Introducing Blockwick

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After our first (successful) beta test, we finally released our puzzle game, Blockwick. The game's objective is simple: match up colored blocks. Solving a puzzle, however, is not as easy as it sounds. And with every new chapter we introduce another color and shape. Check it out on the App Store.

As far as pricing goes, this time we are trying something a little different. Users can download the app for free and play through the first three chapters – that’s 60 puzzles. After that you can buy subsequent sections of 60 puzzles each for 99 cents. Right now there are a total of 240 puzzles, but we'd consider adding more puzzles if there’s enough demand.

So far the release is going well. We got a great review from Enoda, and the feedback from users has been very positive. Check it out – it’s free after all – and tell your friends.

Happy Holidays from the Kieffer Bros!

 

Planning Makes Perfect

Planning

Over the past three years, we've been slowly refining how we approach the planning phase. When we began making games, we would simply start working on an idea—no prototypes, menu flow charts, or to do lists. Although it was exciting to jump head first into projects like this, it caused more trouble than the initial thrill was worth. 

Seemingly small issues— oversights that are easily avoided with careful planning— would pile up. Before we’d get halfway through an app, these tiny problems would become major obstacles, creating complications in other areas of the project. 

Soon, we’d be spending more time putting out fires and fixing newly created bugs than making actual progress. This was immensely damaging to our morale. To feel satisfied and energized by a project, it’s important to consistently hit your milestones. But if you don’t set any, you have only a very vague sense that you are moving forward or anywhere at all. 

A good plan lays everything out. Someone who knows nothing about your vision should be able to look over your documents, concept art, and prototypes and have a clear idea of what the final product will look like. 

Everything should be written down, illustrated, or prototyped. You must capture as many details as possible—down to the menu transitions and the font of the copyright notice. 

Here are the basic components of a good plan (for a mobile game at least):

Synopsis - Describe the objective, rules, gameplay, and strategy. Explain why it's compelling and what makes it fun. This is also a good place to explore what kind of emotions you want to evoke in the user, and if applicable, what the story is and who the characters are. 

Prototype - A prototype proves that the game is technically possible on your target device and platform. This is also a good place to really test how fun the core gameplay is. It's not necessary to include a menu in the prototype unless you're attempting to craft something totally different than what you're used to building. 

Concept Art - This part of the plan demonstrates the graphical style of the game and more effectively communicates the desired vibe. 

Layouts & Menu Flowchart - Here everything gets drawn out—the main and sub menus, all of the gameplay elements, the heads-up display, the leader boards, the info screen, etc. The uninitiated should be able to the see the game. Menu transitions and loading screens may need to be storyboarded here too. Don't wait to argue about major design decisions in the middle of the project. 

The Master To Do List - Step-by-step, no detail spared, list everything that needs to be done. Organize it into phases and assign team responsibilities. It doesn't need to be perfect, but try to be as thorough as possible.

If you know everything basically works from the outset and that all the details will fit together nicely in the end, you have little to worry about. You can simply put your nose to the grindstone and watch the pieces come together. Of course, you will come across some hiccups, you will overlook a handful of details, and you may want to add features mid-project. No worries. Step back, fit it into the plan, and carry on. 

It's extraordinary how easy planning makes a project. Let your brain do the heavy lifting. Grab a pencil and sketch pad, start drawing and writing, and you'll save yourself from a lot of grief. 

image source: city of toronto archives

 

5 More Tips for Monster Soup: Play Like a Champion!

1. Use the two-finger drag to speed things up. This has two benefits. One, you can speed through the earlier, easy levels. Two, you can make longer chains with more monsters on screen. Big chains equal big points. 

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2. Be tactical with your Rescue Bombs. Every time you create a power up, it appears under the last monster of that chain. For items like the Warp Clock and the Bonus Coin, this is unimportant. With the Beach Ball and the Rescue Bomb, however, knowing this can be the difference between life and death. Often your screen will be unevenly filled with ice. When this happens dropping a Bomb in the right place is paramount. This advanced maneuver requires quick, critical thinking as to where you'll start and end your chains—it will be crucial for high-level survival.

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3. Stay in slo-mo as much as possible. Keep things moving at a manageable pace. An easy way to do this is by creating Warp Clocks one after the other. First, a bit about how these time-shifters work. A regular Warp Clock lasts for five seconds and halves the speed of the monsters. A Mega Warp Clock lasts for ten seconds and also slows things down by half the rate. Clocks do not affect each other. Two clocks don't last twice as long or make things twice as slow. Your best bet is to let Warp Clocks get close to expiring before crafting another one. 

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4. Rack up the power-up bonuses. As we mentioned in our first Monster Soup tips blog post, power-ups are your best friends. Beyond their obvious in-game advantages, power-ups also give you extra points after you complete the level. Regular power-ups give you three extra points. Mega power-ups give you six extra points. Doesn't seem like much, but over the course of a game, it all adds up. 

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5. It's not over until the fireworks stop. Once the happy level-up music starts playing and the fireworks commence, the level isn't completely over. The monsters stop floating upwards, but you can still make chains. Points still get tacked onto your score and make a difference in the long run. You also have an opportunity to use Rescue Bombs and Starshines to melt away ice (this can make a huge difference in the next level). Once you float down to the bottom of the soup sea, you can take a breather.

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Check out part one to see more tips.

5 Tips for Monster Soup: Play Like a Pro

1. Don't sweat the small stuff. We've seen a lot of people play the game and get caught up on catching every little monster. Don't worry about letting some slip by. Focus on getting longer chains and power-ups. Having a little ice on the screen doesn't hurt. If you're focusing on long chains, you're going to be clearing it away with Starshine and Rescue Bombs anyway. 

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2. Power-ups, power-ups, power-ups! The only way to survive later levels is to have a constant stream of power-ups helping you along. This is probably the most important thing to remember. The pink monster's Bonus Coin will help you get through levels faster. The green monster's Beach Ball will give you more opportunities for longer chains and help you get out of tight spots. But the two most important power-ups to go for are the blue monster's Warp Clock and the yellow monster's Starshine. When you keep the monsters moving slowly and the ice continually melting, you're a monster-saving force to be reckoned with!

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3. Take small steps for the set-up. When things get really frantic, it helps to clear a bunch of smaller chains out of the way to cash in on a mega power-up. If it doesn't look like you'll be able to make a 5+ chain with a certain cluster of monsters, there's no point in keeping them around. A screen with a majority of one color makes it super easy to craft a mega chain. The mega Starshine power-up melts two layers of ice and can quickly turn the tides in a dire situation. 

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4. Start your chain in the right spot. Thinking ahead and starting your chain in the right spot can make all the difference. (Below is a diagram of a bad start and a good start.) In many ways, Monster Soup is a constantly shifting puzzle game. You need to clear as many monsters as possible with each chain—this can result in some crazy, criss-crossing chains. 

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5. Don't over think it. Yes, there's a lot of strategy involved in Monster Soup, but at the end of the day, speed is your best friend. Once you're comfortable with a few basic strategies, you don't want to get paralyzed by indecision. Long chains are nice, but sometimes waiting to add one more monster is just not a good idea. Jack be nimble, jack be quick. 

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Check out part two to see more tips. 

App Store Release Date: How It Works Globally

Release
Monster Soup was set to be released June 15th. On planet Earth, June 15th begins at midnight in New Zealand (as well as in other countries along the International Date Line). It then moves westward across the globe to Hong Kong, then Zanzibar, Moscow, London, and finally North America. At the time of writing this, Monster Soup has just become available in Tokyo. 

Here in Wisconsin (home of the Kieffer Bros. studio), we will have to wait until "tomorrow" or about 9 hours from now.

 

Monster Soup Coming June 15th!

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A menacing, moon-sized maniac, Plubert, threatens the burgeoning monster-civilization of Soup System. It's your job to unite these helpless critters and rescue them from the approaching Ice Age. 

Drag your finger over the screen to connect same-colored monsters. Create longer chains for more points and special power-ups. But act fast before they get caught in the icy snares of the fiendish planet-freezer, Plubert!

Available on the App Store next Wednesday, June 15th! 

A New Addition to Our Alpha Testing Regimen

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Staring at a screen all day testing every single facet of your app isn't the funnest work on the planet. Trying every possible combination of gestures and app-interruptions on each Apple device is one of the most draining parts of developing games. 

To ameliorate this two-dimensional grind, we added a new element to our alpha testing regimen—Lego building. It's a great way to release tension and exercise our spatial-temporal reasoning. Good for the eyes, hands, and brain.