All Articles Tagged iconfactory

App Store Broken or Developers? Losing iReligion vs. the Two App Stores

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Is Apple’s iTunes App Store broken, a combination of developers racing to the bottom and users getting conditioned — and feeling entitled — to pay less than what an app is worth? Or, are some developers not yet savvy enough in terms of planning and marketing to take advantage of the App Store business model?

Since we covered Ramp Champ this morning, it’s timely to cover both the thoughts of the developer, Gedeon Maheux, and a response from Tumblr and Instapaper developer Marco Arment that are currently surrounding it.

The crux of Maheux’s post, Losing iReligion, is that the App Store is broken, that it’s too hard to gain visibility, and that if you miss the immediate exposure-on-landing of hitting a top list or featured spot, you’re doomed to obscurity.

In order for a developer to continue to produce, they must make money. It’s a pretty simple concept and one that tends to get lost in the excitement to write for the iPhone. It’s difficult for me to justify spending 20-50 hours designing and creating new 99¢ levels for Ramp Champ when I could be spending that time on paid client work instead. I would much rather be coming up with the sequel to Space Swarm than drawing my 200th version of a magnifying glass icon. But I’d also like to have some assurances from Apple about reducing the length of the App Store approval process, having the ability to respond to factually incorrect iTunes reviews, not be limited to 100 beta testers, or that large, prominent developers won’t always get preferential treatment. In short, I’d like to know things will be fixed and I don’t mean merely posting a page of marketing text in iTunes Connect.

Arment, argues that there are The two App Stores. The first is superficial, geared to Top Lists and $0.99 apps that are basically disposable by both users and their developers alike. These make quick money and then disappear. The second are the profound apps, which flourish only from user word-of-mouth and online coverage, and while they don’t get the initial boom, they have a longer tail before it comes to bust. He further argues that it’s when developers mistake one App Store for the others, and miss-target their efforts, that frustration occurs.

The Iconfactory’s apps are able to compete strongly when people choose apps based on research, reviews, or feature comparisons. But that’s not how App Store A’s customers operate. Whether Ramp Champ is a better game than Skee-Ball is irrelevant to them because they’ll never take the time to find out.

Anyone interested in development and why we get the apps we do (and the ones we don’t) should take the time to read both posts (linked above). Then come back and let us know what you think. Are there two App Stores? Which one do you shop at? And why?



Quick App: Ramp Champ Brings Skee-Ball Fun to iPhone

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Ramp Champ [$1.99 - iTunes link] is a skee-ball-like, old school boardwalk arcade or amusement park-style game for the iPhone and iPod touch. Co-developed by the Iconfactory and DSMediaLabs, it’s also gorgeous. Of course, I’d expect no less from the pixel perfectionists behind it (and behind other well-loved apps like Twitterrific and Frenzic).

The premise is simple: using your finger and the iPhone’s multi-touch screen, you flick balls up a ramp and try to hit targets, win trophies, score points, get tickets, and redeem those tickets for prizes. The art is sublime, from the included Clown Town, Breakwater, Spaceswarm, and Icon garden to the in-app purchasable add-on packs like the Ninja Attack and Tiki Island combo ($0.99 each). Other add-ons currently include Voyage, Halloween, and Challenge. This part of the app is implemented particularly well, and there’s even a “restore purchases” button should you even need to re-download the add-ons.

In-jokes abound for the attentive as well. Developer Ged Maheux points out the classic icon sizes 16, 32, 48, 64, 128, etc. used as ticket cost for the prizes. And, of course, the first prize I bought was the Twitterrific blue bird itself.

There are three “goals” to each ramp. The first one tends towards the easy, a cookie to reward us for playing. The second and third range from difficult to how-the-frak-do-I-do-this. (Obvious tip: try to time your shots so that you hit more than one target with each ball). That you can often get close works only to make it more frustrating and addictive to play.

The frustrating part may be a double-edged sword, however. Sometimes flicking the ball seems absolutely intuitive and under your complete control, and sometimes it seems like there’s no rhyme or reason to where the ball goes relative to how you flick. In the real world, and number of quirks in a ramp could account for chaotic end results. On the iPhone, it might just be a matter of tweaking the physics engine a bit more.

All-in-all, it’s a beautiful, engaging, casual time-filler of a game, perfect for occupying interstitial moments. As a test, however, I gave it to an 11-year old to try out. I only got it back an hour and half later. So, yeah, it works for a wide range of players and time constraints as well.

If you give Ramp Champ a go, let us know how how many goals you get, and which prizes you pick up.

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Quick App: Twitterrific 2.0 Twitter Client for iPhone

Twitterrific is looking to be the Alpha and Omega of iPhone Twitter clients. As it was first (before there was even an official SDK!), so it is also now the most recent — in snazzily updated 2.0 form.

So what’s changed? Nothing. And everything. Cliched, maybe, but Twitterrific was originally born from the Iconfactory’s passion for a graceful, gorgeous Twitter reading experience. But then came a host of other Twitter clients that banged the uber-functionality drums and while it seemed like every celebrity with an iPhone clung to the grandaddy goodness of Twitterrific, the unwashed tech-masses wandered elsewhere.

Well, with Twitterrific 2.0, many will wander back. It somehow manages to keep that quick, clean experience but — through UI wizardry — neatly tucks away most every power-user feature imaginable beneath the covers.

Old awesomeness remains — I’ve always loved the ability to quickly, and at any time, change from new tweet to @reply to direct message (dm) at the touch of a tab. New awesomeness is introduced — now I can also tap the “eye” icon to see the tweet I’m replying to for reference, to add another @username to the reply, etc.

Yes, in Battlestar Galactica terms, if Twitterrific 1.0 was the Cylon Centurian, Twitterrific 2.0 is the red-dressed Caprica 6. It has evolved. (And definitely has a plan).

Speaking of which: there’s inarguably the feature-equivalent of an arms race going on among iPhone Twitter clients, and it’s one that greatly benefits users. If the first Twitterrific was a board with a nail in it, and subsequent Twitter clients went from sword to gun, this is our first plasma cannon. And I can’t wait to see what happens next.

Note: Twitterrific 2.0 comes, as it always has, in two versions. There’s Twitterrific (Free with ad support – iTunes link) and Twitterrific Premium ($3.99 – iTunes link). I bought the original Twitterrific Premium and was startled to see Twitterrific 2.0 come to me as a free upgrade. I would easily have paid another $10 for this, much less $3.99. Donation button please?

Full gallery after the break!

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Sneak Peek at Twitterrific 2.0 for iPhone

Nowhereelse.fr (French language) got their eyes on the Iconfactory’s Gedeon Maheux at the Triangle Tweetup as he walked through a demonstration of the upcoming Twitterrific 2.0 Twitter client for the iPhone. Mashable sums up what we see:

So what’s new in Twitterrific 2.0? Multiple account support, filters for mentions, DMs, favorites, and marks (which are like personal favorites), trends, search by keyword, person, or location, saved searches, notes on users, retweet, conversations, custom shortcuts, the ability to follow/unfollow/block, expanded and condensed views, shrinkable text, and complete Twitter bios. Whoa, we’re out of breath just listing all that’s new, but we likey!

Twitterrific 2 should be available as soon as the App Store approval process runs its course. Let’s just hope Apple’s improved things since the last time a Twitter app tried to update