Finger Puppet Frenzy Weekly Downloads

May 16th, 2012 | by | blog, finger puppet frenzy

May
16

While we are hard at work getting our new game past the final hurdle before we start beta testing, I’d like to share some Finger Puppet Frenzy download stats with you.

I have left off the actual values to keep you guessing :D but the data is from initial release (25th Jan 2012) until a few days ago (13th May 2012).

I didn’t realise until now how much of an effect getting into the What’s Hot section helped our downloads. It *almost* matched our initial peak downloads.

It’ll be interesting to see if having NeonBlue featured on Joystiq will have any impact on downloads.

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Finger Puppet Frenzy is What’s Hot on iTunes

April 12th, 2012 | by | finger puppet frenzy, game updates, games, news

Apr
12

A friend asked me today “So, how many downloads have you had now?” and I didn’t have an answer for him as the last time I checked it was at around the 7,500 mark. So I jumped over to Apple Connect so I could dig around in the stats for FPF. To my delight, the games downloads had had a sudden spike over the last few days. I didn’t think too much about it but then when I checked out iTunes on my iPad, here is what I saw.

How awesome is that! Not only is Finger Puppet Frenzy in the top 50 games in a few categories but it’s also in the What’s Hot section. On top of all that, we’ve had more than 10,000 downloads. Mind blown!

We’d like to thank each and every person who downloaded FPF and hugs to all who rated it. We have a solid 5 star rating now and we hope to keep it that way.

If you have any suggestion, questions or comments, please feel free to leave a comment below or get in touch with us on twitter. I’m @Denifia and Evan is @Evan_Dela.

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Tools of the trade

February 3rd, 2012 | by | blog

Feb
03

cogs

I always find it interesting to know what tools people are using to make games so I thought I’d let you all know what we’re using to create ours.

 

Visual Studio 2008 – Ah, my home away from home. I’ve been using VS for many years now and I like it now – warts and all.

Unity3D – By far the best app for creating 2D or 3D games of any size and shape.

Photoshop CS5 – I know it’s expensive but Ev’s good with it and it really is a fantastic app.

CodeSpaces – For all our source code repositories and when we’re feel super organised, a work item list.

TortoiseSVN – I’ve used this for so long now I don’t even know what else is out there.

SmartSVN – I’ve searched around for a decent SVN client for Mac that allows me to connect to a hosted repository and SmartSNV does the trick.

XCode 4 – I know I need this app but I really DON’T like it. It’s a pain in the ass. Hrmf.

 

We outsource our audio needs to google searches and contractors so I haven’t needed any app for that yet.

 

What apps do you use to make game?

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The making of Finger Puppet Frenzy – Part 1

February 1st, 2012 | by | blog, featured, finger puppet frenzy

Feb
01

PressStart

NeonBlue is made up of two professional software developers, Evan and Luke. In addition to our coding skills, Evan has marketing and graphics design skills while Luke (me) has hardware and networking skills. I mention this so you know that before Finger Puppet Frenzy, we’ve had no game making experience at all but do have some of the required skills.

Over the past 6 months we have played with the idea of creating a game. We both love playing games and, like many others, are always coming up with “million dollar” game ideas. We figured we have most of the basic skills required to make a game. As you may guess, we didn’t have a clue what we were getting into.

We decided to start small. So the idea of a massively multiplayer game where the world changes as the players interact with it was where we started. The idea was mainly born from the software we chose to use, Unity3D. With it, we could make a 3rd person game, add a networking plugin and we would be finished. Just add some levels and story – right?

Guess what? That didn’t work out to plan. We were still learning how to use Unity and although we had networking experience, this was a whole new ball game. The idea was soon abandon.

We reevaluated our skill set and newly acquired Unity experience and decided on a simple dragon game. In this game you would be a dragon (3rd person in a 3D world) and you’d be matched with another player where you would battle it out in the skies. There would be upgrades and unlockable skin colours and types to change between and it will be awesome.

Dammit. Our lack of networking skills got in the way again. Ok, fine. It was still a dragon game (as we had already bought some dragon assets) but it was now single player.

In this game you were a baby dragon and your mum was stolen. As you progress through the level you would start to unlock new abilities. So in the first level you can only jump-glide a short distance and eat chickens. By the end you could fly around, blow fire balls and destroy castles.

This was a game we could make! We got to it. Level designs, buying assets, making character controllers, adding sounds. A month passed and we hadn’t really gotten anywhere and what’s more, we were losing our passion.

In steps RageSpline. I saw the RageCube game, read up about RageSpline, bought the plugin and started messing around with it. Within an hour or so I had some cute little characters made and the idea for a game formed.

I was tired of making the mistake of biting off more than we could chew (we did this for more than just games). So this game idea was super simple. It’s a kids game where little characters poke in and out of all sides of the screen and all you had to do was tap them. By the end of that night we had it fully working. You could tap the little guys and they would turn a different color and a particle effect would happen.

This was a fun little game but got boring pretty quickly as there was no goal. We decided that there was potential but it needed some work to change it from what it was to a complete game.

We estimated 3 weeks. It took us almost 4 months to create.

Over the next few weeks we’ll be posting about those 4 months and how we got to our completed game, Finger Puppet Frenzy. Stay tuned.

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Finger Puppet Frenzy

January 10th, 2012 | by | featured, games

Jan
10

Title-Splash-770x430

We are proud to announce Finger Puppet Frenzy – a new breed of fast paced wack ‘em game for kids and adults.

We submitted this game to Apple just a few days ago and it should be available in the app store very soon!

Happy Harry needs your help! The harmony of Harry and his band of puppet friends is at stake. Angry Aaron, a very mean puppet, is on a mission to turn their smiling faces into sad frowns. The only way you can save Harry and his friends is to hide them from Aaron.

By tapping on the happy puppets as quickly as possible and avoiding the mean, red faced Aaron, you’ll keep all the happy puppets safe.

Along the way you’ll earn points for each one you save. You’ll also encounter special puppets that will both help and hinder your success on this adventure. Good luck!

The Game

Finger Puppet Frenzy centers around a range of colorful puppet characters that pop in and out of the screen, the challenge being to tap the good characters while avoiding the bad ones.

The game progresses quickly, posing a challenge to even the most experienced casual gamers. You’ll be drawn back to achieve higher scores and to gather all the special and rare puppets that are hidden throughout the game.

It also has cross-platform leaderboards and achievements to encourage players to compete with their friends.

Finger Puppet Frenzy Features:

  • Great game for ALL ages seeking a time filler (you could become obsessed)
  • Fantastic colourful graphics and sounds
  • 3 game difficulty levels
  • Free play mode
  • Easy to learn touch screen controls
  • Tests your “tap” co-ordination and endurance
  • Unlimited levels
  • 12 Hidden Characters
  • Resume game support
  • Openfeint Leaderboard & achievements

 

Finger Puppet Frenzy Gameplay Screenshot

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New iOS Game Launch

January 10th, 2012 | by | featured, news

Jan
10

FPF-icon1_big

We are very close to our new iOS game launch into Apples App Store – hopefully in just a few days if everything goes to plan.

Here is a sneak peek at the App Store Icon we had designed. Hope you like it.

We are “keeping mom” on the name of the game and what the game involves.

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