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Screen Invaders v1.0.1 is released

Check out the new release of Screen Invaders featuring:

Improved Facebook integration
Reduced File Size
Bug Fixes
Reduced File Size

Download it now over at http://www.screeninvaders.com/app

Prmac release of Screen Invaders

Screen Invaders – A new tap-based addictive iPhone game hits AppStore
London, GB Aug 22, 2011 in Games

[prMac.com] Screen Invaders is a tap-based game where the user has to attempt to repel the increasing numbers of aliens on their screen within the given time limit. The game is set in a world where Earth is on the brink of being invaded by a terrible alien species, intent on destroying and enslaving the planet’s populace. […]

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Snag averted

After some lengthy negotiations on Friday, Attollos Technology are delighted to announce that the banking delay we had previously expected will not be as severe as we had first expected. We now expect to be able to submit the game to Apple by Monday or Tuesday next week. When this has been done, the veil of secrecy will be lifted and all will be revealed then. Check back for a new Free App a Day tomorrow and whoever can come up with a good name for the green alien on the ‘little taster’ page will win a free promo code.

“You can do anything, but not everything”

Despite the setback that we experienced yesterday in the production of our new game, the actual game development has not stalled. Merely because a bank account is proving troublesome will not stop us from actually physically making the game. The last batch of graphics will be integrated into the code today and the time to launch is slowly, but undeniably ticking down. Matt Rix, the creator of Trainyard commented on how much hassle he encountered after his game took off due to the fact that he was not incorporated. I truly hope that the advantages of becoming a registered company outweigh the time difficulties that we have had to face, but I suppose it has to be better having something between you and what you are producing. It certainly looks more impressive on the AppStore, your game proudly adorned with the logo of your company and it does not do for anyone to come into a large sum of money in a short space of time. I would much rather be the owner of a company which had cash reserves and expansion potential that an individual who suddenly had a few more 0s in their bank account. Personally, I could see the temptation to just spend on lavish items if I suddenly came into a sum of money. Therefore I feel that the decision to become incorporated, to really try and get your brand into the market is just, and whilst the time delay is irksome, the benefits will outweigh the difficulties.

Check back later today for the chance to win a promo code / be the first to get your hands on our new game simply by giving us an opinion on a new logo.

The flaw in the plan

This is an article that I hoped that I would never have to write, but unfortunately due to the banking complexities of setting up a new limited company as we have done, we have been forced to delay the release of our new game by around a week or so. Whilst this is regrettable we will work hard on making sure everything is as polished as it possibly can be for when it comes out. We hope to tell you guys all the Game name within a week and a trailer within 10 days. Keep checking back to the blog for more updates and I will continue to publish the best free applications that I can find and sometime very soon, all will be revealed…

Great Game Trailer

This has to be one of the best trailers we have ever seen over here at Attollos, has us in stitches!

I’m not sure what I find funnier, the strange voice or the cries of pain as the man tumbles down a 100 foot cliff. Kudos to the developer.

It’s Go Time.

The hour is finally approaching. The bell has been struck, the fat lady is clearing her throat… you get the idea. We are on the brink of uploading our game to iTunes. We expect to be able to release the name of the game as well as some gameplay footage later in the week.

After so many hours spent making this game, we appreciate all the help that has been given to us, from Innovatty and CodeCubeBrothers on Twitter and the rest of the IDRTG, all the folks over at Touch Arcade and the kind comments on here that made us feel less like we were ‘shouting into a void’.

So strap your helmets on, because after so long, we want this game to blow you away.

An idiot’s guide to Game Trailers

The time is slowly approaching where we have to release a new trailer for our new game and I thought I would share some insights into how I think this should be done right.

The folks over at appvised have shown their worst efforts over on their site and the concept behind the trailer shocked me so much that I thought that I would post it here for you all to see.

Obviously the intention of the video was to go viral, and whilst this video is certainly different to anything else that I have seen, does not mean that it is going to sell the app. Companies such as Vetasoft offer to make high quality trailers for a price, but for indie developers the main problem that is faced is the idea that the more money is invested into creating an application, the more £0.69 you have to prise away from your customers. This means that everyone faces the conundrum of whether or not to produce a high quality trailer for a fee or attempt to find a compromise.

I feel tingwings is a good compromise… A bit of animation but nothing too flashy and overall a very clean trailer. This is what I aspire to when the time comes to make our trailer. A nice simple, clean trailer that translates the concept of the game without lots of flashing lights and boring company logos overlaid, fading in and out of the screen.

Will it go down well? I hope that you guys think so…

Leave a comment in the box if there’s anything you have to say about game trailers.

Beta Testing

After months of hard work, the time has finally come for Attollos Technology Ltd to cast our eyes around for beta testers. Ideally we would like to hire testers who have perhaps got some experience in testing iPhone games before but this is not a pre-requisite for application. We hope to be able to recieve useful feedback on how we can make our game great and will throw various rewards such as Google Plus invites and promotional codes as well towards our testers.

If you are interested, leave your details in the comments box and we will notify successful applicants as soon as we can.

“You’re one microscopic cog in a catastrophic plan”

Ever since a twitter aquaintance tweeted me news of the futility of the FAAD thoery, new ways of emerging from obscurity onto the appstore’s main stage have been the priority of my thoughts. One system that has recently been suggested to me is doing guerrila marketing. No this not not hiding out in some woods in Vietnam waiting to ambush US troops but is in fact described as being:

“Created by marketing guru Jay Conrad Levinson where you use creative and sometimes unorthodox methods to get the attention of the media. Like Houdini in a straight jacket upside down in New York.

Its creative and highly imaginative marketing methods that aren’t very expensive but could go viral. I just want to see if anyone has tried anything out of the box that worked or if anyone has any ideas for something like this.

As an example: I’m making a zombie app. So, I was going to try to win the Guiness World Record for the biggest machete to promote my app. Stuff like that gets some press but Guinness wouldn’t allow this record. They said I had to try and beat the worlds biggest axe which has nothing to do with killing zombies in my app and the axe is 75 feet long. My machete would have been easy at 13 feet which would have beaten the worlds record for biggest pocket knife.” – Zombieweird

This sounds like a good idea to me and I’d love to be able to launch the new Attollos game in the middle of a media frenzy over some obscure record that we managed to break. However, then the concept of what record should we try and break becomes voiced. I mean the most I can let on about our latest release is that it is space themed, and whilst I would love to call up NASA and claim that we would find alien lifeforms as some kind of marketing technique, realism sets in.

Other toucharcade posters have suggested other ways of gaining notoriety:

“When the iphone 4 launched some developer paid $1000 to be 1st in line at the times square Apple store and it got him mentioned in the new york times. I don’t remember who he was or his apps, but at the time it got me to look at his apps. I don’t think i bought it though so i don’t know if it payed off.

also CBC Radio made a 8min audio documentary about me, it aired at 7:20 am prime transit time, supposedly their peak listeners time. It didn’t have any effect on sales though. i don’t think apps or websites translate well to radio.” – RenegadeCitizen

Certainly we have to do something to gain exposure and penetrate the market, but is guerrila marketing techniques the right way to accomplish this? I have no idea, but if anyone has any good suggestions about some obscure record we could break then I am all ears.

Keep In Touch
RT @GTXworld: We’ve just made TouchTweet FREE on the @AppStore ! Touch and Tweet from iOS4 - iOS6. Supports iPhone 5 too! #free #iOS ht ...
RT @ElbowRoomApps: Check out the great HD graphics in Crowded Garden! 2 great games in 1 app. Full app. http://t.co/3MAPYINo #iPhone #iP ...
RT @MarsAppCom: PLZ RT - Flick The Fish! The Super Fun Game! http://t.co/U6gI1oLv #iPhone #Apps #IDRTG #Flicking #fish
RT @AfterDarkDev: Got a game or application, then post it here - http://t.co/7eEadhKf #Android #iPad #iPhone #Apps #Games #Indy #IDRTG
PLZ RT "Need a break from developing? Watch an a capella group attempting to hit christmas number 1: http://t.co/1Yj890Rv" #IDRTG #1dream
RT @j_d_robinson: iPhone 5 is the mark of the complete phase-out of iPhone 3G. Xcode 4.5 no longer supports building apps with targets & ...