Tuesday, March 6, 2012

Funding Feeble’s Fable: An Opportunity For Video Game Enthusiasts



We are working on our next game, Feeble's Fable: The Legend of Runes and we have launched a Kickstarter campaign to help fund the game development. If you haven't heard of Kickstarter yet, it is a crowd funding website that we are becoming quite fond of as we look around at all of the other campaigns out there and discover so many very worthwhile projects. What is crowd funding? It is where anyone in the public has an opportunity to help fund projects that otherwise may not have received funding to move forward. There are many crowd funding sites, but Kickstarter is limited to projects in the creative fields. Many video games have now received funding through Kickstarter. We are looking for Feeble's Fable to be one of these successful campaigns.

The main idea of Kickstarter is that backers who pledge to support a project will get cool rewards based on how much they pledge. Typically, you pay what you might pay at retail prices and get stuff that you cannot get elsewhere. For our game, a minimum pledge of $12 will get you the finished game delivered on your choice of available platforms. There are a lot of prizes available, all related to Feeble's Fable. You can see all details regarding the game, the funding campaign and rewards at http://www.kickstarter.com/projects/atomicchimp/feebles-fable.

We will be sharing more information about Feeble's Fable in future posts.

After you have a chance to take a look at the videos and information about our Kickstarter campaign, please consider pledging to support our project. Then, to ensure the project's success, please encourage your friends to consider pledging as well.

Sunday, January 29, 2012

What platform should I choose for my game?

After we came up with our initial game concept, we had to determine which platform we would target for our initial launch. Should we develop for the iPhone, iPad, Android, PC, Mac, Web, Facebook, etc.? After doing a LOT of reading on the subject, we decided to develop for the iPad, then create versions for the iPhone, PC/Mac and Android. We may consider other platforms, but that was our initial plan.

We chose the iPad because we really wanted to start with Apple. We selected iPad over iPhone for the initial launch because the larger screen of the iPad could enable us to create a richer experience with our game for players than with the smaller screen of the iPhone. We read that if you are planning to develop for both iPad and iPhone platforms, it is smarter to start with the iPad since it is easier to remove elements from your graphics when you move to a smaller screen than it is to add more elements to your graphics if you increase the size of your screen. Having followed this advice, we feel that this was sound advice and are happy to have followed it. If you are designing for both platforms, do keep in mind the difference in proportion of the screens and create a plan for how you will approach the switch between the two. There are many ways you can approach this switch. For our initial game, we chose to create two separate applications rather than one universal application. The main reason was the method we chose for the switch between platforms would have resulted in a dramatic increase in file size if we made it a universal app and we really wanted to try to minimize that as much as possible.

Wednesday, January 11, 2012

Kick’n Chick’nz: Medieval Karnival Review

I was going to write an overview/review of our game, Kick’n Chick’nz: Medieval Karnival, but, honestly, I don’t think that I could write a better review than Michael Halloran, from 148apps.com, so am reprinting his review from January 5, 2012.

App Store Links:
“Kick’n Chick’nz: Medieval Karnival” for iPhone, $0.99 - http://bit.ly/KicknChicknz
“Kick’n Chick’nz: Medieval Karnival HD” for iPad, $1.99 - http://bit.ly/KicknChicknzHD


  
By Michael Halloran on January 5th, 2012

Wacky game based in classic carnival mini games with some fun twists.
Developer: Atomic Chimp
Price: $1.99
Version Reviewed: 1.0
Device Reviewed On: iPad 2

Graphics / Sound Rating: 4 out of 5 stars

Game Controls Rating: 4.5 out of 5 stars

Gameplay Rating: 4 out of 5 stars

Replay Value Rating: 4 out of 5 stars
Overall Rating: 4 out of 5 stars
Going to carnivals in the summer growing up has always been a fun/scary experience. I’ve seen some interesting things in my time but I’ve never seen a carnival quite like the one featured in Kick’n Chick’nz: Medieval Karnival.
In the game players take the role of Meg who has been charged with the task of babysitting her younger sister, Margie. As someone with babysitting sibling experience, I know that this is not always an easy task. To keep Margie happy, Meg must play several carnival-style mini games to be able to win a special dragon hat the Margie so desperately desires. Each mini game has a classic theme to it and all games incorporate chickens in some way. There are currently four games available at the carnival with more on the way in future updates. The themes of the games will be somewhat familiar to players, especially the “Sqweeball” and “Memba’ Me?” games. “Sqweeball” is essentially Skee ball that uses rolling chickens as the balls and “Memba’ Me?” is based on the classic memory game, Simon.
I really like how the game incorporates the chickens into each game. Whether they are used as Skee balls or darts to send flying at a board of balloons, each chicken serves a purpose in collecting enough points to win the coveted dragon hat for Margie. Fortunately there is no additional charge on top of the cost of the app to play, but there are some in-app purchases available to help players move their game along a little faster.
The controls and gameplay are explained well and even the youngest of players will find it easy to just pick up and play at any time. Kids are sure to get a kick (literally) out of kicking chickens towards various targets in the “Kick’n Chick’nz” mini game.
Overall I would recommend this app, especially to parents with younger kids. I don’t see this game being meant for older audiences but this crazy medieval-themed carnival is sure to keep kids busy for hours. I thought all the mini games were very clever and fun to play. Although the general objectives behind the games aren’t original, the developers have found enough ways to mix them up with chickens and other elements to make each mini game feel unique.

Monday, January 9, 2012

Our studio's first game has launched!

What a journey it has been, creating our first mobile game, Kick'n Chick'nz: Medieval Karnival. Our initial iPad and iPhone versions have now launched on the App Store. Be sure to keep a lookout for more news on this game as we do plan to port onto other platforms as well. We have begun work on several other slated projects at Atomic Chimp Games for 2012. So, this blog will be where we share our trials and tribulations (and Post Mortems) with other developers and game enthusiasts everywhere, and news about our games, as we continue along with each new game development.

You will hear from me, as well as from members of our development team. I hope that you enjoy the stories as well as the tips and tricks that we're planning to share.

If you have any particular questions that you would like for us to address in our upcoming posts, please contact me at: info@atomicchimp.com.

Melody Brown
Producer
Atomic Chimp Games