Ocean House Media & NimbleBit Present “Up With A Fish”

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NimbleBit & Ocean House Media is proud to present Up With A Fish, a Dr. Suess inspired stacking game for your iPhone and iPod Touch!

Help the Cat in the Hat stack falling objects atop his tower of fish bowls!
Tilt your device to catch falling objects. Move the Fish up your stack by catching more fish bowls. How high can you score before you miss 3 fish bowls?
Features:
- Catch falling objects – Tilt left/right to catch umbrellas, chairs, books, rakes and other objects on your tower. But avoid the falling THINGS - they smash your tower!
- Catch fishbowls – Each fishbowl you catch increases your Score Multiplier. Miss 3 fishbowls and your game ends.
- Get a high score – Top scores are automatically saved.
Additional features:
- Includes beautiful, original artwork by Dr. Seuss
- Whimsical music and sound effects
- Suitable for ages 5 and up

Now available on the App Store

Dizzypad HD Revealed, Freebie Friday!

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Dizzypad HD is landing soon on the iPad for FREE!
Play classic Dizzypad in luscious high resolution with 30 unlockable frogs and plus+ awards and leaderboards. In addition to the classic game mode there are three additional game modes available for $1.99 each that take Dizzypad to the next level!

Sliders: A fun twist on the classic mode. Test your timing with pads that slide back and forth instead of rotating in place!
Memory: Be a froggy matchmaker and test your memory by picking frog pairs. Guaranteed to sharpen your wits!
Battle: Duke it out on the pond with a friend in this 2 player mode! Try your best to gobble each other up until your frog grows the largest.

Submitted to Apple today, so here’s hoping it lands on the App Store soon!

Also, April is U.S. National Frog Month, and to celebrate NimbleBit is making its four-time Apple featured iPhone game Dizzypad FREE on Friday, April 23rd! Normally priced $1.99, Dizzypad is a graphically rich high score game with unlockable frog skins and plenty of plus+ awards and leaderboards. This game has been recieved well by nearly every review site under the sun, so make sure you pick it up this Friday for FREE!

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Dizzypad Lands on the App Store!

Our first new iPhone / iPod Touch game of 2010, Dizzypad has just hit the App Store! Check out our gameplay video and description below:

Koi Pond meets Doodle Jump in this beautiful high score game from NimbleBit!

Escape into your own tranquil pond to see how far you can jump your
dizzy frog from pad to spinning pad. Skip pads to earn extra flowers
and extend your journey. Unlock new frog skins by earning various awards
and compete with others through a local high score and multiple online
leaderboards.

- 15 unlockable frog skins
- Plus+ awards and leaderboards
- Serene sounds and graphics (including koi and dragonflies)

“Nimblebit describes Dizzypad as a cross between Doodle Jump and Koi Pond, but quite frankly it’s much better than both.” - App Advice

“like with any good game, it’s harder than it looks and does a good job keeping you trying for higher score.” - Touch Arcade

“It’s addictive and simple fun, with every missed jump just one tap away from starting over again and that familiar thought that ‘this time, I can do it better.’” - TUAW

“Overall it is another solid game from NimbleBit. The difficulty curve is just right, the control scheme efficient and the presentation certainly a cut above” - Games Uncovered

“Just like Nimblebit’s 9 other games, Dizzypad is as addicting as it gets!” - Appmodo

“a fun, well-rounded, casual and visually good-looking gaming experience which is both addictive and at the same time, a joy to play. I really can’t recommend this game enough!” - 148Apps

“The combination of strategy, challenge, and fun make this game an instant hit” - No DPad

“Dizzypad LOOKS easy but it’s challenging in itself and challenging to put down, it’s that addicting!” - The APPera

NimbleStore: By the Numbers

One of the big things that iPhone game developers (at least forward thinking ones) are constantly working on, is finding alternate ways to point customers towards their games. It is very difficult to build significant paths to app discovery besides the App Store, but it provides some much valued security from the rollercoaster and fluctuation of the app charts.

In that effort we have a “NimbleStore” built into all of our games, which can be accessed from the main menu. The store is displayed using a web view, and we have Google analytics embedded inside to track how people are accessing it. In this post I will show a month’s worth of data from our NimbleStore.

This month of time is a particularly interesting chunk of data to look at, because halfway through the time frame on June 18th, two things happened. One, Scoops 2.0 was approved - which I think provided a spike in visitors to the store as people who might not have launched Scoops lately checked out the update. Two, on the same day we re-designed the NimbleStore to feature the individual games as icons instead of banner-type graphics.

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Here we can see the number of unique visitors hitting the NimbleStore per day. In the first segment you can see an average of around 3,000 unique visits a day. There is a big 200% spike when the Scoops 2.0 update goes through. It goes to show how important regular app updates are to keep people coming back to your app over time.
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This graph is the average time on the index page of the NimbleStore, which is a little tougher to interpret. You can see that it does climb up slightly from the point the graphics were re-designed, which I interpret to mean that the new design is more interesting, and causing fewer people to close the page and more to study the games shown.
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This is one of the most telling bits of data about our new design of the NimbleStore. After the re-design, our bounce rate was halved, from a little under 30% to a little under 15%. This is probably the most important stat to look at for us besides unique visitors, since it tells us how many people actually proceed to access more information about one of our games. According to this data, around 85% of people visiting the store go on to access one of the specific game pages containing review quotes, a description, screenshots and a gameplay movie.
gamepages
Here is the number of page views for our individual game pages over that time period. It shows which games people wanted more information about. This information matches more or less how well each game is selling according to sales numbers.
That is about the end of how far we can track people using our NimbleStore. The most important information we want to know, is how many people actually go on to purchase one of our games after discovering it on the store. Unfortuantely the app store does not indicate to developers where users were referred from, and until Apple makes that information available to developers it will be impossible to know. All the App Store links in the NimbleStore use a referral program, so we can track the commissions we are getting from those sales but there is no way to directly see exactly which games and how many are being purchased.
Thanks for tuning into NimbleBit’s “Adventures in Marketing!” series of articles. I hope you can glean some kind of useful information for yourself.

The Trouble With Tribbles (and the iPhone App Marketplace)

Recently we stumbled upon Jeff Tunnels blog post “Hey Whiners, the iPhone Market Owes You Nothing“. Jeff is pissed off about the idea of the iPhone developer community wanting some changes in how the app store marketplace works.  In his words:

“All of this elitist non-informed bullshit needs to be debunked. Crap like this, along with developers complaining that they cannot make $80,000 per year just by making iPhone games is so far from the truth that it is laughable. The bottom line is that markets owe you nothing. If you can’t survive in the market, there will be a hundred other guys that want it more and will take your place.”

Jeff has a ton of experience in developing and promoting independent games, both as a co-founder of Dynamix and Garage Games, as well as having a new venture :  Push Button Labs (I am especially looking forward to checking out the Push Button Engine they are developing). Having some experience with the iPhone app market ourselves and knowing a lot of other iPhone developers, we felt like offering a counter viewpoint to Jeff’s post.

Read the rest of this entry »