launch day, and I had no real confidence that any sites that would be truly helpful were going to take an interest. It wasn’t looking good.
So, I decided to pay the dailyappshow.com for a video. Now this wasn’t truly a review, more a game play demo. My thought was that it seemed to be the most cost effective way to get the game in front of a lot of people. I was wrong by the way. The video turned out to be very basic, and the results have been far from impressive.
So launch day arrived, and my math apps went to free. I was advised that AppAdvice had indeed chosen to include both math apps on their “Todays Apps Gone Free” page which was awesome. Beyond this, I received a lot of help from a number of developers in the PWA community in the form of some behind the scenes promotion. Several blogs also ran posts such as:
Claustrophobic was being downloaded, I could tell, but not at the rate I had hoped for. A number of people in Australia reviewed it, but other than that, the reviews have been fairly scarce.
I don’t have tracking data for most of Friday because AppFigures couldn’t see the app till it hit the US store which was very frustrating. What I did notice though was that downloads really didn’t start in earnest until it did hit the store. The only tool I had available was to watch Game Center and see how many were playing. This wouldn’t be accurate, but it would give me an indication. (Side note, as it turns out, the Game Center figure was about 78% of the total).
And then I started to see something amazing happen with the two Math Apps. As soon as the AppAdvice page was public, the rankings for both apps went from non-existent almost everywhere to ranking very very well.
Here’s a picture of the rankings a little before it peaked (unfortunately I didn’t take screenshots at the peak):
After this it just got better and better. Both Math Plus Minus and Tap Times Tables enjoyed rankings like this for a solid 24 hours. For most of that time, both apps sat at #4 and #6 in the US Education category. Unbelievable.
And now, as I write this, the clock has ticked over in the US and both apps are now paid again (I extended the free time to 2 days in the end). Guess what has happened:
Rather than focus on this bleak image, lets look at the ranking charts for both apps for that period:
For Tap Times Tables:
For Math Plus Minus:
So what do these rankings actually mean for downloads?
For Tap Times Tables:
For Math Plus Minus:
Pretty amazing numbers aren’t they. For apps that normally get sales averaging 3 to 10 a day, to suddenly get in excess of 15000 downloads in a single day is amazing.
I attribute this primarily to the post on appadvice.com. I thank them very sincerely. I don’t yet know if this will help the apps in their rankings and sales in the future, but I hope so.
So what happened to Claustrophobic amongst all of this? Well it’s early days, but as they say, it’s these early days that matter the most for an apps chances of survival. Here is the rankings picture for Claustrophobic:
And the graph:
So, comparatively speaking, not much in the way of downloads and absolutely no in-app purchases so far. The fact that it’s free helps, but it’s that added boost of a single little icon and link on a site like AppAdvice that goes a long long way….
How exciting! Claustrophobic has hit the app store and people are starting to play it. A press release was sent out this morning via prlog.org, which can be found at:
I short while ago, the kind people at GoPayment.com asked me if I’d like to be interviewed about hiring an app developer. The end result of that has been posted today, and can be read here.
Yesterday, both of my Math apps received a minor update in the App Store. The changes were really very minor, but a part of my desire to maintain and support those people that have bought the apps. If you are one of those people and have some feedback, please let me know if there’s something you’d like to see added or improved.
Another piece of news is that my new app, Claustrophobic has been submitted to Apple and is awaiting review. I’l really quite excited about this app; it’s a real step up for PKCLsoft, and I’m hoping that people are going to love it.
A lot of thought has been put into the game concept, the sounds, the visuals. There’s still a lot more I want to do with the game, and I have a plan of added features, new game twists, etc.
Whilst it’s not available yet in the store, you can see some video of the game by visiting my YouTube channel at: http://www.youtube.com/user/pkclsoft
Ove the next week or so, I’ll be posting more game play videos to give people a feel for the game. Once it’s available, players will have the ability to share their games via the built-in Kamcord feature. I’m really looking forward to seeing how people play, what strategies they use, etc.
Claustrophobic, a new game for the Apple family of iDevices running iOS 5 or later, is almost ready to release.
In this game, the aim is to keep your ball rolling as long as you can. When it’s moving above a minimum speed, your score increases. If you stop or slow down, so does the score.
As time moves forwards, the space you have on the screen in which to move reduces, as the boundaries move inwards.
As you roll around the screen, controlling the direction of the ball by tilting your device, various obstacles, tokens and power-up’s appear on screen. It’s up to you to dodge or hit them to keep the game going. Some will give you points, some will end the game, some will affect how your ball moves.
This game has been built from the ground up to work on all of the new Apple devices, especially the iPad Retina, iPad Mini and iPhone 5.
A teaser/trailer video has been posted on Youtube to give you a feel for the game ahead of it’s release.
If you want to know more about the game, write a comment here, or email me via the support email address on this site.